本研究主要是將國中生自傷預防教育的情緒管理能力評量,利用遊戲情境導引與模擬的特性,設計至遊戲式評量活動中。然而,要將課程評量導入至遊戲設計,對教師有很大的困難度。為了解決以上的問題,本研究提出基於決策樹的知識結構,以評量情緒管理能力為例,輔助設計評量學生不同的操作順序與操作歷程所對應之各個能力面向,並套用不同情境來製作各個遊戲關卡。實驗設計驗證使用情境式遊戲學習是否能夠比傳統講授式自傷預防教育提高學生情緒管理能力。實驗組學生情緒管理行為呈現四種不同的情緒管理行為模式,此四種行為模式分別為「會有認知偏誤且採取負向行為」、「能夠分析事實並直接採取正向行為」、「會反思並調整情緒管理路徑」與「未能分析事實而採取正向行為」。
This research focused on the self-harm prevention education using emotion management games as learning platform. The simulated scenario of the game can reveal the emotion management of students and attract them. However, designing and developing an educational emotion management game is not easy for teachers. In this paper, the Emotion Management Tree method is proposed to assist teachers to design the game for assessment. In the experiment evaluation, two groups of students participated as control group and experimental group. In the experiment results, the posttest showed that the learning achievement of experimental group is better than the control group. The experimental group performed four types of emotion management behaviors.