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  • 學位論文

電腦遊戲在高中地理教學的應用—以企業霸主Ⅱ模擬遊戲為例

指導教授 : 陳哲銘
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摘要


近年來,電玩遊戲已成為青少年最熱門的休閒娛樂活動,透過這項科技也提供教師一種新的「寓教於樂」的教具。本研究先透過廣泛地蒐集、分析,整理出坊間的電腦遊戲內容與高中地理概念的關連性;經由文獻整理歸納出選用電玩融入地理教學的參考標準;並進一步透過教學實驗,分析電腦遊戲在地理教學應用的可行性。教學實驗採「準實驗研究法」,以「企業霸主Ⅱ」遊戲設計融入於高一地理「第二級產業概論」單元的教學活動,以台中市立忠明高中兩個班共計87人為研究對象,實施一節課的教學實驗活動,評估電腦遊戲融入地理教學對學習成效與學習動機的影響。結果發現電腦遊戲融入教學的模式對於學生的學習動機及學習成效皆有顯著提升;在學習態度的提升上,男生明顯優於女生;而學習成效的提升則以中分組學生最優。顯示此種教學模式是有助於學生的學習,因此建議教師在從事教學時,能嘗試以電腦遊戲融入教學活動之設計,也希望電玩廠商能設計出更多具有正面教育意義的電玩遊戲。

並列摘要


Computer games have become the most popular recreation among teenagers these years, providing teachers with play-and-learn teaching aids. The analysis of the extensively-gathered data accounts for the correlation between computer games and what students learn in senior high geography class. With the literature review, the criteria for computer game-based learning in geography are generalized, and followed by a teaching experiment on the feasibility of the application of computer games to geography teaching. Based on “quasi-experimental design”, the computer game named “GAINT Ⅱ” was integrated with the teaching activity of the unit ”industry”, for the 10th graders, 87 senior high school students were recruited to be the subjects in the present study, receiving 50-minute teaching activities and further evaluated the effect of computer game-based learning in geography on learning motivation and efficacy. The results indicates that computer game-based learning has positive effect on learning motivation as well as learning efficacy, reaching the significant level (p<0.05). Besides, male participants significantly outperform female ones in the improvement of learning attitude. As for the enhancement of learning efficacy, mid-level participants perform the best. The above-mentioned results suggest that this kind of teaching method is beneficial to students’ geography learning, encouraging teachers to adopt computer game-based teaching method in the classes. Hopefully, the manufacturers of computer games could further design the game with positive educational purposes in the future.

參考文獻


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被引用紀錄


歐建榮(2013)。嵌入數位遊戲於5E學習環教學法對八年級學生學習光學概念之成效評估〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-0801201418031500
王思涵(2013)。數位遊戲式學習對中小學學生學習成效影響之後設分析〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-0801201418033090

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