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國小學童月亮數位遊戲學習之發展與學習成效之評估

A Study of Developing a Computer Educational Game for Elementary Science Teaching on Moon and the Effectiveness

摘要


月亮相關概念之教與學是小學自然科中的一項困難課題。本研究旨在發展一個能作為小學月亮單元延伸學習之數位教材與教學模式,以有效增進學生月亮及相關概念的理解。本研究自行研發3D月亮數位遊戲,結合教學學習活動單來引導學生進行探究,從而評估教學成效。研究對象為國小四年級學童2班共60人。教學工具包括自行發展的3D月亮數位學習遊戲軟體(3D Educational Game-Fly to the Moon,3DEG-FM)及活動單,供學生進行延伸教學;評量工具則包括自編的「月亮概念成就測驗」、「月亮實作評量」、「半結構性晤談」,用以評估學童學習成效與此輔助學習教材的適用性。結果發現,進行月亮數位遊戲延伸學習,不論是以傳統紙筆評量或實作評量觀察,學習成效皆顯著優於使用一般教學的學生。此顯示本研究發展之三維度月亮數位遊戲輔以學習活動單之教學可適合國小四年級的學生使用,學生能在高學習動機中,藉由模擬各種視角觀察,從擬真中獲得天體間之相互運動關係的直接經驗並形成概念,適宜作為國小月亮單元課程後的延伸學習。

並列摘要


Teaching and learning about concepts relating to moon have been regarded as a difficult part in elementary science. The purposes of this study were to develop an auxiliary teaching approach and to evaluate its effectiveness on improving students' learning. A 3D-computer educational game (3D Educational Game-Fly to the Moon, 3DEG-FM) and its worksheets were developed for students to use after traditional class learning, as advance investigation activity. There were 60 fourth-graders from two classes involved in this study and who were assigned into experimental group and control group. Self-developed ”Moon Relating Concepts Test,” ”Moon Relating Performance Assessment,” and ”Semi-structure Interview” were used to monitor students' learning. The results showed that the auxiliary approach developed in this study significantly improved students' learning, both in concepts and performance assessments. These, combing with students' interview data, indicated that learning through the 3DEG-FM and its worksheets enables students to learn the movement of celestial bodies with operable experiences through virtual reality, and then achieves better learning.

參考文獻


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