簡易檢索 / 詳目顯示

研究生: 顏翊芳
Yi-fang Yen
論文名稱: 數位式學習遊戲模式對國小學童健康課程學習成效的影響
Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 蔡今中
Chin-Chung Tsai
楊凱翔
Kai-Hsiang Yang
朱蕙君
Hui-Chun Chu
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 92
中文關鍵詞: 數位式遊戲健康課程學習成效學習風格學習動機
外文關鍵詞: game-based learning, health education, learning achievement, learning style, learning motivation.
相關次數: 點閱:366下載:4
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

在傳統的學習模式中,學生大多是被動的接受知識,因此在學習動機方面往往較為欠缺。近年來,由於電腦與多媒體科技的發展,許多學者嘗試將電腦科技運用在教學中,希望增加學生的學習動機。在諸多的電腦應用中,遊戲一直廣受大眾喜愛。學者認為,將電腦遊戲與教學內容結合,將有助於改善學習者的學習動機及成效。同時,相關研究也指出,傳統教學是以教師為中心的知識傳授,學生常常缺乏自主學習及解決問題的能力。因此,本研究探討數位式遊戲學習,是否可以提升學習者的學習動機、問題解決能力及學習成效。實驗對象為該台北市一所小學四年級四個班的學生;兩個班級為實驗組,兩個班級為控制組。實驗組使用數位式遊戲模式呈現之健康教育課程教材,而控制組使用一般電子書模式的教材。實驗結果發現,數位式遊戲相較於互動式電子書的學習模式,較能提升學生的學習動機,且更能使學生進入心流狀態。然而,兩種學習模式對於學生之問題解決能力與學習成就的提升並沒有顯著差異。


In traditional instructions, students usually learn in a passive manner, and hence their learning motivations could be insufficient. Due to the advancement of computer and digital technology, some researchers have attempted to improve students’ learning motivation with these technologies. Among various computer applications, digital games is a popular one that has great potential in improving students’ learning motivation via integrating learning content into gaming scenarios. Moreover, several studies have showed that, in traditional instruction, students seldom have opportunities to experience self-direct learning and problem-solving process. Therefore, in this study, a digital game-based learning approach was proposed and an experiment was conducted to investigate the effects of the approach on students’ learning achievement, learning motivation, and problem-solving ability. The participants included 4 fourth-grade classes in an elementary school in Taipei. Two classes were the experimental group and the other two as the control group. The students in the experimental group learned with the game-based learning for a health course, while the control group students learned with the conventional e-book for same learning content. From the experimental results, it was found that the digital game-based learning approach improved the students’ learning motivation and flow experience more than the conventional e-book. However, there is no significant difference between the two groups’ problem-solving ability and learning achievement.

第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的與問題 3 1.3 名詞釋義 4 第二章 文獻探討 7 2.1 遊戲式學習的特性 7 2.2 遊戲式學習的發展與應用 9 2.3 電子書的特性 11 2.4 電子書的發展與應用 13 2.5 健康教育現況 14 第三章 數位式學習遊戲系統 16 3.1 開發環境 16 3.2 系統架構與功能 19 3.3 遊戲內容與介面 21 第四章 電子書學習系統 27 4.1 開發環境 27 4.2 電子書內容與介面 29 第五章 實驗設計 35 5.1 實驗對象與環境 35 5.2 研究架構 36 5.3 實驗流程 39 5.4 研究工具 40 5.5 資料處理與分析 42 第六章 實驗結果與分析 44 6.1 學習成就 44 6.2 學習動機 49 6.3 問題解決能力 54 6.4 心流經驗 59 第七章 結論與討論 63 參考文獻 68 附錄一 學習前活動問卷 74 附錄二 Felder_Soloman學習風格量表(循序型v.s綜合型) 76 附錄三 健康知識前測驗卷 77 附錄四 學習後活動問卷 78 附錄五 健康知識後測驗卷 80

[英文部分]
Anderson, J. (1993). Problem solving and learning. American Psychologist, 48, 35-44.
Alexander,D. (1994). Adolescents and Young Adult: Overview. Preventive Medicine, 23, 653-654
Berger, M. C., & Leigh, J. P. (1989). Schooling, self-selection, and health. Journal of Human Resources, 433-455.
Barker, P. (1992). Electronic books and libraries of the future. The Electronic Library 10(3), 139-149.Burk, R. (2001). E-book devices and the marketplace: in search of customers. Library Hi Tech,19(4), 325-331.
Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco: Jossey-Bass Publishers.
Czikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Praha: LidoveNoviny. Cited on page.
Coller, B. D., & Scott, M. J. (2009). Effectiveness of using a video game to teach a course in mechanical engineering. Computers& Education, 53(3), 900-912.
Deluca, V. W. (1992). Survey of technology education problem-solving activities. The technology Teacher, 515, 26-30.
Ebner, M. & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineerning. Compurer & Education, 49(3), 873-890.
Felder, R. M. & Silverman, L. K.(1988). Learning Styles and Teaching Styles in Engineering Education. Engineering Education, 78(7), 674-681.
Felder, R. M., & Spurlin, J. (2005). Applications, reliability and validity of the index of learning styles. International Journal of Engineering Education, 21(1), 103-112.
Garris, R.,Ahlers,R.,& Driskell,J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20.
Hegarty, M., Carpenter, P. A. & Just, M. A. (1991). Diagrams in the comprehension of scientific texts. In R. Barr, M. L. Kamil, P. Mosenthal, & P. D. Pearson (Eds.), Handbook of reading research: Vol.2. (pp.641-668). New York: Longman.
Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective" edutainment.". Department of Instructional Technology, University of Georgia.
Higgins, N., & Hess, L. (1999). Using electronic books to promote vocabulary development. Journal of Research on Computing in Education, 31, 425-430.
Hawkins, D. T. (2000). Electronic books: A major publishing revolution. Part 1: General considerations and issues. Online, 24(4), 14-28.
Hawkins, D. T. (2000). Electronic books: A major publishing revolution. Part 1: General considerations and issues. Online, 24(4), 14-28.
Huh, J. (2008). Adoption and dissemination of digital game-based learning. Handbook of research on instructional systems and technology. Information Science Reference, Hershey, 409-415.
Huang, W. H., Huang, W. Y., & Tschopp, J. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55(2), 789-797.
Jones, I. (1998). The Effect of Computer-Generated Spoken Feedback on Kindergarten Students' Written Narratives. Journal of Computing in Childhood Education, 9(1), 43-56.
Kahney, H. (1986). Problem solving: A cognitive approach. Milton Keynes: Open University Press.
Kirriemur J. & McFarlane. A. (2004). Literature review in games and learning. NESTA Futurelab series. Bristol: NESTA Futurelab.
Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational Technology, 38(3), 394-404.
Kebritchi M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 29(2), 117-126
Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800-810.
Kang, Y.-Y., Wang, M.-J. J., & Lin, R. (2009). Usability evaluation of E-books. Displays, 30(2), 49-52.
Korat, O. (2010). Reading electronic books as a support for vocabulary, story comprehension and word reading in kindergarten and first grade. Computers & Education, 55(1), 24-31.
Ketelhut, D. J., & Schifter, C. C. (2011). Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption. Computers & Education, 56(2), 539-546.
Lancy, D. F., (1987). Will video games alter the relationship between play and Development ? In Fine, G. A. (Ed.), Meaningful Play, Playful Meanings. Champaign, IL: Human Kinetics, 219-230.
Lai, J. Y., & Chang, C. Y. (2011). User attitudes toward dedicated e-book readers for reading: The effects of convenience, compatibility and media richness. Online Information Review, 35(4), 558-580.
Messick, S. (1976). Personality consistencies in cognition and creativity. Individuality in learning, 4, 22.
Malone, T. W. (1980). What Makes Things Fun to Learn? A study of Intrinsically Motivation Computer Games. Palo Alto: Xerox.
McKane, P. F., & Greene, B. A. (1996). The Use of Theory-Based Computer-Assisted Instruciton in Correctional Centers to Enhance the Reading Skills of Reading-Disadvantaged Adults. Journal of Educational Computing Research, 15(4), 331-344.
Mayer, R. E. (2002). Multimedia learning. Psychology of Learning and Motivation, 41, 85-139.
McFall, R. (2005). Electronic textbooks that transform how textbooks are used. The Electronic Library, 23(1), 72-81.
Mitsuhara, H., Ogata, H., Kanenishi, K., & Yano, Y. (2007). Do Children Understand Binary Numbers by Electric Card Game? In Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL'07. The First IEEE International Workshop on (pp. 191-192). IEEE.
Nelson, B. C., Erlandson, B., & Denham, A. (2011). Global channels of evidence for learning and assessment in complex game environments. British Journal of Educational Technology, 42(1), 88-100.
Oblinger, D. G. (2004). The next generation of educational engagement. Journal of interactive media in education, 8, 1-8.
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
Pintrich, R. R., & DeGroot, E. V. (1990). Motivational and self-regulated learning components of classroom academic performance. Journal of Educational Psychology, 82, 33-40.
Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1991). Motivated Strategies for Learning Questionnaire. The University of Michigan. Ann Arbor, MI, 590.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1(1), 21.
Prensky, M.(2007). Digital game-based learning. St. Paul , MN: Paragon House.
Pivec, M. (2007). Editorial: Play and learn: potentials of game‐based learning. British Journal of Educational Technology, 38(3), 387-393.
Renzulli, J. S. & Smith, L. H. (1979). Learning styles inventory: A measure of student preference for instructional techniques. Connectic: creative Learning Press.
Roussou, M. (2004). Learning by Doing and Learning through Play: An Exploration of Interactivity in Virtual Environments for Children. ACM Journal of Computers in Entertainment, 1(2), 10.
Stipek, D. J. (1993). Motivation to learn: From theory to practice.
Sander, William (1995), “Schooling and Quitting Smoking,” Review of Economics and Statistics, 77, 191-199.
Soloman, B. A., & Richard, M. F. (2001). "Learning styles and strategies.".
Schunk, D. H., Pintrich, P. R., & Meece, J. L. (2008). Motivation In Education: Theory, Research, and Applications.
Siegenthaler, E., Wurtz, P., & Groner, R. (2010). Improving the usability of E-book readers. Journal of Usability Studies, 6(1), 25-38.
Smeets, D. J., & Bus, A. G. (2012). Interactive electronic storybooks for kindergartners to promote vocabulary growth. Journal of experimental child psychology, 112(1), 36-55.
Tuckman, B. W. (1999). Conducting educational research. 5th (ed.) Fort Worth.TX: Harcourt Brace College Publishers.
Tennyson R.D., & Jorcazk, R. L. (2008). A conceptual framework for the empirical study of instruction games. Amesterdam: Elevier.
Tuzun, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., &Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77.
Umetsu, T., Hirashima, T., & Takeuchi, A. (2002). Fusion method for designing computer-based learning game. Proc.Of ICCE2002, 124-128.
Wolters, C. A. (1999). The relation between high school students’motivational regulation and their use of learning strategies, effort, andclassroomperformance. Learning & Individual Differences, 11, 281-301.
Ward, K., & Heeman, P. A. (2000, April). Acknowledgments in human-computer interaction. In Proceedings of the 1st North American chapter of the Association for Computational Linguistics conference (pp. 280-287). Association for Computational Linguistics.

[中文部分]
黃松元(1993)。健康促進與健康教育-健康促進的概念及其在健康教學上的應用。台北:師大書苑。
羅綸新(1995)。電子書與傳播新境。教學科技與媒體,21,13-16。
曾敏玲(2002)。非書的書-電子書。東吳大學圖書館通訊,14,1-30。
潘怡吟(2002)。遊戲型態教學對國小學生自然與生活科技學習之研究。臺北市立師範學院科學教育研究所碩士論文,臺北。
許瑛玿、廖桂菁(2002)。情境式網路輔助學習環境之研發與實踐。科學教育學刊, 10(2),157-178。
張春興(2007)。教育心理學—三化取向的理論與實踐(重修版)。臺北市:東華。

無法下載圖示 全文公開日期 2019/07/20 (校內網路)
全文公開日期 本全文未授權公開 (校外網路)
全文公開日期 本全文未授權公開 (國家圖書館:臺灣博碩士論文系統)
QR CODE