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  • 學位論文

從遊戲化觀點探討生產力App對學業拖延的改善成效

Effects of Applying Productivity App to Reduce Academic Procrastination from Viewpoints of Gamification

指導教授 : 葉雯玓

摘要


拖延是現代生活中常見的現象,它與諸多因素有關。而學業拖延就是一種典型的拖延類型。本研究以現時動機理論為基礎,透過分析發現:研究生論文的撰寫過程中有諸多因素容易引起拖延,因此選取同期正在撰寫畢業論文的研究生作為研究對象。 從改善拖延的目的出發,本研究搜索了目前改善拖延的方法和工具,發現以番茄工作法為基礎的生產力類App比較流行。其中,採用了遊戲化為特色的App獲得的評價較高。基於這個發現,本研究納入遊戲化的觀點對改善拖延之App進行調查,最終挑選了評價較高的兩款用來檢驗其成效。這兩款生產力App都運用了遊戲化的概念:「小白大師」的遊戲化程度較高,「番茄工作」的則較低。 通過總結遊戲化的相關理論,本研究對兩款App進行了其遊戲元素的歸納分析,建立了App的遊戲元素的層級模式。本研究以4位受測者使用兩款App作為先導性實驗,然後採用半結構化訪談探索所選App對改善拖延的特點,從而發展出App改善拖延評價的六個構面:「提升成就感」「降低焦慮感」「提升趣味性」「提升任務信心」「減少注意力分散」「提升組織性」。正式實驗則邀請30位受測者分別使用兩款App。以「一般拖延特質問卷」和「任務動機問卷」調查受測者的拖延相關因素。以「App改善拖延評價問卷」測量兩款App總體上以及它們所包含的遊戲元素在改善拖延的六個構面上的成效。 本研究採用了相關性分析、成對樣本T檢定、獨立樣本無母數分析、多元迴歸分析和集群分析作為資料分析方法。結果發現兩款App對於改善拖延總體都有較正面評價。受測者的拖延特點與其對App改善拖延評價沒有顯著相關性。遊戲化程度高的App對提升趣味性的作用顯著高於程度較低的App,而遊戲化程度低的App對提升組織性的作用顯著高於程度高的App。另外,相比於較拖拉或較積極的學生,任務拖延程度為中等的學生使用較高遊戲化程度的App對改善拖延有較好作用。 因此提出遊戲元素在生產力App上的應用建議:番茄工作法作為一種機制對改善拖延確有作用,而適當的回饋、獎勵與敘事性元素能夠更好地的改善拖延。

關鍵字

拖延 遊戲化 生產力App

並列摘要


Procrastination is a common phenomenon in modern life. The academic procrastination is a kind of typical procrastination. With reviewing many researches on procrastination, this study was based on the Temporal Time Theory, which was a structure of procrastination. Conclusion of reference review was that: many factors could lead to procrastination when the graduate students were writing thesis. Therefore, this study chose graduate students as sample. For the purpose of reducing procrastination, this study widely searched for relevant methods and tools. Productivity Apps which were based on Pomodoro Technique were popular among procrastinators. Moreover, some Apps designed with concept of gamification have gotten many thumbs-ups. In consideration of the situation, this study added viewpoints of gamification to research the effects of applying productivity App to reduce academic procrastination. Two gamified productivity Apps were selected as the objects of study. The “Xiao Bai Da Shi”is more highly gamified than the “Fanche Do”. By summarizing theories of gamification, this study developed a game elements hierarchy model for App. Pilot test invited 4 students to use the 2 Apps. Through semi-structured interview, the effects of reducing procrastination could be concluded as 6 dimensions: “Promote a sense of Achievement”, “Reduce anxiety”, “Promote interest”, “Increase task Confidence”, “Reduce distraction”, “Enhance organization”. 30 graduate students participated formal experiment to use the 2 Apps for their thesis writing. The factors related to procrastination were investigated by General Procrastination Scale and Task Motivation Scale. The reducing procrastination effects of gamified Apps & game elements were tested by “Questionnaire of reducing procrastination evaluation”. Analysis methods including: correlation analysis, paired sample T test, independent sample non-parametric analysis, multiple regression analysis and cluster analysis. Both the 2 Apps received positive evaluations in 6 dimensions generally. The correlation between students' traits of procrastination and all evaluations was not significant. The highly gamified App got significantly better effect than the low gamified App in dimension “promote interest”. On the contrary, the low gamified App got significantly better effect than the highly gamified App in dimension “Enhance organization”. Students who procrastinate moderately can reduce procrastination effectively by using highly gamified App compare to who perform positively or sluggishly. Finally, Pomodoro Technique do have effect to reduce procrastination. Game elements including feedback, reward and narrativity can help to reduce procrastination.

參考文獻


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被引用紀錄


王啓維(2016)。基於拖延理論設計生產力工具軟體遊戲式框架〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201600762

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