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Effects of Gamified Meta-Cognitive Strategy on Sixth Graders' Algebra Learning

Effects of Gamified Meta-Cognitive Strategy on Sixth Graders' Algebra Learning

指導教授 : 邱貴發
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並列摘要


This research is to examine the effects of meta-cognitive and gamification strategies on sixth graders’ algebra learning by conducting three studies. The first study examined the interaction effects of self-explanation and game-reward strategies on sixth graders’ learning achievement of algebra variable, learning attitude towards algebra variable, and meta-cognitive awareness of algebra variable learning. A 2 × 2 quasi-experiment was conducted, and a mini learning system, Self-explanation with Game-reward Learning System (SGLS), was developed to support the learning activities. Ninety-seven students were invited to participate in a four-week experimental instruction and assigned to four groups: self-explanation with game-reward, self-explanation, game-reward, and control. The second study examined the interaction effects of comparison and game-challenge strategies on sixth graders’ learning achievement of algebra variable, learning attitude towards algebra variable, and meta-cognitive awareness of algebra variable learning. To support students’ learning activities, a mini learning system, Comparison with Game-challenge Learning System (CGLS), was developed. A 2 × 2 factorial design was used, and 86 sixth graders were invited to participate in a four-week experimental instruction and assigned to four groups: comparison with game-challenge, comparison, game-challenge, and control. The third study investigated the effects of gamified comparison on sixth graders’ learning achievement of algebra word problem solving on tests of similar and transfer problems, together with their learning attitude towards algebra word problem solving. For the research purposes, a mini learning system, Gamified Comparison Learning System (GCLS), was created. A three-group quasi-experimental design was utilised, and 72 sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results of study 1 showed that (1) a significant interaction effect was found on the students’ learning achievement of algebra variable: the self-explanation with game-reward group performed significantly better than the self-explanation group, the game-reward group scored significantly higher than the control group, and the self-explanation group gained significantly higher scores than the control group; (2) a significant interaction effect was found on the students’ learning attitude towards algebra variable: the self-explanation with game-reward group reported significantly positive results than the self-explanation group, and the control group responded more positively than the self-explanation group; (3) no significant interaction effect was found on the students’ meta-cognitive awareness of algebra variable learning: while the game-reward strategy did not show a significantly positive effect, the self-explanation did. The results of study 2 showed that (1) a significant interaction effect was found on the students’ learning achievement of algebra variable: the comparison with game-challenge group performed significantly better than the comparison group and the game-challenge group respectively; (2) a significant interaction effect was found on the students’ learning attitude towards algebra variable: the comparison with game-challenge group responded significantly more positively than the comparison group and the game-challenge group respectively; (3) a significant interaction effect was found on the students’ meta-cognitive awareness of algebra variable learning: the comparison with game-challenge group reported significantly higher scores than the comparison group and the game-challenge group respectively. The results of study 3 showed that (1) a significant effect was found on the students’ learning achievement of algebra word problem solving on similar problems: the gamified comparison group performed significantly better than the comparison group and the control group respectively, and the comparison group performed significantly better than the control group; (2) a significant effect was found on the students’ learning achievement of algebra word problem solving on transfer problems: the gamified comparison group achieved significantly higher scores than the comparison group and the control group respectively, and the comparison group achieved significantly higher scores than the control group; (3) a significant effect was found on the students’ learning attitudes towards algebra word problem solving: while no significant difference was found on students’ confidence, the gamified comparison group responded significantly more positively than the comparison group and the control group on dimensions enjoyment, motivation, and perceived value, and the comparison group responded significantly more positively than the control group on the enjoyment. Based on the results of study 1, study 2, and study 3, a feasible design of gamified meta-cognitive strategy is discussed and proposed. It covers different aspects of learning gamification (external and internal), meta-cognitive learning strategies (single and combined), and different types of knowledge (conceptual and procedural) for sixth graders’ algebra learning. This research has taken a step in the direction of implementing gamification in terms of meta-cognitive strategies and algebra learning, and several learning implications can be drawn from each study.

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