簡易檢索 / 詳目顯示

研究生: 王柏硯
Po-Yen Wang
論文名稱: 結合情境脈絡線索作為認知鷹架的擴增實境國中生物科桌上遊戲的學習成效與行為模式分析
The Analysis of Learners’ Behavioral Patterns and Learning Effectiveness of a Board Game for Junior High School Biology Instructions Integrating Contextual Clues as Cognitive Scaffolding in Augmented Reality
指導教授: 侯惠澤
Huei-Tse Hou
口試委員: 翁楊絲茜
Cathy weng
王舒民
Shu-Min Wang
學位類別: 碩士
Master
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: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 71
中文關鍵詞: 情境脈絡桌上遊戲遊戲式學習擴增實境心流行為模式
外文關鍵詞: context, board game, game-based learning, augmented reality, flow, behavioral pattern
相關次數: 點閱:467下載:1
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
  • 講述式的生物科教學,對於學生的學習動機、協作互動及學習深度往往有其限
    制。結合情境脈絡與擴增實境的遊戲對生物科教學可望能促進學習者的學習動機與
    成效。而運用 AR 技術結合桌上遊戲機制,能將自然情境與其中的生物知識線索藉
    由 AR 科技呈現鷹架提示,並透過面對面互動的桌上遊戲機制,達到協作解題能力
    的培養。
    本研究開發一款結合擴增實境的桌遊「生態還原者」,此桌上遊戲整合各種生
    態系的自然情境脈絡,並將生物知識線索以實體牌卡與擴增實境技術呈現以做為認
    知鷹架來輔助學習者學習。本研究之研究對象為台灣北部某國中 37 位學習者,藉
    由實徵分析,本研究探討學生的學習成效、心流狀態、接受度以及關鍵的學習行為
    序列模式。本研究結果顯示,學習者在使用本遊戲進行學習後,學習成效顯著進
    步;男性學習者學習成效表現優於女性學習者;心流狀態和接受度的各項子維度亦
    皆高於中位數;學習行為模式方面,在高、低心流組別,各自有特殊的問題解決行
    為模式,且高心流組呈現一定程度的反思行為模式。
    另外,本研究也初步分析心流狀態、接受度、學習成效與各維度間彼此的路徑
    關聯,並提出相關的研究與教學實務的建議。


    Lecture-based teaching for biology may always have limitations in students’
    learning motivation, collaborative interaction, and depth of learning. It is expected that
    students’ motivation and performance in biology learning can be enhanced through the
    game that integrates context and augmented reality (AR). The integration of AR and
    board games can present students with the natural environments and biological
    knowledge clues as the scaffolding hints through AR technology, and it can also help
    develop problem-solving abilities through face-to-face interaction in the board games.
    The study developed a board game working with AR, Ecological Restoration, which
    integrated all kinds of natural contexts in the ecosystem and presented biological
    knowledge clues with game cards and AR technology as cognitive scaffolding to assist
    learning. Thirty-seven students from a junior high school in northern Taiwan participated
    in this study. The study aims to empirically analyze the students’ learning effectiveness,
    flow, acceptance, and their critical behavioral sequential patterns. The results showed that
    after using the game for learning, the students’ learning performance significantly
    improved, and the male students’ learning performance are greater than the female. The
    numbers of each sub-dimension in their flow and acceptance are higher than the medians.
    As for learning behavioral patterns, learners in the high flow group and low flow group
    showed different problem-solving behavioral patterns, and a certain degree of reflective
    behaviors were observed in the high flow group.
    Moreover, the study initially analyzed the paths association among each dimension
    in flow, acceptance, and learning effectiveness, with related suggestions for research and
    teaching.

    目錄 第一章 緒論 第一節 研究背景與動機 第二節 研究目的與研究問題 第貳章 文獻探討 第一節 生物科教學的挑戰 第二節 情境學習理論 第三節 遊戲式學習 第四節 桌上遊戲運用於教育 第五節 擴增實境運用於教學 第六節 小結 第参章 研究方法 第一節 研究設計 第二節 研究對象 第三節 研究工具 一、遊戲介紹 二、參與遊戲同意書、基本資料問卷與遊戲經驗問卷 三、學習成效評量(前後測) 四、心流問卷 五、接受度問卷 六、行為模式編碼表 第四節 研究程序 第五節 資料蒐集與分析 第肆章 研究結果 第一節 學習者對於「生態還原者」之學習成效、心流程度與接受度 一、學習成效 二、心流狀態 三、接受度 第二節 不同性別的學習者在心流狀態、接受度與學習成效的差異 第三節 高、低學習成效的學習者在心流狀態與接受度的差異 第四節 高、低心流狀態的學習者在學習成效與接受度上的差異 第五節 相關與路徑分析 一、相關分析 二、路徑分析 第六節 行為模式分析 第伍章 討論 第一節 學習者對於「生態還原者」之學習成效、心流程度與接受度 第二節 不同性別的學習者在心流狀態、接受度與學習成效的差異 第三節 高、低學習成效的學習者在心流狀態與接受度的差異 第四節 高、低心流狀態的學習者在學習成效與接受度上的差異 第五節 相關與路徑分析 第六節 行為模式分析 第陸章 結論與建議 第一節 結論 第二節 建議 一、遊戲系統發展方面 二、教學實務用方面 三、未來研究上的建議 參考文獻 附錄一:施測同意書 附錄二:基本資料問卷 附錄三:學習成效評量 附錄四:心流問卷 附錄五:接受度問卷

    吳婉瑜 (2012)。5E探究式教學結合數位顯微鏡應用於國中生物教學之效益。國立彰化師範大學生物學系研究所碩士論文。未出版,彰化。
    李恒嘉 (2010)。 運用 K12 數位學校資訊融入國中生物教學之研究: 以" 人體消化與循環系統" 單元為例 。國立中山大學生物科學系研究所碩士論文,未出版,高雄。
    邱雅綺(2010)。學生性別與對自然科學習態度及學習成效之探究。臺北市立教育大學科學教育研究所碩士論文,未出版,臺北。
    陳冠廷(2017)。運用合作問題解決與鷹架教學策略之擴增實境科學史教玉桌遊之設計與評估。國立臺灣科技大學應用科技研究所,未出版,臺北市。
    Abrahamson, D., & Kapur, M. (2018). Reinventing discovery learning: a field-wide research program. Instructional Science, 46(1), 1-10.
    Al-Washmi, R., Baines, M., Organ, S., Hopkins, G., & Blanchfield, P. (2014, October). Mathematics problem solving through collaboration: Game design and adventure. In European Conference on Games Based Learning (Vol. 1, p. 1). Academic Conferences International Limited.
    Amory, A., & Seagram, R. (2003). Educational game models: Conceptualization and evaluation. South African Journal of Higher Education, 17(2), 206–217.
    Annetta, L. A. (2010). The ‘‘I’s’’ Have It: A framework for serious educational game design. Review of General Psychology, 14(2), 105–112.
    Annetta, L. A., Minogu, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of video games on high school students’"
    Bayir, E. (2014). Developing and Playing Chemistry Games To Learn about Elements, Compounds, and the Periodic Table: Elemental Periodica, Compoundica, and Groupica. Journal of Chemical Education, 91 (4), 531–535.
    Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32-42.
    Buil, I., Catalán, S., & Martínez, E. (2018). Exploring students' flow experiences in business simulation games. Journal of Computer Assisted Learning, 34(2), 183-192.

    Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
    Casanoves, M., Salvadó, Z., González, Á., Valls, C., & Novo, M. T. (2017). Learning genetics through a scientific inquiry game. Journal of Biological Education, 51(2), 99-106.
    Chen, C. H., & Law, V. (2016). Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation. Computers in Human Behavior, 55, 1201-1212.
    Chen, C. H., Law, V., & Chen, W. Y. (2018). The effects of peer competition-based science learning game on secondary students’ performance, achievement goals, and perceived ability. Interactive Learning Environments, 26(2), 235-244.
    Chen, Y. C. (2017). Empirical study on the effect of digital game-based instruction on students’ learning motivation and achievement. EURASIA Journal of Mathematics Science and Technology Education, 13(7), 3177-3187.
    Cheng, K. H., & Tsai, C. C. (2013). Affordances of augmented reality in science learning: Suggestions for future research. Journal of Science Education and Technology, 22(4), 449-462.
    Cheng, K. H., & Tsai, C. C. (2014). Children and parents' reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment. Computers & Education, 72, 302-312.
    Cheung, S. K., & McBride, C. (2017). Effectiveness of Parent–Child Number Board Game Playing in Promoting Chinese Kindergarteners’ Numeracy Skills and Mathematics Interest. Early Education and Development, 28(5), 572-589.
    Evagorou, M., Korfiatis, K., Nicolaou, C., & Constantinou, C. (2009). An investigation of the potential of interactive simulations for developing system thinking skills in elementary school: A case study with fifth‐graders and sixth‐graders. International Journal of Science Education, 31(5), 655-674.
    Fang, T. Y., Wang, P. C., Liu, C. H., Su, M. C., & Yeh, S. C.(2014). Evaluation of a haptics-based virtual realitytemporal bone simulator for anatomy and surgery training. Computer Methods and Programs in Biomedicine, 113(2),674–681.

    Foronda, C. L., Alfes, C. M., Dev, P., Kleinheksel, A. J., Nelson,D. A., Jr., O’Donnell, J. M., & Samosky, J. T. (2017).Virtually nursing: Emerging technologies in nursing education. Nurse Educator, 42(1), 14–17.
    Gutierrez, A. F. (2014). Development and effectiveness of an educational card game as supplementary material in understanding selected topics in biology. CBE—Life Sciences Education, 13(1), 76-82.
    Hopwood, J. L., Flowers, S. K., Seidler, K. J., & Hopwood, E. L. (2013). Race to Displace: A Game to Model the Effects of Invasive Species on Plant Communities. The american biology Teacher, 75(3), 194-201.
    Hou, H. T. (2012). Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG). Computers and Education, 58(4), 1225–1233.
    Hou, H. T., & Lin, Y. C. (2017, July). The Development and Evaluation of an Educational Game Integrated with Augmented Reality and Virtual Laboratory for Chemistry Experiment Learning. In Advanced Applied Informatics (IIAI-AAI), 2017 6th IIAI International Congress on (pp. 1005-1006). IEEE.
    Hou, H. T., Wu, Y. S., & Chou, Y. S. (2014, May). How technology acceptance affects flow antecedent and flow experience in a simulation-based science education game: A preliminary path analysis. In Paper presented at the global Chinese conference on computers in education (GCCCE 2014), Shanghai,China.
    Hou, H. T.,& Lin, Y. H. (2015). The Game-based Learning Activity Integrating Board Game and Mobile Online Searching Tasks for History Learning. poster presented at the 23th International Conference on Computers in Education (ICCE2015), Hangzhou,China, 11/30-12/4, 2015.
    Hou, H. T., & Chou, Y. S. (2012, November). Exploring the technology acceptance and flow state of a chamber escape game-Escape. The Lab for learning electromagnet concept. In Poster presented at the 20th international conference on computers in education (ICCE2012), Singapore.
    Huang, T. C., Chen, C. C., & Chou, Y. W. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96, 72-82.
    Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895-1906.
    Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13-24.
    Kiili, K. (2006). Evaluations of an experiential gaming model. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments.
    Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational Technology, 38(3), 394–404.
    Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using metacognitive strategies in game-based learning. Computers and Education, 52(4),800–810."
    LeBlanc, G. & Bearison, D. J. (2014). Teaching and learning as a bi-directional activity: investigating dyadic interactions between child teachers and child learners. Cognitive Development, 19, 499-515.
    Lunce, L. M. (2006). Simulations: Bringing the benefits of situated learning to the traditional classroom. Journal of Applied Educational Technology, 3(1), 37-45.
    Ma, F. T., & Yeh, M. Y. (2015, August). The development of the situated learning materials in the Nursing and Communication course. In Ubi-Media Computing (UMEDIA), 2015 8th International Conference on (pp. 298-302). IEEE."
    McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2018). A computer-based game that promotes mathematics learning more than a conventional approach. In Gamification in Education: Breakthroughs in Research and Practice (pp. 415-437). IGI Global.
    McLaren, B., Farzan, R., Adams, D., Mayer, R., & Forlizzi, J. (2017, June). Uncovering gender and problem difficulty effects in learning with an educational game. In International Conference on Artificial Intelligence in Education (pp. 540-543). Springer, Cham.

    Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995, December). Augmented reality: A class of displays on the reality-virtuality continuum. In Telemanipulator and telepresence technologies (Vol. 2351, pp. 282-293). International Society for Optics and Photonics.
    Moneta, G. B. (2012). Opportunity for creativity in the job as a moderator of the relation between trait intrinsic motivation and flow in work. Motivation and Emotion, 36(4), 491-503.
    Mosher, M. D., Mosher, M. W., & Garoutte, M. P. (2012). Organic mastery: An activity for the undergraduate classroom. Journal of Chemical Education, 89(5), 646-648.
    Nelson, L. M. (1999). Collaborative problem solving. Instructional design theories and models. A new paradigm of instructional theory, 2, 241-267.
    Oh, S., So, H. J., & Gaydos, M. (2018). Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of Multi-User Game-Based Simulation. IEEE Transactions on Learning Technologies, 11(1), 115-127.
    Prensky, M. (2007). Digital game-based learning. New York: McGraw-Hill.
    Randler, C., & Bogner, F. X. (2009). Efficacy of two different instructional methods involving complex ecological content. International Journal of Science and Mathematics Education, 7(2), 315-337.
    Risling, T. (2017). Educating the nurses of 2025: Technologytrends of the next decade. Nurse Education in Practice, 22,89–92.
    Rodríguez-Ardura, I., & Meseguer-Artola, A. (2016). What leads people to keep on e-learning? An empirical analysis of users' experiences and their effects on continuance intention. Interactive Learning Environments, 24(6), 1030-1053.
    Rodríguez-Ardura, I., & Meseguer-Artola, A. (2016). What leads people to keep on e-learning? An empirical analysis of users' experiences and their effects on continuance intention. Interactive Learning Environments, 24(6), 1030-1053.
    Rubenstein, C. D., & Schubert, C. F. (2017). Student andfaculty perceptions of iPad integration in a prelicensure program. Nurse Educator, 42(2), 85–90.
    Taguchi, N., Li, Q., & Tang, X. (2017). Learning Chinese Formulaic Expressions in a Scenario‐Based Interactive Environment. Foreign Language Annals, 50(4), 641-660.

    Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented reality game-based learning: enriching students’ experience during reading comprehension activities. Journal of Educational Computing Research, 55(7), 901-936.
    Triboni, E., & Weber, G. (2018). MOL: Developing a European-Style Board Game To Teach Organic Chemistry. Journal of Chemical Education, 95(5), 791-803.
    Tsai, M. J., Huang, L. J., Hou, H. T., Hsu, C. Y., & Chiou, G. L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115-129
    Tsai, M. J., Huang, L. J., Hou, H. T., Hsu, C. Y., & Chiou, G. L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115-129.
    Venkatesh, V., Morris, M. G., & Ackerman, P. L. (2000). A longitudinal field investigation of gender differences in individual technology adoption decision-making processes. Organizational behavior and human decision processes, 83(1), 33-60.
    Vygotsky, L. (1978). Interaction between learning and development. Readings on the development of children, 23(3), 34-41.
    Weber, J. J., Vary, L. B., Berg, C. E., Ansaldi, B. H., & Franks, S. J. (2016). Population Evolution: The Pollination Game. The American Biology Teacher, 78(2), 149-154..
    Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of educational psychology, 105(2), 249.
    Yang, J. C., Quadir, B., & Chen, N. S. (2016). Effects of the badge mechanism on self-efficacy and learning performance in a game-based English learning environment. Journal of Educational Computing Research, 54(3), 371-394.

    QR CODE