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研究生: 謝宗翰
Tsung-Han Hsieh
論文名稱: 軟體遊戲化機制對學習動機影響之研究
The Effect of Software Gamification on Learning Motivation
指導教授: 黃世禎
Sun-Jen Huang
口試委員: 劉俞志
Yu-Chih Liu
朱宇倩 
Yu-Qian Zhu
學位類別: 碩士
Master
系所名稱: 管理學院 - 資訊管理系
Department of Information Management
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 74
中文關鍵詞: GAFCC遊戲化模型軟體遊戲化學習動機
外文關鍵詞: GAFCC Gamification Model, Software Gamification, Learning Motivation
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  • 隨著科技的進步與行動裝置的普及,數位化教學以然成為了趨勢,課堂教學輔助軟體帶來了更高的學習參與度,但是過多的誘因也導致課堂上學生的專注力下降,學習動機變得薄弱,遊戲化的概念於是被廣泛的導入教學現場,希望能重新擄獲學生們的注意力;然而現有的課堂教學輔助軟體缺乏遊戲化的運用,也鮮少文獻針對軟體遊戲化機制對學習動機關聯性之研究。
    本研究根據GAFCC遊戲化模型,將影響學習動機的遊戲化機制分為五個面向,分別為目標、漸進、回饋、挑戰與合作;首先對現行版本Zuvio與軟體遊戲化模型的吻合度進行調查,接著根據GAFCC遊戲化模型在Zuvio設計一套遊戲化功能來檢驗其對動機的成效,最後分析軟體遊戲化機制與學習動機的關聯性。實證結果發現目標與挑戰的關聯最大,五個面向對於動機都有正面的影響,而其中以挑戰的面向對於動機影響最為顯著,同時漸進、回饋、挑戰與合作四個面向,對於目標與動機間的關係都有中介影響的效果。最後根據分析之結果,提供教師和軟體遊戲化設計人員一些關於如何讓使用者提升使用動機之建議。


    With the progression of technology and the popularity of mobile devices, digital learning has become a trend. Classroom teaching aided software brings higher learning participation, but distractions make students can’t pay attention during class and lack of motivation of learning. Thus, the idea of gamification started to be used to grab students’ attention by offering game mechanics. However, the existing classroom teaching aided software lacks of gamification, and there are few lectures on the relevance of software gamification mechanics to learning motivation.
    This study divides the gamification mechanics that affects learning motivation into five aspects, namely goal, access, feedback, challenges and collaboration, based on GAFCC gamification model. First, compare the current version of Zuvio with gamification model. Then design a gamification function based on GAFCC model for Zuvio to test its effectiveness. Finally, analyze the relevance of software gamification mechanics and learning motivation. The empirical results found that goal and challenges have the greatest correlation. The five aspects have a positive impact on motivation. The challenge aspect has the most significant impact on motivation. Furthermore, access, feedback, challenge, and cooperation have mediating effect on the relationship between goal and motivation. The relationship has the effect of intermediary influence. Finally, the findings give software gamification designers some advice on how to improve users’ motivation on continuous use.

    摘要 I Abstract II 致謝 III 目錄 IV 圖目錄 VII 表目錄 VIII 第一章 緒論 1 1.1 研究背景 1 1.2 研究動機 2 1.3 研究目的 2 1.4 研究流程 3 第二章 文獻探討 4 2.1 軟體遊戲化 4 2.1.1 遊戲化的定義 4 2.1.2 遊戲化機制 5 2.1.3 軟體遊戲化 6 2.2 學習動機 7 2.2.1學習動機定義 7 2.2.2 遊戲化與動機 8 2.3 Zuvio雲端即時互動反饋系統 9 2.3.1 Zuvio的背景 9 2.3.2 Zuvio之功能與遊戲化機制對應 10 2.4 GAFCC遊戲化模型 12 2.4.1 五大面向 13 2.4.2 玩家類別與GAFCC遊戲化模型對應 14 第三章 研究方法 16 3.1 研究架構 16 3.2 遊戲化功能設計 17 3.3 研究模型 20 3.4 問卷設計 23 3.5 研究設計 30 3.5.1 問卷調查 31 3.5.2 研究對象 31 3.5.3 資料分析方法 31 第四章 研究結果分析 33 4.1 實驗資料蒐集 33 4.2 敘述性統計分析 33 4.3 Zuvio與模型吻合度 35 4.4 Concentree對動機之成效 36 4.5 遊戲化機制與動機的關聯 37 4.5.1 指標信效度檢驗 37 4.5.2 相關分析結果 38 4.5.3回歸分析結果 38 4.6 研究結果討論 44 第五章 結論與建議 48 5.1 研究結論 48 5.2 研究貢獻 49 5.2.1學術貢獻 49 5.2.2實務貢獻 49 5.3 研究限制與未來研究建議 49 參考文獻 51 附錄 正式問卷 55

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