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研究生: 陳芊卉
Chien-Hui Chen
論文名稱: 電子繪本的角色扮演模式對國中學生批判思考意向、閱讀動機與閱讀投入之影響
The Impacts of Role Playing mode in Picture E-book on Junior High School Students’ Critical Thinking Disposition, Reading Motivation and Flow
指導教授: 高宜敏
Yi-Ming Kao
口試委員: 楊雅婷
Ya-Ting Yang
鄭海蓮
Hi-lian Jeng
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: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 93
中文關鍵詞: 角色扮演電子繪本閱讀動機閱讀投入批判思考意向
外文關鍵詞: Role playing, Picture E-book, Reading Motivation, Flow, Critical Thinking Disposition
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  • 本研究目的為探討電子繪本的角色扮演模式,對國中學生的批判思考意向、閱讀動機與閱讀投入的影響。本研究採用準實驗研究法,透過問卷、訪談資料進行分析。研究中為取樣便利,以台灣北區某國中八年級三個班級為實驗對象,共67人。實驗時間共計四週,一週45分鐘。其中實驗分作三組:純閱讀組(控制組)23人,閱讀一般電子繪本;角色扮演組(實驗組一)22人,閱讀多重角色扮演功能電子繪本;角色扮演自拍組(實驗組二)22人,閱讀多重角色扮演與自拍功能的電子繪本,並再加入故事改寫與同儕討論活動,進行深入探討。
    本研究結果顯示:閱讀角色扮演電子繪本會提升學生閱讀動機,但在閱讀投入上沒有無顯著差異。另外,採用多次測驗方式對批判思考意向進行探究:閱讀角色扮演電子繪本,會提升批判思考意向之開放心胸與同理心和整體與反省因素。閱讀活動後,再加入故事改寫與同儕討論,對學生對批判思考意向有顯著的提升。另從訪談結果中發現:實驗組一、二的學生,對批判思考的解釋,符合批判思考意向的定義且樂於分享更多自身看法。
    綜上所述,根據研究結果提出建議,在進行類似研究與教學設計時,可依照課堂內容,自行設計多重角色扮演電子繪本,並導入同儕討論,有助於提升學生之閱讀動機與批判思考意向的發展。


    This study aims to explore the effects of role playing mode in picture E-book on the critical thinking disposition, reading motivation, and flow of middle school students. The present study uses a quasi-experimental design with surveys and interviews for analysis. Through convenient sampling, 67 8th grade participants from three classes in a Taiwan middle school were selected. The study lasted four weeks, approximately 45 minutes each week. The participants were split into three groups, a control group of 23 students just reading the book, a role playing group of 22 students where they role play different characters, and finally a third experiment group of 22 students who role played themselves through a selfie feature within the game.
    Results indicate role playing does significantly help reading motivation but not in flow. Besides, role playing does significantly help reading motivation but not flow. As for critical thinking, the role playing picture e-book significantly improved student's open-mindedness and reflective thinking. If there is a discussion after reading the picture e-book, student's critical thinking disposition will significantly grow. Further analysis shows the role playing groups both have a significantly stronger understanding of critical thinking and were more willing to express their own ideas and opinions. In conclusion, this study suggests when designing picture E-book for either research or education, that a multiple role playing aspect can be integrated to help students have greater motivation and critical thinking disposition.

    第一章 緒論 1 1.1研究背景與動機 1 1.2 研究問題 6 第二章 文獻探討 7 2.1電子繪本 7 2.2角色扮演 10 2.3 批判思考教學活動 14 第三章 研究方法 18 3.1前導性實驗 18 3.2研究架構 27 3.3 研究設計 30 3.4 研究流程 31 3.5 研究工具 36 3.6資料分析與處理 49 第四章 實驗結果與分析 51 4.1 角色扮演電子繪本對學生批判思考意向的影響 51 4.2 角色扮演電子繪本對學生閱讀動機的影響 53 4.3 角色扮演電子繪本對學生閱讀投入的狀況 55 4.4 訪談結果 56 第五章 研究結論與建議 63 5.1 結論與討論 63 5.2 研究限制 66 5.3 研究建議 66 參考文獻 68 附錄 80

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