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簡述拒菸大富翁數位桌遊之設計理念

Brief Description of the Design Concept of the Tobacco Refusal Monopoly Digital Board Game

摘要


近幾年青少年間使用新型態菸品之比例有上升趨勢,校園菸害防制工作是有效阻止青少年吸菸的重要管道,教育研究發現遊戲式學習能提高學生的學習動機、改變學習態度;本團隊符應十二年國民基本教育之全人教育精神,本於「自發」、「互動」、「共好」的理念研發「拒菸大富翁數位桌遊」。本教材以星際冒險為背景主題,學生4~6人一組化身守護正義的太空小隊,抵抗象徵菸害的外星人及隕石,任務關卡不僅以是非題、選擇題呈現,亦有開放式問題讓小組參與討論,發揮創意、自由表現,以此激勵學習動機、促進與他人的互動,聆聽同儕分享達楷模之作用。本教材除了保有大富翁的趣味競賽性,還具有三大特色:(1)情境包裝完整、教材內容多樣(2)藉教育性遊戲善誘學生成為主動學習者(3)隨點即用,介面操作方便易上手;並與國民小學五至六年級、國民中學七至九年級之健康與體育領域課程綱要連結,學習內容針對易成癮物質介紹、成癮物質造成個人及身心健康與家庭、社會的影響,且結合「五正策略」提供維持正向情緒與建立正向人際關係的方法,並藉由同儕間分享互相學習強化學生的正向心理、遠離成癮物質。「拒菸大富翁數位桌遊」不僅可在教室投影至數位大屏使用,也能在個人行動裝置上使用,這是一套健康教育工作者可以輕鬆應用於不同場域的互動教材。

並列摘要


In recent years, the proportion of adolescents using new types of tobacco products has been on the rise. School-based tobacco prevention programs are essential for effectively preventing youth from smoking. Educational research has found that game-based learning can enhance students' motivation and change their learning attitudes. Our team, in line with the holistic education spirit of the 12-year National Basic Education curriculum, has developed the "Tobacco Refusal Monopoly Digital Board Game" based on the principles of "spontaneity," "interaction," and "common good." This educational material is set against the backdrop of an interstellar adventure. Groups of 4-6 students transform into justice-guarding space teams, resisting alien invaders and meteors symbolizing tobacco harm. The missions are presented through true/false and multiple-choice questions, as well as open-ended questions that encourage group discussion, creativity, and free expression. This approach aims to stimulate learning motivation, promote interaction with others, and foster a model effect through peer sharing. The "Tobacco Refusal Monopoly Digital Board Game" retains the competitive fun of traditional Monopoly while offering three main features: 1. Comprehensive situational packaging and diverse educational content. 2. Encouraging students to become active learners through educational games. 3. Immediate use with an easy-to-operate interface. It is linked to the health and physical education curriculum guidelines for grades 5-6 in elementary school and grades 7-9 in junior high school. The learning content addresses the introduction of addictive substances, their impact on individual physical and mental health, and their effects on family and society. It also integrates the "Five Positive Strategies" to provide methods for maintaining positive emotions and building positive interpersonal relationships, reinforced through peer sharing to strengthen students' positive psychology and distance them from addictive substances. The "Tobacco-Free Monopoly Digital Board Game" can be projected onto digital screens in classrooms or used on personal mobile devices, making it an interactive teaching material that health educators can easily apply in various settings.

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