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探討大規模開放線上課程學習者成就目標及其慣用平台滿意度與平台遊戲化的態度

MASSIVE OPEN ONLINE COURSE LEARNERS' LEARNING ACHIEVEMENT GOALS, SATISFACTION OF LEARNING PLATFORMS AND ATTITUDES TOWARD THE GAMIFIED PLATFORM

摘要


本研究為探討大規模線上開放式課程 (MOOC) 學習者的學習動機,以及學習者對於學習平台滿意度、遊戲化的看法,依據成就目標理論的四分法架構以及遊戲因子相關文獻,設計問卷題項,以MOOC 學習者為研究對象,透過網路發放問卷。問卷分析的結果發現,MOOC 學習者認定的學習成就目標並不似成就目標理論中的四個向度明顯,只能分離出趨近與逃避兩個因素。研究對象對於現有平台中課程影音品質以及課程種類較為滿意,但對於討論區功能較不滿意。此外,成就目標與遊戲化因子吸引力的相關性結果顯示,遊戲化設計的吸引力與趨近傾向有顯著的相關性。

並列摘要


This study investigates the learning purpose of learners on Massive Open Online Course (MOOC) and their attitudes toward the gamified platform design. According to the 2 × 2 motivation model of the achievement goal theory and literature about gamification, the authors developed the instrument to measure MOOC learners' learning purpose and learning experience. The results of the online survey indicated that MOOC learners' achievement goals could not be classified into four categories and that only two factors (approach and avoidance) were extracted. Learners are generally satisfied with the video quality and variety of lectures provided on the platforms, but dissatisfied with the discussion function. Additionally, the approach-inclined levels of the MOOC learners were significantly correlated with their preference of gamification design.

並列關鍵字

MOOC achievement goal gamification game elements

參考文獻


李海碩、周倩(2009)。開放式課程(Open Course Ware)在台灣:交通大學開放式課程之起源,影響,以及台灣開放式課程聯盟之發展(碩士論文)。國立交通大學。
台北市教育局編(2014)。高中開放教育資源推廣手冊。台北:台北市教育局。
周宛頤(2010)。成就目標、自我效能與數學成績的結構關係(碩士論文)。國立交通大學。
洪嘉飛(2011)。臺師大與交大開放式課程使用評估之研究(碩士論文)。國立臺灣師範大學。
Belanger, Y., & Thornton, J. (2013). Bioelectricity: A quantitative approach. Duke University's first MOOC, 1-21

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