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研究生: 陳志鴻
Chih-Hung Chen
論文名稱: 實境合作角色扮演遊戲對學習成效及行為之影響
Effects of a Collaborative Mobile Role-Playing Game on Students’ Learning Effectiveness and Behaviors
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 蔡今中
Chin-Chung Tsai
陳年興
Nian-Shing Chen
陳明溥
Ming-Puu Chen
施如齡
Ju-Ling Shih
劉晨鐘
Chen-Chung Liu
學位類別: 博士
Doctor
系所名稱: 應用科技學院 - 應用科技研究所
Graduate Institute of Applied Science and Technology
論文出版年: 2015
畢業學年度: 103
語文別: 英文
論文頁數: 116
中文關鍵詞: 角色扮演合作學習行動學習無所不在學習實境遊戲。
外文關鍵詞: role play, collaborative learning, mobile learning, ubiquitous learning, mobile location-based game.
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  • 學者指出,在真實情境中學習是不可被取代的學習情境;唯有透過真實情境的觀察與體驗,學生才能獲得完整且正確的知識。同時,為了幫助學生解決在真實學習環境中遇到的問題,合作學習是常用的活動設計策略;透過同儕互動與知識分享,對於培養學生解決真實情境問題的能力有很大的幫助。然而,相關研究也發現,如果缺乏學習動機及對於學習任務的投入,合作學習活動可能無法達到預期的成果。針對解決這個問題,學者也指出,融入遊戲的元素,來提昇學生的學習動機與參與感,是一個值得嘗試的方式。因此,本研究設計及開發一款實境合作角色扮演遊戲並實際運用在小學六年級自然科學的教學上,以提升學生的學習成就、動機、關鍵能力及心流。同時,本研究將運用量化內容分析和序列分析來探討學生在無所不在學習活動的學習行為及線上討論的互動行為。
    由實驗結果顯示,實境合作角色扮演遊戲能提升學生的學習成就、內在學習動機、群體效能及心流;同時,對於其團隊合作、溝通協調、複雜問題解決、獨立思辨等能力亦有明顯的助益。另外,值得注意的是,實境角色扮演遊戲激勵學生致力於無所不在學習環境中實際地觀察、比較和搜尋資料。


    Previous research has illustrated that the process of acquiring knowledge may not be successful without the support of real contexts. While participating in an activity or a task in a real environment, individuals can meaningfully connect their prior knowledge with the real-world scenarios. Meanwhile, collaborative learning is an effective strategy for assisting students in conducting ubiquitous learning activities. Collaborative learning, which has been referred to as a form of peer interaction, is designed to assist students in collaboratively solving authentic problems. A well-designed collaborative learning activity can contribute to students’ learning effectiveness; however, without participants’ engagement, not all the effects of the collaborative activities are always as good as could be expected. In this study, a collaborative mobile role-playing game was developed to improve students’ learning effectiveness in a ubiquitous learning activity. An experiment was conducted on an elementary school nature science course to assess the effects of the proposed approach on students’ learning achievement, motivation, core competence and flow. Moreover, the students’ learning patterns and interactions were analyzed via quantitative content analysis and lag-sequential analysis. The experimental results indicate that the collaborative mobile role-playing game benefited the students’ learning achievement, intrinsic learning motivation, collective efficacy and flow; moreover, the students’ perceptions of their collaboration, communication, problem solving and critical thinking competence were significantly promoted as well. Furthermore, it was found that the collaborative mobile role-playing game stimulated the participants to actively engage in field observation, comparison and data searching in the collaborative ubiquitous learning activity.

    Chapter 1 Introduction……...………………. …….………………………………….1 1.1. Background and Motivation………………………………. …….……………….1 1.2. Research questions……. …….………………………………………...…………4 1.3. Scope and Limitation……………………….………………….…………………5 Chapter 2 Literature Review…………………….………………….…………………6 2.1. Mobile and Ubiquitous Learning…………………….………………….………..6 2.1.1. The characteristics of mobile and ubiquitous learning……………….………...6 2.1.2. The relationship between mobile learning and the situated learning theory…...9 2.1.3. Applications of mobile and ubiquitous learning………………………………11 2.2. Collaborative Learning……………………………..……………………………12 2.2.1. The characteristics of collaborative learning………………..…………………12 2.2.2. Applications of collaborative learning……………………..………………….15 2.3. Digital Game-Based Learning……………………..…………………………….15 2.3.1. The characteristics of digital game-based learning……………..……………..15 2.3.2. The relationship between digital game-based learning and flow…..……..…...17 2.3.3. Applications of digital game-based learning …..……..……..……..……..……18 2.3.4. Mobile location-based games………………………………………………….18 2.3.5. Mobile location-based games with role playing………………………………19 Chapter 3 A Collaborative Mobile Game with Role Playing………………………...21 3.1. The structure of the cloud and mobile technology-enhanced real-world gaming.21 3.2. The Function of the Collaborative Mobile Game……………………………….22 3.2.1. The real-world gaming mechanism……………………………………………22 3.2.2. The help-seeking and discussion mechanism………………………………….23 3.2.3. The cloud technology-based learning portfolio management mechanism……23 3.3. The Environment of the Collaborative Mobile Game…………………………...23 3.4. The Gaming Story and the Learning Content…………………………………...24 Chapter 4 Experiment Design and Procedure………………………..………………36 4.1. Research Design…………………………………………………………………36 4.2. Participants………………………………………………………………………37 4.3. Course……………………………………………………………………………37 4.4. Experimental Procedure…………………………………………………………38 4.5. Data Collection…………………………………………………………………..40 4.5.1. Students’ learning achievement………………………………………………..41 4.5.2. Students’ learning motivation…………………………………………………41 4.5.3. Students’ perception of their own core competence…………………………..42 4.5.4. Students’ collective efficacy…………………………………………………...42 4.5.5. Students’ flow………………………………………………………………….42 4.5.6. Students’ behavioral patterns…………………………….……………………43 4.6. Data Analysis……………………………………………………………………47 Chapter 5 Experimental Results……………………………………………………..48 5.1. Students’ learning achievement………………………………………………….48 5.2. Students’ learning motivation……………………………………………………49 5.3. Students’ perceptions of their own core competences…………………………...50 5.3.1. Students’ perceptions of their problem-solving competence………………….50 5.3.2. Students’ perceptions of their critical thinking competence………..…………51 5.3.3. Students’ perceptions of their collaboration competence……………………..52 5.3.4. Students’ perceptions of their communication competence…………………...53 5.4. Students’ collective efficacy……………………………………………………..54 5.5. Students’ flow……………………………………………………………………54 5.6. Students’ behavioral patterns……………………………………………………55 5.6.1. Students’ behaviors during the game process…………………………………55 5.6.2. Students’ behaviors about IAM in the online forum…………………………..70 5.6.3. Students’ behaviors about problem-solving discussion in the online forum….74 Chapter 6 Discussion and Conclusions………………………………………………79 REFERENCES……………………………………………………………………….82 APPENDICES………………………………………………………………………..98 Appendix 1 The items of the pre-test………………………………………………...98 Appendix 2 The items of the post-test………………………………………………100

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