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  • 學位論文

應用數位遊戲式學習於國小六年級數學低成就學生數學課後複習學習成效之研究 —以PaGamO數位遊戲式平台為例

The Learning Effect of the Application of Digital Game-based Learning to Mathematics After-School Programs for Students with Mathematical Underachievement: Exemplified by the PaGamO Digital Platform

指導教授 : 孟瑛如

摘要


本研究旨在探究國小六年級數學低成就學生對於使用PaGamO數位遊戲式平台進行數學課後複習其數學學業成就之成效影響。有鑑於此,本研究之實驗設計採取準實驗研究法之不等組前測-後測設計,選取國小六年級兩個班級共計5名數學低成就學生為研究對象,實驗組為接受PaGamO學習方式之2名學生;對照組為未接受PaGamO學習方式之3名學生,實施每週一次,每次40分鐘,共計兩個月實驗教學時程,並依據PaGamO數位遊戲式平台學習前後測訪談問卷、數學科領域學習態度量表、自我效能量表、認知負荷量表、數學科學習成就測驗及國民小學五至六年級數學診斷測驗甲/乙式作為資料搜集,運用描述性統計、單一樣本t檢定、成對樣本t檢定、獨立樣本t檢定進行統計分析與解釋。研究結果發現如下所示: 一、 數學低成就學生使用PaGamO數位遊戲式平台後對其科技接受度有正向影響。 二、 數學低成就學生使用PaGamO數位遊戲式平台對於其數學科領域學習態度之提升有顯著影響。 三、 數學低成就學生使用PaGamO數位遊戲式平台對於其數學學習自我效能有正向助益。 四、 數學低成就學生使用PaGamO數位遊戲式平台對於其認知負荷度有顯著差異。 五、 數學低成就學生導入PaGamO數位遊戲式平台進行數學課後複習,對於提升數學學習成效有正向影響。 最後,從研究結果顯示數位遊戲式學習能使數學低成就學生喜愛科技介入、降低數學焦慮、提升自我效能、降低認知負荷,進而提升數學學習成效。依據上述研究分析結果提出相關數學教學上之建議,作為教學工作者及未來研究之實務參考。

並列摘要


This study aims to research the learning effect of digital game-based learning for mathematics after-school programs on students with mathematical underachievement. Given the experimental design of this study, nonequivalent pretest-posttest designs from quasi-experimental design were adopted with two and three six-grade students with mathematical underachievement selected from two classes for the experimental group and the control group, respectively. The teaching was implemented for two months (per week in 40 minutes). Based on the pretest-posttest interview questionnaire on the use of the PaGamO digital gaming platform, mathematics learning attitude scale, self-efficacy scale, cognitive load scale, mathematics achievement test and elementary school diagnostic assessment/ grades 5-6 record data collected to utilize descriptive statistics, one-sample t-test, paired sample t-test, independent sample t-test analysis. The major findings of this study were presented as follows: 1. According to the acceptance of technology questionnaire, high extent of technology acceptance is found, and the PaGamO digital gaming platform consequently exhibits positive influences on students with mathematical underachievement. 2. A significant enhancement of students’ learning attitudes toward mathematics after the implementation of PaGamO digital gaming platform. 3. The results of the self-efficacy in mathematics learning showed that the PaGamO digital gaming platform has positive influences for students with mathematical underachievement. 4. Significant differences are indicated in the cognitive load scale for students with mathematical underachievement after the application of the PaGamO digital gaming platform. 5. The results of the mathematical achievement test showed that the PaGamO digital gaming platform enhances students’ mathematical achievements. Collectively, digital game-based learning demonstrates the ability to immerse in math-underachieving students’ technology infusion, improve their learning attitudes, decrease math anxiety, facilitate self- efficacy, reduce cognitive load and enhance their mathematics achievement, of mathematics teaching provide a practical reference for the teaching practitioners and the future research.

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