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研究生: 黃麗儒
Li-Ju Huang
論文名稱: 數位遊戲學習引導對視覺注意力、心流狀態與科學學習成效之影響
Instructional effects on student's visual attention, flow states and achievement in game-based science learning.
指導教授: 蔡孟蓉
Meng-Jung Tsai
口試委員: 梁至中
Jyh-Chong Liang
侯惠澤
Huei-Tse Hou
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: 93
中文關鍵詞: 數位遊戲式學習學習引導設計訊息提示眼球運動認知歷程心流狀態學習成效
外文關鍵詞: digital game-based learning, instructional effects, text cuing, eyetracking, cognitive process, flow, learning achievement
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本研究旨在探討數位遊戲學習引導對視覺注意力分佈、心流狀態與科學學習成效之影響。為瞭解何種學習引導能使學習者能在遊戲中有主動的學習行為,亦提升其專注力及學習成效為重要的研究課題,有鑑於此,本研究以電磁鐵概念為例的探索遊戲,遊戲之學習引導設計採用2*2因子(有/無教學影片*高/低訊息提示),來探討學習者遊戲過程中的學習認知歷程與遊戲後的學習成效之影響。實驗樣本以便利取樣方式選取大專院校的學生44名,研究所蒐集之眼動指標與問卷分析資料,則利用描述性統計、二因子變異數分析、二因子共變數分析、獨立樣本T檢定、皮爾森相關分析以及迴歸分析等進行資料處理。研究結果發現,學習引導會影響學習者在遊戲中瞳孔擴張變化程度,另外,在高訊息提示的引導中,時間區域所閱讀時間越長可預測較佳的學習成效。有教學影片引導有助於學習者投入心流的忘我程度,而高訊息提示引導為有助於學習成效。本研究結果建議未來可針對不同學習引導的呈現方式,進行更深入之認知歷程與學習成效之探究,並提供教育遊戲開發者或相關研究人員有完整的學習引導設計與研究建議。


This study aimed to explore the instructional effects on students’ visual attention, flow states and learning achievements in game-based science learning through an eye-tracking experiment. Forty four university students participated in a digital game task which applied electromagnet concepts to solve problems. The study used a 2*2 factorial design (with/without video instruction plus the help of higher/lower text-cuing ) to examine instructional effects on learning. Participants’ eye movements were tracked and analyzed with FaceLab and Gaze Tracker software. Two way ANOVAs, ANCOVAs, independent t-tests, correlation analyses and regression analyses were used for data analyses. The results revealed that instructional treatments had significantly impact with learners’ visual attention in terms of pupil dilation degree. In addition, in higher text-cuing group, it was found that learners’ visual attention allocations within the “Time zones” can significantly predict learners’ achievements of game scores and posttest scores. The video-based conceptual instruction could help learners immerse deeply into the game. And higher text-cuing had a significantly impact on learners’ gaming achievement. Future studies can further explore different types of instructional effects on game-based learning to provide more suggestions for game designers and educators.

第壹章 緒論 第一節 研究背景8 第二節 研究目的9 第三節 研究問題10 第四節 名詞解釋11 第貳章 文獻探討 第一節 數位遊戲式學習12 一、 數位遊戲式學習之意涵12 二、 數位遊戲式學習理論15 三、 數位遊戲式學習之相關研究19 第二節 心流狀態22 一、 心流之意涵22 二、 心流與數位遊戲之相關研究25 第三節 數位學習之眼球運動分析27 一、 眼動理論與眼動指標27 二、 數位認知與眼動相關研究30 第參章 研究方法 第一節 研究架構35 第二節 研究樣本36 第三節 實驗設計37 第四節 研究工具39 第五節 實驗流程43 第六節 資料處理45 第七節 資料分析48 第肆章 研究結果 第一節 數位遊戲學習引導對視覺注意力之影響49 第二節 數位遊戲學習引導對心流狀態之影響52 第三節 數位遊戲學習引導對科學學習成效之影響54 第四節 視覺注意力分佈與心流狀態和科學學習成效之相關分析57 第五節 視覺注意力分佈與心流狀態對科學學習成效之迴歸分析64 第伍章 討論 第一節 數位遊戲學習引導對視覺注意力分佈之影響67 第二節 數位遊戲學習引導對心流狀態之影響68 第三節 數位遊戲學習引導對科學學習成效之影響69 第四節 視覺注意力分佈、心流狀態和科學學習成效之關聯性70 第五節 視覺注意力分佈、心流狀態對科學學習成效之預測性73 第陸章 結論與建議 第一節 結論75 第二節 建議75 參考文獻78

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