本研究旨在探究國小六年級數學低成就學生對於使用PaGamO數位遊戲式平台進行數學課後複習其數學學業成就之成效影響。本研究之實驗設計採取準實驗研究法之不等組前測-後測設計,以選取國小六年級兩個班級共計5名數學低成就學生為主要研究觀察對象,實驗組為2名接受PaGamO學習方式之低成就生;對照組為3名未接受PaGamO學習方式之低成就生,實施每週一次,每次40分鐘,共計兩個月實驗教學時程。研究結果顯示:一、數學低成就學生使用PaGamO平台後對其科技接受度有正向影響;二、數學低成就學生使用PaGamO平台對於數學學習態度之提升有顯著影響;三、數學低成就學生導入PaGamO平台進行數學課後複習,對於提升數學學習成效有正向影響。最後,從研究結果顯示數位遊戲式學習能使數學低成就學生喜愛科技介入,進而提升數學學習成效。依據上述研究分析結果提出相關數學教學上之建議,作為教學工作者及未來研究之實務參考。
This study aims to research the learning effect of digital game-based learning for mathematics after-school programs on students with mathematical underachievement. Given the experimental design of this study, nonequivalent pretest-posttest designs from quasi-experimental design were adopted with two and three six-grade students with mathematical underachievement selected from two classes for the experimental group and the control group, respectively. The teaching was implemented for two months (per week in 40 minutes).The major findings of this study were presented as follows: 1. According to the acceptance of technology questionnaire, high extent of technology acceptance is found, and the PaGamO digital gaming platform consequently exhibits positive influences on students with mathematical underachievement; 2. A significant enhancement of students' learning attitudes toward mathematics after the implementation of PaGamO digital gaming platform (p=.017 <.05); 3. The results of the mathematical achievement test showed that the PaGamO digital gaming platform enhances students' mathematical achievements. Collectively, digital game-based learning demonstrates the ability to immerse in math-underachieving students' technology infusion, improve their learning attitudes and enhance their mathematics achievement, of mathematics teaching provide a practical reference for the teaching practitioners and the future research.