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悅趣化網路教材設計-以高中音像藝術課程為例

An Application of Game-based Learning Courseware for Senior High School Audio and Video Art

摘要


為了拉近生活與藝術的距離,高中課程開設了藝術生活科目;但其廣泛的定義及內涵讓教學與教材製作的難度提升,尤其在需要技術性整合與多媒體運用的教學,例如音像藝術課程。本研究的目標在於開發一套適用於高中音像藝術課程的悅趣化多媒體學習教材,用以擴充課程內容與輔助教師教學。課程以華興版音像藝術課本的「多采多姿的動畫國度」章節為藍本,改編成悅趣化教學遊戲。運用情境模擬的理論設計,創造一個故事與情境將課程內容融入,讓使用者在無學習壓力狀況下進行遊戲教材的操作而學會知識。研究結果顯示:在學生素質和學習狀況不佳的狀況下,悅趣式學習對高中音像藝術課程比傳統教學有效;學生素質越高,悅趣式學習的效果越不明顯,甚至可能比傳統教學差;教師的回饋及引導機能無法被悅趣化學習取代;無論學習成效高低,悅趣化學習對於學生之學習態度及興趣有提升效果。

並列摘要


To shorten the distance between life and art, a new course, Applied Art, was added to the high school curriculum. However, it is difficult to design and deliver the material due to the broad definition and fluid nature of art. This is especially true where technical combinations and multi-media application are required. The goal of this paper is to develop a game-based learning material suitable for the "Audio and Video Art" course in high school. The project is created based on a chapter of a book, modified into an serious game. The game utilizes the principle and design of Situated Learning to incorporate the curriculum into the story and setting. This approach allows the users to absorb the material through playing the game without the pressure of conscious learning. The result shows that game-based learning is more effective amongst under-performing students. In contrast, it is less effective amongst high-performing students, to the extend where it is worse than traditional teaching in some cases. Second, the feedback and guidance of a teacher are irreplaceable by game-based learning. Third, regardless of the effectiveness, game-based learning has a positive effect on the students' attitude and interest.

參考文獻


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