透過您的圖書館登入
IP:18.218.189.170
  • 期刊
  • OpenAccess

遊戲作為穿山甲保育教材的探索性研究

Exploratory Research on the Effectiveness of an Educational Game on Pangolin Conservation

摘要


本研究紀要以大學生為目標進行穿山甲保育教育,探討導入虛實整合之偵探推理遊戲的學習成效。遊戲採低成本實景輔數位工具之場景設計,並以單組前後測之準實驗設計評估玩家滿意度和學習成效。研究結果為,遊戲滿意度在李克特5點尺度中,取得平均4.6至4.9高分;7組32位玩家中有3組取得推理正解;穿山甲保育教育之前測的平均答對率為37.8%,後測平均答對率為94.1%,共成長了56%。本探索性研究貢獻除了收集大學校園的保育遊戲學習資訊之外,也從營運過程中反思遊戲教材的成本控制、人力培育與遊戲品質之間的關係。

並列摘要


The purpose of this study is to explore the effectiveness of a digital mixed-reality detective game designed to educate college students about pangolin conservation. To evaluate players' satisfaction and learning outcomes, a quasi-experimental study was conducted with a single group of players using both pre- and post-tests to evaluate the game's key feature: the ability to construct a low-cost scenario. The results showed that the average correct answer rate of 6 groups with a total of 32 players in the pre-test was 37.8%, and the average correct answer rate in the post-test was 94.1%, a total increase of 56%. Game satisfaction was also measured, with players giving the game an average score of 4.6 to 4.9 points on a Likert 5-point scale. This exploratory research not only collects information on the effectiveness of the educational game about pangolin conservation for university students, but also reflects on the relationship between controlling the costs of game teaching materials, training human resources, and maintaining the quality of games.

參考文獻


吳文琪等,2021,〈運用桌上型遊戲提升國小學生對家庭醫師之認知、態度及自我效能的成效研究〉。《臺灣公共衛生雜誌》40(4):580-594。
孟晉瑭,2015,《台灣實境遊戲業商業模式初探》。臺南:國立成功大學經營管理碩士學位學程(AMBA)碩士論文。
許姿屏、李傳房,2017,〈被動式與遊戲探索式生態行動導覽設計之研究〉。《福祉科技與服務管理學刊》5(4):313-329。
陳蕙芬、梁煥煒,2021,〈團隊互動、資源疆界與隨創作為:密室逃脫所展現的團隊創造力〉。《人力資源管理學報》21(1):83-113。
程毓明、郭勝煌,2011,〈遊戲式學習對學習成效影響之探討:以國中綜合活動童軍課程為例〉。《工業科技教育學刊》4:25-32。

延伸閱讀