簡易檢索 / 詳目顯示

研究生: 張育瑄
Yu-hsuan Chang
論文名稱: 國中小教師數位遊戲式教學信念與遊戲內容教學知識之相關研究
Correlates between elementary and middle school teachers’ teaching beliefs and technological pedagogical content knowledge of digital game-based learning
指導教授: 蔡孟蓉
Meng-jung Tsai
口試委員: 梁至中
Jyh-chong, Liang
許衷源
Chung-yuan, Hsu
學位類別: 碩士
Master
系所名稱: 人文社會學院 - 數位學習與教育研究所
Graduate Institute of Digital Learning and Education
論文出版年: 2015
畢業學年度: 103
語文別: 中文
論文頁數: 70
中文關鍵詞: 數位遊戲式學習遊戲科技內容教學知識教學信念教學態度教學動機
外文關鍵詞: digital game-based learning, game-based pedagogical content knowledge, teaching belief, teaching motivation, teaching attitude
相關次數: 點閱:485下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究旨在開發遊戲式學習教學信念量表,作為評估教師遊戲式教學信念與教學意願看法之工具,並探究數位遊戲式教學信念與遊戲科技內容教學知識兩者之間的關係,瞭解臺灣中小學教師對數位遊戲融入教學的看法,進一步探討教師是否具備足夠數位遊戲式教學相關知識與素養。研究樣本為384位臺灣中小學教師,其中國小教師206人,國中教師178人。本研究採用探索性因素分析、驗證性因素分析、結構方程模式分析、t檢定分析、單因子變異數分析與路徑分析進行資料分析,結果顯示遊戲知識與遊戲教學知識是影響教師遊戲內容教學知識之關鍵因素,遊戲內容知識對於遊戲內容教學知識則無顯著影響;若要提升教師的遊戲式教學態度與遊戲式教學動機能從強化教師遊戲內容教學知識與遊戲式教學信念兩方面著手。另外,分析在不同背景變項間的差異發現有些許數位落差的情形存在:相較於國中教師,國小教師明顯累積較豐富的遊戲式教學經驗,也具備比較高的信念、動機與遊戲教學知識;男性教師比女性教師具備較多遊戲知識;年輕教師則累積較豐富的遊戲知識、遊戲內容知識與遊戲內容教學知識;教學年資方面,新手教師具備較高的遊戲知識、遊戲內容知識與遊戲內容教學知識。建議未來研究除了提供中學教師更多遊戲式教學資源外,亦能透過質性研究深度剖析教師對數位遊戲式教學的想法,或從社會文化層面切入,瞭解影響教師結合數位遊戲於教學的其他因素。


    The purpose of this study was to investigate the relationships between teachers’ game-based teaching belief and their game-based pedagogical content knowledge. The participants included 384 elementary and middle school teachers in Taiwan (206 elementary school teachers and 178 middle school teachers). This study used Game-based Teaching Belief Scale (GTBS) (Chang & Tsai, 2014) and Technological Pedagogies Content Knowledge-Game (TPACK-G) (Hsu, Liang, Chai & Tsai, 2013) to evaluate teachers’ belief and knowledge about game-based learning. Exploratory factor analyse, confirmatory factor analyse, structural equation modeling, independent t-tests, one way ANOVA and path analyse were used to analyze the data. The results indicated that game knowledge (GK) and game-based pedagogical knowledge (GPK) were key factors which predicted game-based pedagogical content knowledge (GPCK). GPCK significantly predicted teachers’ game-based teaching attitudes and motivation moderated by their beliefs of game-based teaching. This suggests that enhancing teachers’ GPCK may improve teachers’ game-based teaching belief, attitude and motivation. Besides, this study also found some individual differences in background variables: the elementary school teachers had stronger belief and motivation in using digital game-based teaching methods than did the middle school teachers; the male teachers had more game knowledge than the female teachers; the younger teachers and junior teachers had more game knowledge, game content knowledge and game pedagogical content knowledge than elder and senior teachers. Several suggestions for future studies were made in this study.

    第壹章 緒論 1  第一節 研究背景與動機 1  第二節 研究目的與問題 4  第三節 名詞釋義 4  第四節 研究範圍與限制 5 第貳章 文獻探討 6  第一節 數位遊戲式學習 6  第二節 教師的科技內容教學知識 10  第三節 教師對數位遊戲式學習之科技接受度 16  第四節 教師遊戲式學習教學信 19 第参章 研究方法 23  第一節 研究對象 23  第二節 研究工具 23  第三節 研究流程 27  第四節 資料分析 28 第肆章 研究結果 30  第一節 探索性因素分析 30  第二節 驗證性因素分析 33  第三節 結構方程模式分析 38  第四節 t檢定分析 46  第五節 單因子變異數分析 48 第伍章 結論與建議 52  第一節 數位遊戲式學習教學信念量表構面內涵 52  第二節 影響遊戲式教學信念與遊戲內容教學知識關鍵因素 53  第三節 各因素在不同背景變項之影響情形 54  第四節 未來教育上的應用與建議 56 參考文獻 59 附錄一 教師數位遊戲教學問卷 66

    數位內容產業推動小組(2003)。2003數位內容白皮書。經濟部工業局。上網日期:2014年7月28日,檢自:http://www.digitalcontent.org.tw/dc_p5.php。
    Abbitt, J. T. (2011). Measuring technological pedagogical content knowledge in Preservice teacher education: A review of current methods and instruments. Journal of Research on Technology in Education, 43(4), 281-300.
    Abelson, R. (1979). Differences between belief systems and knowledge systems. Cognitive Science, 3, 355-366.
    Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211.
    Albirini, A. (2006). Teachers’ attitudes toward information and communication technologies: The case of Syrian EFL teachers. Computers & Education, 47(4), 373-398.
    Andersson, S. (2006). Newly qualified teachers' learning related to their use of information and communication technology: A Swedish perspective. British Journal of Educational Technology, 37(5), 665-682.
    Archambault, L. M., & Barnett, J. H. (2010). Revisiting technological pedagogical content knowledge: Exploring the TPACK framework. Computers & Education, 55(4), 1656-1662.
    Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of Academy of Marketing Science, 16(1), 74-94.
    Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478-488.
    Becker, K., & Jacobsen, D. M. (2005e, June). Games for Learning: Are Schools Ready for What's to Come? Paper presented at the DiGRA 2nd International Conference on Changing Views: Worlds in Play, Vancouver, B.C.
    Bentler, P. M., & Wu, E. J. C. (1993). EQS/Windows user’s guide. Los Angeles: BMDP Statistical Software.
    Bingimlas, K., & Hanrahan, M. (2010). The relationship between teachers’ beliefs and their practice: How the literature can inform science education reformers and researchers. Science Curriculum & Evaluation, 415-422.
    Bourgonjon, J., Grove, F., Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67, 21-35.
    Brown, C. A., & Cooney, T. J. (1982). Research on teacher education: A philosophical orientation. Journal of Research and Development in Education, 15(4), 13-18.
    Brush, T., & Saye, J. W. (2009). Strategies for preparing preservice social studies teachers to integrate technology effectively: Models and practices. Contemporary Issues in Technology & Teacher Education, 9(1), 46-59.
    Carmines, E. G., & Mclver, J. P. (1981). Analyzing models with unobserved variables: Analysis of convariance structures. In G. W. Bohrnstedt & E. F. Borgatta (etds.), Social Measuremant (pp. 65-115). Beverly Hills, CA: Sage Publications.
    Chai, C. S., Koh, J. H. L., & Tsai, C.-C. (2011a). Exploring the factor structure of the constructs of technological, pedagogical, content knowledge (TPACK). The Asia Pacific Education Researcher, 20(3), 595-603.
    Chai, C. S., Koh, J. H. L., & Tsai, C.-C. (2013). A review of technological pedagogical content knowledge. Journal of Educational Technology & Society, 16(2), 31-51.
    Chen, H.-R., SU, C.-L., & Fang, J.-F. (2012). Teacher acceptance of digital game-based learning instruction in elementary schools in Taiwan. Technics Technologies Education Management, 7(4), 1663-1671.
    Cheng, Y.-M., Lou, S.-J., Kuo S.-H., & Shih, R.-C. (2013). Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1), 96-110.
    Crawley, F. E. (1990). Intentions of science teachers to use investigative teaching methods: A test of the Theory of Planned Behavior. Journal of Research in Science Teaching, 27, 685-697.
    Cuban, L. (1986). Teachers and machines: The classroom use of technology since 1920. New York: Teachers College.
    Davis, F. D. (1986). A Technology Acceptance Model for Empirically Testing New End-User Information System: Theory and Results, Doctoral Dissertation, MIT Sloan School of Management, Cambridge, MA.
    Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science, 35, 982-1003.
    De Grove, F., Bourgonjon, J., & Van Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 2023-2033.
    Dempsey, J. V., Lucassen, B. A., Haynes, L. L., & Casey, M. S. (1996, April). Instructional applications of computer games. Paper presented at the Annual Meeting of the American Educational Research Association, New York City, NY.
    Divjak, B., & Tomic’, D. (2011). The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics – Literature review. Journal of Information and Organizational Sciences, 35(1), 15-30.
    Fornell, C., & David, F. L. (1981). Evaluating Structural Equation Models with Unobervables and Measurement error. Journal of Marketing Research, 18, 39-50.
    Goodman, J. (1988). Constructing a practical philosophy of teaching: A study of preservice teachers’ professional perspectives. Teaching and Teacher Education, 4, 121-137.
    Haney, J. J., Czerniak, C. M., & Lumpe, A. T. (1996). Teacher beliefs and intentions regarding the implementation of science education reform strands. Journal of Research in Science Teaching, 33, 971-993.
    Hair, J. F., Anderson, R. E., Tatham, R. L., & Black, W. C. (2009). Multivariate data analysis. Englewood Cliffs, NJ: Prentice Hall.
    Harvey, O. J. (1986). Belief systems and attitudes toward the death penalty and other punishments. Journal of Psychology, 54(2), 143-159.
    Houston, J. E. (1984). Thesaurus of ERIC descriptors. (10th Ed.), Phoenix: Oryx Press.
    Hsu, C.-Y., Liang, J.-C., Chai, C.-S., & Tsai, C.-C. (2013). Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games. Journal of Educational Computing Research, 49(4), 461-479.
    Hwang, G. J., Wu, P. H., & Chen, C. C. (2012). An online game approach for improving students' learning performance in web-based problem-solving activities. Computers & Education, 59, 1246-1256.
    Hyde, T. S., & Jenkins, J. J. (1973). Recall for words as a function of semantic, graphic, and syntactic orienting tasks. Journal of Verbal Learning and Verbal Behavior, 12, 471-480.
    Jonassen, D. H., Howland, J., Moore, J., & Marra, R. M. (2003). Learning to solve problems with technology: A constructivist perspective (2nd edition). Upper Saddle River, NJ: Prentice-Hall.
    Joreskog, K. G., & Sorbom, D. (1989). LISREL 7: A guide to the program and applications. Chicago, IL: SPSS Inc.
    Kagan, D. M. (1992). Implications of research on teacher belief. Educational Psychologist, 27(1), 65-90.
    Kanthan, R., & Senger, J.-L. (2011). The Impact of Specially Designed Digital Games-Based Learning in Undergraduate Pathology and Medical Education. Education in Pathology & Laboratory Medicine, 135, 135-142.
    Kinzie, M. B., & Joseph, D. R. D. (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design. Educational Technology Research & Development, 56, 643-663.
    Kirriemuir, J., & McFarlane, C. A. (2004). Literature review in games and learning. UK: Futurelab.
    Kline, R. B. (2005). Principles and practice of structural equation modeling. NewYork: The Guilford.
    Mishra, P., & Koehler, M.J. (2006). Technological pedagogical content knowledge: A framework for integrating technology in teacher knowledge. Teachers College Record, 108(6), 1017-1054.
    Koehler, M. J., & Mishra, P. (2008). Handbook of technological pedagogical content knowledge (TPCK) for educators. New York: Routledge.
    Koehler, M. J., & Mishra, P. (2009). What is technological pedagogical content knowledge? Contemporary Issues in Technology and Teacher Education, 9(1), 60-70.
    Koh, J., Chai, C. S., & Tsai, C.-C. (2010). Examining the technological pedagogical content knowledge of Singapore pre-service teachers with a large-scale survey. Journal of Computer Assisted Learning, 26, 563-573.
    Kuo, M. J. (2007, June). How does an online game based learning environment promote students’ intrinsic motivation for learning natural science and how does it affect their learning outcomes? Paper presented at the First IEEE International Workshop on Digital Game and Intelligent Toy Enhances Learning, Burlingame, CA.
    Kwon, H. (2004). Teachers' Practical Criteria for Evaluation of ICT-Integrated Teaching. Journal of Korean Association for Educational Information and Media, 10(4), 91-117.
    Lee, M., & Tsai, C.-C. (2010). Exploring teachers' perceived self efficacy and technological pedagogical content knowledge with respect to educational use of the world wide web. Instructional Science: An International Journal of the Learning Sciences, 38(1), 1-21.
    Liang, J.-C., Chai, C. S., Koh, J. H. L., Yang, C.-J., & Tsai, C.-C. (2013). Surveying in-service preschool teachers' technological pedagogical content knowledge. Australasian Journal of Educational Technology, 29(4), 581-594.
    Maehr, M. L. & Meyer, H. A. (1997). Understanding motivation and schooling: Where we’ve been, where we are, and where we need to go. Education Psychology Review, 9, 371-409.
    Malone, T. W. (1981). What makes computer games fun? Byte, 6(12), 258-277.
    Middleton, J. A. (1999). Curricular influences on the motivational beliefs and practices of two middle school mathematics teachers: A follow-up study. Journal for Research in Mathematics Education, 30(3), 349-358.
    Mims, C., Polly, D., Shepherd, C., & Inan, F. (2006). Examining PT3 projects designed to improve preservice education. Tech Trends, 50(3), 17-24.
    Mishra, P., & Koehler, M. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017-1054.
    Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature. London, UK: Learning and Skills Development Agency.
    Niess M. L. (2011). Investigating TPACK: Knowledge growth in teaching with technology. Journal of Educational Computing Research, 44, 29-317.
    Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 8. Retrieved June 27, 2014, from http://www-jime.open.ac.uk/2004/8/oblinger-2004-8-disc-t.html
    Ozgun-Koca S. A., Meagher, M., & Edwards, M. T. (2009). Pre-service teachers’ emerging TPACK in a technology-rich methods class. The Mathematics Educator, 19(2), 10-20.
    Pajares, M. F. (1992). Teachers' beliefs and educational research: Cleaning up a messy construct. Review of Educational Research, 62(3), 307-332.
    Panayiotou, A., Kyriakides, L., Creemers Bert P. M., McMahon, L., Vanlaar, G., Pfeifer, M., Rekalidou, G., & Bren, M. (2014). Teacher behavior and student outcomes: Results of a European study. Educational Assessment Evaluation and Accountability, 26(1), 73-93.
    Papastergiou, M. (2009a). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
    Pivec, M. (2007). Editorial: Play and learn: Potentials of game-based learning. British Journal of Educational Technology, 38(3), 387-393.
    Polly, D., Mims, C., Shepherd, C. E., & Inan, F. (2010). Evidence of impact: Transforming teacher education with preparing tomorrow's teachers to teach with technology (PT3) grants. Teaching and Teacher Education: An International Journal of Research and Studies, 26(4), 863-870.
    Prensky, M. (2007). Digital game-based learning. St. Paul, MN: Paragon House.
    Randel, J., Morris, B., Wetzel, C. D., & Whitehall, B. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation & Gaming, 23(3), 261-276.
    Reinen, I. J., & Plomp, T. (1997). Information technology and gender equality: a contradiction in terminis? Computers & Education, 28(2), 65-78.
    Richardson, V. (1996). The role of attitudes and beliefs in learning to teach. In J.Sikula (Ed.), The handbook of research on teacher education (pp. 102-119). New York: Macmillan.
    Ruggiero, D. (2013, May). Video games in the classroom: The teacher point of view. Paper presented at the Games for Learning workshop of the Foundations of Digital Games conference, Chania, Greece.
    Russell, R. L., Altmaier, E., & Van Velzin, D. (1987). Job-related stress, social support, and burnout among classroom teachers. Journal of Applied Psychology, 72(2), 269-274.
    Schifter, C. (2008). Infusing computers into classrooms: Continuous practice improvement. Hershey, PA: IGI Global.
    Schmidt, D. A., Baran, E., Thompson, A. D., Mishra, P., Koehler, M. J., & Shin, T. S. (2009). Technological pedagogical content knowledge (TPACK): The development and validation of an assessment instrument for preservice teachers. Journal of Research on Technology in Education, 42(2), 123-149.
    Shapka, J. D., & Ferrari, M. (2003). Computer-related attitudes and actions of teacher candidates. Computers in Human Behavior, 19(3), 319-334.
    Shavelson, R. J., & Stern, P. (1981). Research on teachers' pedagogical thoughts, judgements, decisions, and behaviour. Review of Educational Research, 51, 455-498.
    Shulman, L. S. (1986). Those who understand: Knowledge growth in teaching. Educational Researcher, 15(2), 4-14.
    Smith, K. E. (1997). Student teachers’ beliefs about developmentally appropriate practice: Pattern stability, and the influence of locus of control. Early Childhood Research Quarterly, 12(2), 221-243.
    Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Innovate, 1(6). Retrieved July 17, 2014, from http://www.innovateonline.info/index.php?view=article&id=82
    Strudler, N., & Wetzel, K. (1999). Lessons from exemplary colleges of education: Factors affecting technology integration in preservice programs. Educational Technology Research & Development, 47(4), 63-81.
    Sumak, B., Hericko, M., & Pusnik, M. (2011). A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types. Computers in Human Behavior, 27(6), 2067-2077.
    Teo, T. (2014). Unpacking teachers’ acceptance of technology: Tests of measurement invariance and latent mean differences. Computers & Education, 75, 127-135.
    Tondeur, J., Valcke, M., & van Braak, J. (2008). A multidimensional approach to determinants of computer use in primary education: Teacher and school characteristics. Journal of Computer Assisted Learning, 24(6), 494-506.
    Tsai, M.-J. & Tsai, C.-C. (2010). Junior high school students' Internet usage and self efficacy: A re-examination of the gender gap. Computers & Education, 54(4), 1182-1192.
    Tuzun, H., Yılmaz-Soylu M., Karakus T., Inal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computer & Education, 52(1), 68-77.
    Van der Schaaf, M. F., Stokking, K. M., & Verloop, N. (2008). Teacher beliefs and teacher behaviour in portfolio assessment. Teaching and Teacher Education, 24(7), 1691-1704.
    Venera-Mihaela C., & Ioana B. (2014). Teaching the Relevance of Game-Based Learning to Preschool and Primary Teachers. Procedia - Social and Behavioral Sciences, 142, 640-646.
    Verloop N., Van Driel J.H., & Meijer P.C. (2001). Teacher knowledge and the knowledge base of teaching. International Journal of Educational Research, 35, 441-461.
    Voogt, J., Fisser, P., Pareja Roblin, N., Tondeur, J., & Van Braak, J. (2012). Technological pedagogical content knowledge- a review of the literature. Journal of Computer Assisted Learning, 29, 109-121.
    Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computer & Education, 59(2), 365-377.
    Yang, J. C., & Chen, S. Y. (2010). Effects of gender differences and spatial abilities within a digital pentominoes game. Computer & Education, 55(3), 1220-1233.

    無法下載圖示 全文公開日期 2020/02/09 (校內網路)
    全文公開日期 本全文未授權公開 (校外網路)
    全文公開日期 本全文未授權公開 (國家圖書館:臺灣博碩士論文系統)
    QR CODE