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  • 學位論文

以精熟度學習法設計數學練習遊戲:Second Life在數學學習的應用

Designing Mathematical Game with Mastery Learning Method: an Application of Math Learning in Second Life

指導教授 : 楊鎮華
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摘要


本論文主要是研究透過將精熟度學習法融入3D虛擬環境Second Life中設計數學練習遊戲,對學生學習態度、學習動機之影響,及探討學生對系統滿意度的感受,除了以上的討論,論文中針對本系統如何幫助老師於課堂中利用系統輔助教學及學生如何從系統中自行練習做額外學習方式的探討,以便實驗在未來的發展。 實驗結果發現學生在學習數學動機方面有明顯的改善,而學習態度中對於數學的概括認識程度、焦慮程度、數學上的自我感知程度、對數學的信念程度、系統使用的看法、感知有用性也呈現明顯的正面影響,系統滿意度方面,學生對於3D數學遊戲的練習環境覺得有助於學習,且遊戲中能提供多方面的學習教材也讓學生對系統的使用更加肯定。 整體而言,透過使用本系統學習數學能夠提升學生對於數學學習的動機且能改善數學學習態度,學生改學學習的心態才能在數學方面的表現更好。

並列摘要


This paper mainly describes the way how to design a mathematical game on Second Life with Mastery learning. After finishing the system, we find some participants to join our experiment testing. According to the experiment , participants have to do the questionnaires before and after out experiment. Then we discuss and analyze the experiment result to find out the system using impact on participants attitudes, motivation and satisfaction about system. Besides, we talk about how teachers can use our system doing help with their teaching and students how to use our system studying themselves. The experiment results show that the system indeed doing a lot of helps to our participants about math learning attitudes and motivation. Students feel excited about using our system learning math. After all, using our system to learn math can help our attitudes and motivation towards math. Students can learn as much as before.

並列關鍵字

Mastery learning Second Life

參考文獻


〔1〕 Petrakou, A. (2010). Interacting through avatars: virtual worlds as a context for online education. Computers & Education, 54, 1020–1027.
〔2〕 Lalley, J., & Gentile, J. (2009). Classroom assessment and grading to assure mastery. Theory into Practice, 48, 28–35.
〔6〕 Andreas M. K., Michael H. (2009). The fairyland of Second Life: Virtual social worlds and how to use them.Business Horizons 52, 563-572
〔9〕 Pivec, M and Kearney, P.( 2007) Games for learning and learning from games. Informatica, Vol.31, pp. 419-423.
〔10〕 Carroll, J. B. (1963). A model of school learning. Teachers College Record, 64, 723-733.

被引用紀錄


蕭維佑(2015)。以雙人對戰縮寫遊戲幫助學生理解數學文字題題意〔碩士論文,國立中央大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0031-0412201512085718

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