本研究旨在探討導入PaGamO學習平台後,對六年級學生在社會領域的學習態度、學習成就之影響,並探討實驗組學生對PaGamO學習平台融入社會領域的數位學習滿意度情形,作為教學者日後教學之參考。 本研究採準實驗研究法之前測-後測設計,在數位學習滿意度部分,則是以問卷調查法佐以半結構性訪談來進行。以苗栗縣某國小六年級三個班級,共81位同學為研究對象。有使用PaGamO的同學為「實驗組」,沒有使用PaGamO的同學為「對照組」,於六年級上學期期中考後導入PaGamO,實施期間為期8週。 本研究的研究結果發現:學生在利用PaGamO學習平台輔助社會科的學習後,對於學生在社會學習領域的學習態度與學習成就具有正面影響,有助於提升學生的學習態度及學習成就。在數位學習滿意度方面,不同性別的學生對PaGamO學習平台的數位學習滿意度並無顯著差異,且大部分的學生(72.4%)對於在社會科教學中導入PaGamO學習平台這個做法上是持正面的看法。
This study aims at researching how the implementation of PaGamO, a game-learning platform, influences sixth graders' learning attitude and effectiveness in social studies. It also explores the satisfaction of the experimental group students about the implementation of PaGamO, with the purpose of offering the teachers teaching reference. The method used in this study was quasi-experimental research, with pre-test and post-test. The satisfaction of digital learning was proceeded by using questionaire survey along with semistructured interviews. Three classes of sixth graders in an elementary school in Mial-li, totally 81 students, were taken as the research target. The students who used PaGamO were the experimental group, while the rest not using PaGamO were the control group. PaGamO started to be imported after the midterm test in the first semester, and the whole period of the implementation was eight weeks. According to the result of this research, PaGamO positively influenced students' learning attitude and effectiveness; that is, it helped improve their learning viewpoints and raise up their learning accomplishment. As to the satisfaction of digital learning, there was no obvious difference between male students and female ones, and most students, up to 72.4% of the total, were contented with the implementation of PaGamO.