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探討先備知識對競爭遊戲式題庫練習之影響:以HTML5證照輔導為例

The Impact of Prior Knowledge on Competitive Game-Based Item Bank Practicing: Taking HTML_5 Certification Tutoring as an Example

摘要


過去的題庫練習系統只能適用於個人,無法與他人一起學習,因此,本研究開發並加入能與同儕互動的競爭與遊戲元素於題庫練習系統,期望能透過競爭遊戲式學習提高學習者的學習動機與學習成效。本研究進行為期6週的教學實驗,蒐集學習者的學習動機與學習成效,並進行資料的整理與分析。結果發現,不同先備知識的學習者在競爭遊戲式學習的環境下,皆能保持高度的學習動機。而在學習成效方面,低先備知識的學習者在選擇題的進步幅度之平均分數顯著高於高先備知識的學習者,表示競爭遊戲式題庫練習系統較適合於低先備知識的學習者,而較不適合高先備知識的學習者。

並列摘要


In the past, practice system was only applicable to individuals and cannot learn with others. Therefore, we developed an item bank practicing system that join the elements of competition and games. We hope to improve learners' learning motivation and effectiveness by competitive game-based learning. In this study, we conducted a six-week teaching experiment. We collect the data of learners' learning motivation and effectiveness to conduct analysis. The results showed that different prior knowledge learners can keep high learning motivation in the competitive game-based learning environment. As to learning effectiveness, the low prior knowledge learners are significantly higher than the high prior knowledge learners in the progress amplitude of multiple choice questions average score. It means that the low prior knowledge learners are more suitable than the high prior knowledge learners when using the competitive game-based item bank practicing system.

參考文獻


Shi, Y.-R., & Shih, J.-L. (2015). Game factors and game-based learning design model. International Journal of Computer Games Technology. doi:10.1155/2015/549684
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被引用紀錄


Bo-Yi Wu、Kun-Hung Cheng(2024)。Evaluating the Effectiveness of a Gamified Virtual Tour for Library Instruction教育資料與圖書館學61(2),93-125。https://doi.org/10.6120/JoEMLS.202407_61(2).0027.RS.AM

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