本研究以LINE@融入童軍校園實境解謎課程教學現場,探討其對國中七年級學生觀察能力之影響。透過文獻蒐集,瞭解遊戲設計原理,以此為基礎進行遊戲設計,開發一套適用於國中七年級的實境解謎遊戲《校園觀察家》。經過專家檢核後,使用此遊戲進行教學活動,透過「觀察能力自陳量表」及「課程學習單」瞭解其學習之成效。本研究採準實驗研究法,研究對象為臺北市某國中七年級學生,實驗組與控制組各採2個班級,每班分為5個小隊,共124人,教學時間為100分鐘。實驗組與控制組學生於課前完成「觀察能力自陳量表」、「課程學習單」之前測,再分別進行LINE@校園實境遊戲教學及傳統教學,最後實施後測並填答「課後回饋單」。研究結果顯示:一、本研究透過分析、設計、開發、實施及評鑑等5個階段,有系統的設計校園實境解謎遊戲;二、學生接受LINE@融入童軍校園實境解謎課程後,觀察能力提升並達顯著差異。
This study integrated LINE@ into the teaching scene of the scouting campus reality game, and explored its impact on the observation ability of seventh grade students in middle school. Through literature collection, the principles of game design were understood, and based on this, game design was carried out. A set of reality game "Campus Observer" suitable for the seventh grade of middle school was developed. After examination by experts, this study used this game for teaching activities, and used the "Observation Ability Self-Report Scale" and "Course Study Sheet" to understand the effectiveness of its learning. This study adopted the quasi-experimental research method, and the research participants were seventh-grade students in a middle school in Taipei City. Each class was divided into 5 teams with a total of 124 students, and the teaching time was 100 minutes. The students in the experimental group and the control group completed the "Observation Ability Self-Report Scale" and the "Course Study Sheet" pre-test before class, and then took the LINE@ scouting campus reality game teaching and traditional teaching respectively, and finally implemented the post-test and filled out the "Course Feedback Sheet." The research results showed that: 1. This research systematically designed the campus reality game through five stages of analysis, design, development, implementation and evaluation; 2. After the LINE@ scouting campus reality game course, the students' observation ability improved and reached a significant difference.