本研究主要基於目前我國中、小學缺乏能源教育之專屬課程與教材,而數位學習正可以整合能源教育教材供學生學習,加上數位遊戲式學習較能引發學習動機,且有研究指出,線上即時制的數位遊戲較容易引發逃避學習等不適切的學習行為。有鑑於此,本研究主要透過蒐集國內、外能源教育課程之設計及整合專家座談之意見,規劃出一適合小學程度之能源教育數位教材,並利用SmartFoxServer遊戲引擎,結合本研究所規劃的能源教育教材,開發出一個回合制的線上井字棋遊戲系統,進而透過準實驗研究,將本研究所設計的遊戲進行初步成效評估,探討本研究所設計之遊戲在提升國小學生能源知識的成效,以及學生對該遊戲使用後的看法。經研究後主要獲致以下的研究成果:一、本研究開發出一可供多人連線的井字棋能源教育遊戲,該遊戲模式可供教育遊戲設計者參考;二、本研究所建置的井字棋能源教育遊戲之初步成效良好,可提升學生的能源認知成效,且多數學生對該遊持正面看法,但仍有部分可改進之處。
This research was based on a lack of energy education curriculum in Taiwan's primary and junior high school. It was also based on previous studies indicating that the real time-based online educational game not only promoted active learning but also elicited other more negative learning behaviors such as avoiding the learning materials. Therefore, this study attempted to plan the learning contents of energy education for primary students through investigating relevant documents and consulting experts. Furthermore, based on these learning contents, this study sought to develop a turnbased educational online game, educational tic-tac-toe, using SmartFoxServer engine to facilitate primary students learning about energy knowledge. Finally, a quasi-experiment was conducted to compare students' learning effectiveness before and after primary students used this turn-based online game. A questionnaire survey was also conducted to understand the primary students' perceptions after using this game. After finishing the experiment, the following results were found: 1. This study developed an educational tic-tac-toe online game using SmartFoxServer engine to facilitate primary students learning about energy knowledge. This game provides a new game model for educational game designers. 2. This game can promote students' learning effectiveness about energy knowledge acquisition. Most students also had positive attitudes toward this game. However, further research should be done in the future.