本研究主要目的在發展一套有效的網際網路軟體,並進一步探討其介入效果及學生對該軟體的評價。 本研究採準實驗設計之實驗組控制組前測末測設計,以北市萬福國小與武功國小五、六年級全體學生為研究對象。實驗組學生接受三週綠色消費網頁介入計畫,而對照組則不接受任何實驗處理。研究工具分為三種,包括1.團體訪談2.自填式結構問卷3.自填式結構電子問卷。經前後測資料比對及扣除實驗組未看過綠色消費網頁者,最後得有效人數462人,實驗組248人,對照組214人。研究對象在介入前一週均接受前測施測,後測則於介入活動後立即進行。所得資料以卡方檢定、單因子變異數分析、t檢定、單因子共變數分析等進行分析,所得重要結果如下: 一、 實驗組學生的綠色消費覺察度、綠色消費知識、綠色消費態度、綠色消費自我效能、綠色消費行為後測得分均較前測高 二、 綠色消費網頁介入計畫未能顯著提高學生的綠色消費態度的得分,介入效果不明顯。 三、 綠色消費網頁介入計畫能顯著提高學生的綠色消費覺察度、綠色消費知識、綠色消費自我效能、綠色消費行為等的得分,介入效果顯著。 四、 實驗組學生對綠色消費網際網路的評價,在整體成效、型式、教育意涵評價三方面,同意與非常同意的看法均超過五成。 根據本研究結果,建議未來發展綠色消費環境教育上,應與電腦工程、動畫、視覺設計等相關專業人員合作,並根據相關行為科學理論與模式,轉換發展成為以學生為中心的環境教育內涵,以遊戲互動方式,激發學生學習動機,建立學生負責任的環境行為,達成環境教學目標。
The purpose of this study was to develop an interactive software about green consumption behavior. Quasi-experimental method was used to explore the effect of the three-week campaign on 5th and 6th grade students. The instrument of the study includes (1)interview, (2)structured-questionnaire and (3)electronic survey. Wan-fu elementary school (experimental group) and Wo-kon elementary school (control group) in Taipei were selected. There were 462 students who finished the pre-test and post-test questionnaire, 248 and 214 respectively. The obtained data were analyzed with Chi-square test, t-test, one-way ANOVA and one-way ANCOVA. The major results were as follow: 1. In experimental group, the mean scores of green consumption awareness, knowledge, attitude, self-efficacy and behavior in the posttest were better than the scores in the pretest. 2. The mean scores of green consumption awareness, knowledge, self-efficacy and behavior in experimental group were better than the scores in control group. 3. The internet campaign does not influence students’ green consumption attitude. 4. More the 50% of the students feel satisfactory about the internet campaigns’ format, educational content and effects. According to the findings of the study, some recommendation for the future environmental education program was brought up: health educators should work together with the computer engineers, cartoonists and visual communication designer to create an student-centered environmental education campaign. By means of the lively instruction and games, students could learn to take the responsibility for the environment.