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從桌上行為流向生活習慣:水資源議題桌遊之設計與成效

Learning Transfer to Daily Habit: The Design and Effectiveness of Water Resources Board Game

摘要


本研究旨在提供情境模擬桌遊的設計思維,並開發模擬日常用水環境的桌遊,以培養大眾對用水議題的知識、態度與生活習慣。情境模擬桌遊的設計思維乃是透過分析議題的特性,將其轉換成遊戲中的情境與系統,然後將議題中的因素與關係轉化成遊戲機制與卡牌。基於此設計思維,本研究發展了一套模擬用水情境的桌上遊戲「瘋水輪流轉」,並在遊戲中加入鷹架的設計以協助參與者關注影響個人水足跡與健康的重要因素。根據53位國中生的前、後測及訪談結果資料顯示,參與者在遊戲過程中能體認水資源與生活習慣的重要性,包含:天氣對臺灣可用水的影響、生活習慣與個人水足跡的關聯、省水措施等知識。學生透過桌遊教學能產生覺知與理解各種因素對水資源以及健康的影響,且願意選擇省水的生活習慣。本研究提供情境模擬桌遊在環境議題教學的潛力與成效,並說明設計環境教育桌遊的思維與步驟。

並列摘要


This study aims to provide the design thinking of an issue-situation-based board game, which could simulate the situations of daily water uses. The idea is to transform the situations into the game system by analyzing the characteristics of the issue and constructing the game mechanics in relation to the issue. Based on the design idea, this study has developed a board game, named "Crazy Water". Moreover, the design of a "scaffolding" has been established in this board game with the hope that students would pay attention to the key components affecting the personal water footprint and health. 53 students from one junior high school in central Taiwan participated in this study. The performance of the students were evaluated by the pretest, posttest, and post-interview. Results showed that students could realize the importance of water resources and change his or her water use behavior. First, they understood the weather as the main factor influencing water consumption in Taiwan. Second, they could calculate the water footprints and find out the strategy for water saving. Third, they were conscious of the factors influencing the water resources as well as personal health and adjusted behaviors of using water. This study shows the potential of issue-situation-based board game for the instruction of environmental issues and demonstrates the thinking and steps while designing the board game.

參考文獻


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