簡易檢索 / 詳目顯示

研究生: 陳懿君
Yi-Chun Chen
論文名稱: 線上密室逃脫遊戲應用於英文科對中學生的學習成效、學習動機與心流經驗的影響:以Gather Town與Google Forms為例
Effect of Applying the Escape Room Game in the English Teaching on the Junior High School Students’ Learning Achievement, Learning Motivation and Flow Experience: Using Gather Town and Google Forms
指導教授: 陳秀玲
Hsiu-Ling Chen
口試委員: 黃博聖
Po-Sheng Huang
王嘉瑜
Chia-Yu Wang
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: 2023
畢業學年度: 112
語文別: 中文
論文頁數: 76
中文關鍵詞: 數位遊戲式學習密室逃脫遊戲學習成效學習動機心流經驗
外文關鍵詞: digital game-based learning, escape room game, learning effectiveness, learning motivation, flow experience
相關次數: 點閱:748下載:0
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
  • 本研究旨在探討線上密室逃脫遊戲應用於英文科對國中九年級的學習成效、學習動機與心流經驗的影響。本研究採取準實驗研究法對國中九年級學生進行六周的實驗教學。以兩班九年級班級為實驗組與對照組,分為Gather Town密室逃脫實驗組27人,與Google Forms密室逃脫對照組29人,透過教學前後的「學習成效測驗」與「學習動機量表」,以及教學後的「心流經驗測驗量表」與質性問題分析探討兩組學生在進行實驗後的表現。
    研究結果顯示,兩組的學習成效、學習動機總分、價值與期望成分,和心流經驗在實驗後皆無達到顯著差異,僅情感成分達到臨界顯著。在質性分析中,有較多實驗組學生認為實驗平台與學習方式是有趣的。總結出情境式的密室逃脫融入教學雖然提供沉浸感與趣味,但同時可能造成認知過載與動機降低。之後的研究若想要達到學習成效、學習動機與心流經驗的顯著差異,則需要更進一步降低學習內容的難度與增加活動的指引。


    The purpose of this study is to investigate the effects of applying an online escape room game to English language on the learning effectiveness, motivation, and flow experience of ninth grade students in a junior high school. In this study, a quasi-experimental research method was used to conduct a six-week experimental teaching program for ninth-grade students in a junior high school. Two ninth-grade classes were used as the experimental group and the control group, which were divided into 27 students in the experiment group and 29 students in the control group. The performance of the two groups of students was investigated through the Learning Achievement Test and Learning Motivation Scale before and after teaching, as well as through the Flow Experience Scale after teaching and the analysis of qualitative questions.
    The results of the study showed that no significant differences were found between the two groups in terms of learning effectiveness, total motivation scores, value and expectation components, and flow experiences after the experiment, with only the affective component reaching critical significance. In the qualitative analysis, more students in the experimental group found the experimental platform and learning style interesting. In conclusion, although the contextualized escape-room integration provides immersion and fun, it may also result in cognitive overload and reduced motivation. In order to achieve significant differences in learning outcomes, motivation, and flow experiences, future studies will need to further reduce the difficulty of the learning content and increase the guidance of the activities.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 4 第三節 研究問題 4 第四節 名詞解釋 4 第二章 文獻探討 7 第一節 數位遊戲式學習的意涵、理論基礎 7 第二節 密室逃脫遊戲的發展和分析 8 第三節 學習成效 16 第四節 學習動機 17 第五節 心流理論 19 第三章 研究方法 23 第一節 研究對象 23 第二節 研究設計與架構 23 第三節 課程設計 25 第四節 研究工具 37 第五節 資料蒐集與分析 39 第四章 研究結果與討論 41 第一節 Gather Town密室逃脫遊戲應用於英文科對於國中九年級學生「學習成效」的影響 41 第二節 Gather Town密室逃脫遊戲應用於英文科對於國中九年級學生「學習動機」的影響 42 第三節 Gather Town密室逃脫遊戲應用於英文科對於國中九年級學生「心流經驗」的影響 48 第四節 質性資料分析 49 第五章 結論與建議 56 第一節 討論與結論 56 第二節 建議 58 參考文獻 61 附錄 72

    中文文獻
    王如哲(2010)。解析「學生學習成效」(27)。2013年3月11日,取自評鑑雙月刊網站: http://epaper.heeact.edu.tw/archive/2010/09/01/3388.aspx
    吳靜吉、程炳林(1992)。激勵的學習策略量表之修訂。測驗年刊,39,59-78。
    李蕙宇(2022)。密室逃脫遊戲融入國小五年級數學線對稱圖形教學之研究(未出版之碩士論文)。國立臺北科技大學,台北市。
    林紋先(2020)。Haliyo密室逃脫遊戲融入數學科教學對國小五年級學生數學學習態度與邏輯推理能力之影響(未出版之碩士論文)。國立台南大學,台南市。
    林彩芯(2018)。密室逃脫融入創造力教學探討國小學生自然科學習成效、學習動機、創意自我效能、問題解決能力以及創造力之研究(未出版之碩士論文)。國立成功大學,台南市。
    洪寧利(2020)。密室逃脫遊戲應用於公民科對國中八年級學生學習動機、學習成效、批判思考與心流經驗的影響(未出版之碩士論文)。國立臺灣科技大學,台北市。
    唐鎮傑(2018)。數位遊戲式教學結合自我調整策略對數學學習成效之影響(未出版之碩士論文)。國立臺北教育大學,台北市。
    國家教育研究院(2020)。取自https://www.naer.edu.tw/upload/1/16/doc/288/(111%E5%AD%B8%E5%B9%B4%E5%BA%A6%E5%AF%A6%E6%96%BD)%E5%8D%81%E4%BA%8C%E5%B9%B4%E5%9C%8B%E6%95%99%E8%AA%B2%E7%A8%8B%E7%B6%B1%E8%A6%81%E7%B8%BD%E7%B6%B1.pdf
    張春興(1996)。教育心理學-三化取向的理論與實踐。臺北市:東華。
    張春興(2000)。現代心理學。臺北市:東華。
    許舒婷(2022)。探討學生暗黑人格、出題興趣、遊戲興趣、心流體驗、學習價值及學習成效之相關—以HOLIYO密室逃脫遊戲融入國中歷史教學為例(未出版之碩士論文)。國立臺灣師範大學,台北市。
    郭逸涵(2018)。密室逃脫遊戲學習融入國小自然科對學生學習表現之影響(未出版之碩士論文)。國立臺灣師範大學,台北市。
    陳惠珍(2019)。密室逃脫教學在高中數學課程之研究(未出版之碩士論文)。國立中興大學,台中市。
    蔡慧君(2005)。合作學習對學生學習成效影響之後設分析(未出版之碩士論文)。國立新竹教育大學,新竹市。

    英文文獻
    All, A., Nuñez Castellar, E. P., & Van Looy, J. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92-93, 90–103. https://doi.org/10.1016/j.compedu.2015.10.007
    Alotumi, M. (2020). EFL learning beyond the wall with MALL: college students’ perceptions. In: Ahmed, R., Al-kadi, A., Hagar, T. (Eds.), Enhancements and Limitations to ICT-Based Informal Language Learning: Emerging Research and Opportunities. IGI Global, pp. 138–160.
    Ang, J. W. J, Ng, Y. N. A., & Liew, R. S. (2020). Physical and digital educational escape room for teaching. Journal of Chemical Education, 97 (9). DOI: 10.1021/acs.jchemed.0c00612
    Badr, A. F. (2022). The geriatric virtual escape room in pharmacy education: Female students escape significantly faster than male students. Pharmacy, 10, 36. https://doi.org/10.3390/pharmacy10020036
    Bartsch, R. A., & Cobern, K. M. (2003). Effectiveness of PowerPoint presentations in lectures. Computers & Education, 41(1), 77-86.
    Bill Gates (2022). How to Prevent the Next Pandemic. New York, NY: Knopf.
    Bloom, B.S.,Engelhart, M. D., Furst, E. J., Hill, W. H., & Krathwohl, D. R. (1956). Taxonomy of educational objectives: The classification of educational goals. Handbook I: Cognitive domain. New York: David McKay Company.
    Borrego, C., Fernandez, C., Blanes, I., & Robles, S. (2017). Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. Journal of Technology and Science Education, 7(2), 162-171.
    Boud, D., & Feletti, G. (1997). The challenge of problem-based learning. London: Routledge.
    Brew, E.A., Nketiah, B. and Koranteng, R. (2021). A literature review of academic performance, an insight into factors and their influences on academic outcomes of students at senior high schools. Open Access Library Journal, 8, 1-14. doi: 10.4236/oalib.1107423.
    Catalano, A. (2015). The effect of a situated learning environment in a distance education information literacy course. Journal of Academic Librarianship, 41(5): 653–659.
    Chang, C.-C., Liang, C., Chou, P.-N., & Lin, G.-Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218–227. https://doi.org/10.1016/j.chb.2017.01.031
    Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775–786.
    Chen, C., H., Law, V. (2016). Scaffolding individual and collaborative game-based learning performance and intrinsic motivation. Computers in Human Behavior. 55, 1201-1212.
    Chen, H., Wigand, R. T., & Nilan, M. S. (1999). Optimal Experiences of Web activities. Computers in Human Behavior, 15(5), 585-608.
    Chiu, H. P. (2022). Playfulr and social interaction in physical game: a quantitative and qualitative study of real-life escape room. TRAMES, 2022, 26(76/71), 2, 207–227.
    Collinson, V. (2001). Intellectual, social, and moral development: why technology cannot replace teachers. The High School Journal, 85(1), 35–44.
    Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco: Jossey-Bass.
    Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: Harper Collins.
    Delisle, R. (1997). How to use problem-based learning in the classroom. Alexandria VA: Association for Supervision and Curriculum Development. DOI:10.20944/preprints202003.0182.v1
    Guay, F., Ratelle, C. F., & Chanal, J. (2008). Optimal learning in optimal contexts: the role of self-determination in education. Canadian Psychology/Psychologie Canadienne, 49(3), 233.
    Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179.
    Huang, S. Y., Kuo, Y. H., & Chen, H. C. (2020). Applying digital escape rooms infused with science teaching in elementary school: learning performance, learning motivation, and problem-solving ability. Thinking Skills and Creativity, 37, [100681]. https://doi.org/10.1016/j.tsc.2020.100681
    Hwang*, G. J., Hung, C. M., & Chen, N. S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research & Development, 62(2), 129-145. (SSCI) Project#: NSC 101-2511-S-011-005-MY3 and NSC 100-2511-S-110-001-MY3.
    Hwang, G. J., Sung, H. Y., Hung, C. M., Yang, L. H., & Huang, I.W. (2012). A knowledge engineering approach to developing educational computer games for improving students’ differentiating knowledge. British Journal of Educational Technology . http://dx.doi.org/10.1111/j.1467-8535.2012.01285.x.
    Inal, Y., & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment. British Journal of Educational Technology, 38(3), 455–464.
    Johnson, D.W. & Johnson, R.T. (1987). Learning together and alone: cooperative, competitive, and individualistic learning. Englewood Cliffs, NJ: Prentice-Hall.
    Jonassen, D. (2011). Supporting problem solving in PBL. Interdisciplinary Journal of Problem-Based Learning, 5(2). Available at: https://doi.org/10.7771/1541-5015.1256
    Kickmeier-Rust, M. D., & Albert, D. (2010). Micro-adaptivity: protecting immersion in didactically adaptive digital educational games. Journal of Computer Assisted Learning, 26, 95–105.
    Kiili, K. (2005). Digital game-based learning: towards an experiential gaming model. Internet and Higher Education, 8(1), 13-24.
    Lei, C. U., Yau, C. W., Lui, K. S., Tam, V., Yuen, A. H., & Lam, E. Y. (2019). Designing instructional videos and classwork activities: Teaching internet of things via flipped classroom. International Journal of Mobile Learning and Organisation, 13(4), 392–411.
    Lin, C. J., Hwang, G. J., Fu Q. K., & Cao, Y. H. (2020). Facilitating EFL students’ English grammar learning performance and behaviors: a contextual gaming approach. Computers & Education, 152, 103876. doi:10.1016/j.compedu.2020.10387610.1016/j.compedu.2020.103876
    M. Stojanovska, V. Milanović, & D. Trivić. (2020). Chem. in Act. 116 49 (https://www.chemistryireland.org/wp-content/uploads/2020/12/Chemistry-in-Action-Autumn-2020-Issue-116.pdf)
    Manzano-León, A., Rodríguez-Ferrer, J. M., Aguilar-Parra, J. M., Martínez, A. M. M, Luque de la Rosa, A., García, D. S., Campoy, J. M. F. (2021). Escape rooms as a learning strategy for special education master’s degree students. Int. J. Environ. Res. Public Health. 18, 7304. https://doi.org/10.3390/ijerph18147304
    Massimini, F., & Carli, M. (1988). The systematic assessment of flow in daily experience. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal experience : psychological studies of flow in consciousness (pp. 266-287). Cambridge ; New York: Cambridge University Press.
    McClure, C. D. & Williams P. N. (2021). Gather. town: an opportunity for self-paced learning in a synchronous, distance-learning environment. Compass: Journal of Learning and Teaching, 14(2).
    Musgrove, H. B., Ward, W. M., Hiatt, L. A. (2021). Escape from quant Lab: Using lab skill progression and a final project to engage students. J. Chem. Educ. 98(7), 2307−2312.
    Naumoska, A., Dimeski, H., & Stojanovska, M. (2023). Using the Escape Room game-based approach in chemistry teaching: Scientific paper. Journal of the Serbian Chemical Society, 88(5). https://doi.org/10.2298/JSC211228088N
    Nguyen, N. & Umemoto, K. (2009). Understanding leadership for cross-cultural knowledge management. Journal of Leadership Studies, vol. 2, no. 4, pp. 23–35.
    Nicholson, S. (2015). Peeking behind the locked door: a survey of escape room facilities. White Paper available at https://scottnicholson.com/pubs/erfacwhite.pdf
    Nicholson, S. (2016). The state of escape: escape room design and facilities. Paper presented at Meaningful Play 2016. Lansing, Michigan. Available online at http://scottnicholson.com/pubs/stateofescape.pdf
    Nicholson, S. (2018). Creating engaging escape rooms for the classroom. Childhood Education. 94(1).44-49. Available online at http://scottnicholson.com/pubs/escapegamesclassroom.pdf
    Norhidayah, M., Nazmeer, N. H. S., Budiono, H. & Azrina, O. (2020). Game-based learning(GBL) success factors in the public higher education learning system. International Journal of Human and Technology Interaction. Vol. 4 No. 2.
    Oestreich, J. H. & Guy, J.W. (2022). Game-Based Learning in Pharmacy Education. Pharmacy 2022, 10, 11.
    Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
    Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. computers in human behavior, 21, 745-771. http://dx.doi.org/10.1016/S0747-5632(04)00036-6
    Pekrun, R., & Stephens, E. J. (2012). Academic emotions. In K. R. Harris, S. Graham, T. Urdan, S. Graham, J. M. Royer, & M. Zeidner (Eds.), APA educational psychology handbook, Vol. 2. Individual differences and cultural and contextual factors (pp. 3–31). American Psychological Association. https://doi.org/10.1037/13274-001
    Pho, A. & Dinscore, A. (2015). Game-Based Learning. Instructional Technologies Committee.
    Pintrich, P. R., & De Groot, E. V. (1991). Motivational and self-regulated learning components of classroom academic performance. Journal of Educational Psychology, 82(1), 33–40. https://doi.org/10.1037/0022-0663.82.1.33.
    Pintrich, P., Smith, D., García, T., & McKeachie, W. (1993). A manual for the use of the motivated strategies for learning questionnaire (MSLQ). Ann Arbor, MI: University of Michigan.
    Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5), 1-6.
    Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
    Rahim, A. S. A. (2022) Mirror mirror on the wall: escape a remote virtual stereochemistry lab together. J. Chem. Educ, 99, 5, 2160–2167
    Rovers, S. F. E., Clarebout, G., Savelberg, H. H. C. M., & van Merrienboer, J. J. G. (2018). Improving student expectations of learning in a problem-based environment. Computers in Human Behavior, 87, 416-423. https://doi.org/10.1016/j.chb.2018.02.016
    Runco, M. A. (2011). Encyclopedia of Creativity(Second Edition). Amsterdam; Boston: Academic Press.
    Sabieh, C. (2003). An ELT’s solution to combat plagiarism: “birth of CALL”. In S. Hongladarom (Ed.), Proceedings of the international conference on information technology and universities in AISA (ITUA) (pp. 261–277). Bangkok: Chulalongkorn University Press.
    Schellens, T., & Valcke, M. (2005). Collaborative learning in asynchronous discussion groups: what about the impact on cognitive processing? Computers in Human Behavior, 21(6), 957–975.
    Schmal, V., Grabinski, C. J., & Bowman, S. (2008). Use of games as a learner-centered strategy in gerontology, geriatrics, and aging-related courses. Gerontology & Geriatrics Education, 29(3), 225–233.
    Schrader, C., & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28(2), 648-658.
    Smith M. M. & Davis R. G. (2021). Can you escape? The pharmacology review virtual escape room. Simulation & Gaming. 52(1) 79–87. DOI: 10.1177/1046878120966363journals.sagepub.com/home/sag
    Sun, T., Wang, C. (2020). College students’ writing self-efficacy and writing self-regulated learning strategies in learning English as a foreign language. System 90.
    Sung, H. Y., Hwang, G., J. (2013). A collaborative based learning approach to improving students’ learning performance in science courses. Computers & Education, 63, 43-51.
    Sweller, J. (2005). Implications of cognitive load theory for multimedia learning. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 19-29). New York, NY: Cambridge University Press.
    Sweller, J., Van Merrierboer, J. J. G., & Paas, F. (1998). Cognitive architecture and instructional design. Education psychology review, 10(3), 251-296.
    Takatalo, J., J. Häkkinen, & G. Nyman (2015) “Understanding presence, involvement, and flow in digital games”. In B. Regina, eds., Game user experience evaluation, 87–111. London: Springer International Publishing
    Thalia, R. Goldstein (2020). George Mason University.
    Uztosun, M.S. (2020). The development of a scale for measuring the self-regulated motivation for improving speaking English as a foreign language. Lang. Learn. J. 48(2), 213–225.
    Veldkamp, A., Grint, L. V. D., Knippels, M. C., Joolingen, W. V. (2020). Escape education: a systematic review on escape rooms in education. Preprints 2020, 2020030182. https://doi.org/10.20944/preprints202003.0182.v1 preprints.org
    Vergne M. J., Smith J. D., & Bowen R. S. (2020). Escape the (remote) classroom: An online escape room for remote learning. J. Chem. Educ. 97, 2845-2848.
    Vergne, M. J., Simmons, J. D., & Bowen, R. S. (2019). Escape the lab: An interactive escape-room game as a laboratory experiment. J. Chem. Educ. 2019, 96 (5), 985−991.
    Vestal, M. E., Matthias, A. D., & Thompson, C. E. (2021). Engaging students with patient safety in an online escape room. Journal of Nursing Education, 60(8): 466-469. doi: 10.3928/01484834-20210722-10. Epub 2021 Aug 1. PMID: 34346812.
    von Kotzebue, L.; Zumbach, J.; Brandlmayr, A. (2022). Digital escape rooms as game-based learning environments: a study in sex education. Multimodal Technologies and Interaction. 6, 8. https://doi.org/10.3390/mti6020008
    Wiemker, M., Elumir, E., & Clare, A. (2015). Escape room games: can you transform an unpleasant situation into a pleasant one? Game Based Learning. pp. 55-68.
    Wong, D. S. L. (2015). Exploring the impact of team building on group cohesion of a multicultural team. Master dissertation, Pepperdine University.
    Wong, K., Hwang, G., Goh, P.S., & Arrif, S.K. (2018). Effects of blended learning pedagogical practices on students’ motivation and autonomy for the teaching of short stories in upper secondary English. Interactive Learning Environments, 28, 512 - 525.
    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.
    Zhao, X. & McClure, C. D. (2022). Gather.Town: a gamification tool to promote engagement and establish online learning communities for language learners. RELC Journal. ISSN 0033-6882.
    Shernoff, D. J. (2013). Optimal learning environments to promote student engagement. Springer: Berlin/Heidelberg, Germany.
    Adams, V., Burger, S., Crawford, K., & Setter, R. (2018). Can you escape? Creating an escape room to facilitate active learning. J. Nurses Prof. Dev. 34, 1–5.
    Veach, C. C. (2019). Breaking out to break through: Re-imagining first-year orientations. Ref. Serv. Rev. 47, 556–569.
    Brown, N., Darby, W., & Coronel, H. (2019). An escape room as a simulation teaching strategy. Clin. Simul. Nurs. 30, 1–6.
    Google (2020). Google Forms (Version 5.5.1) [Mobile app]. Google Play Store. https://www.google.com/forms/about/
    Alfonzo P. (2013, January 28). The problem with technology in schools. The Washington post, pp. A1.

    無法下載圖示 全文公開日期 2025/09/22 (校內網路)
    全文公開日期 2033/09/22 (校外網路)
    全文公開日期 2033/09/22 (國家圖書館:臺灣博碩士論文系統)
    QR CODE