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  • 學位論文

嚴肅遊戲導入職前資訊工作者之資訊倫理學習

Developing a serious game for pre-service information workers’ learning of information ethics

指導教授 : 林維真
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摘要


隨著科技發展,資訊的傳播變得越來越快速且複雜。因此,資訊倫理對於規範資訊使用與建立資訊服務原則也變得越來越重要。然而,過去研究指出資訊倫理的教育和專業培訓的資源仍然不足。在現今資訊社會中,無法滿足不同資訊工作者廣泛、分散且跨領域的資訊倫理學習需求。基於上述理由,本研究設計並開發了一款資訊倫理嚴肅遊戲,以作為一種具真實性和自主學習的環境,並期待該遊戲能夠滿足職前資訊工作者的資訊倫理學習需求。遊戲設計遵循探究性(probing principle)和分散式原則(distributed principle),並基於一般行銷倫理理論模型(General Theory of Marketing Ethics Model)的要素設計遊戲中的線索,以協助與訓練資訊從業人員適切的倫理決策。 本研究共招募40名主修資訊相關領域之大學生與研究生,包含20名圖書資訊與資訊服務相關領域和20名資訊工程與資訊科技相關領域的大學生及研究生。研究結果顯示,所有的受試者在進行嚴肅遊戲後,職業倫理測驗分數都有顯著的提升(p <.05),但圖資與資工兩個專業領域之間並沒有顯著差異。而除了客觀的分數提升外,主觀在知識、敏感度、技能與態度方面也有正向的學習滿意度。受試者認為本研究所提供之嚴肅遊戲可以幫助他們解決未來在工作場所中遇到的資訊倫理問題。最後,本研究根據研究結果與發現,討論各類遊戲化資訊倫理學習輔助的設計,探討其滿意度和有用性,並為今後的實務與研究提供建議。

並列摘要


The literacy and ethics of information have become more important for establishing principles for information services with the rapid development of information communication technology. However, the educational and professional training resources of information ethics remained scarce, which could not meet the scattered, cross-domain, and broad needs in different occupations. Motivated by the above issues, this study approached the phenomenon of information ethic education from the perspective of educational games. By designing and developing a situated serious game as an authentic and autonomous learning environment to guide learning of information ethics, it was expected that the game could meet the demands of information ethics learning for pre-service information workers. The design of the serious game adopted probing and distributed principles, and the training materials were developed with reference to the general theory of marketing ethics model as a framework to facilitate proper ethical decision-making. 40 college students volunteered to join the study, consisted of 20 majored in information science and 20 majored in computer science. The results of the study showed that participants’ average scores, in spite of their different majors, of Professional Ethics Test were significantly improved after they played the serious game (p < .05). In addition to the growth of scores, participants’ subjective perception and learning satisfaction was also high toward the game. Participants recognized the helpfulness of the game in improving their knowledge, sensitivity, skill and attitude to the related ethic issues, and facilitate their decisions in the workplace in the future. Therefore the game helps them to deal with the information ethics issues in the workplace in the future. Based on the findings of the study, suggestions to future studies of information ethics education as well as practices of game design were provided.

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