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  • 學位論文

團隊合作桌上遊戲教具設計創作

Teamwork Applied to Board Game Teaching Aid Design Creation

指導教授 : 林承謙

摘要


在現今多元文化社會的發展下,教育者將遊戲融入教學中已經是很普遍的現象,因為遊戲具有趣味性、互動性及即時性,藉由遊戲的引導,參與者能直接進行判斷、執行並獲得回饋,透過這種循環模式,將有助於參與者在問題解決能力與創造思考能力上的成長。 透過教育型桌遊設計循環模型為基礎的教材設計創作,教育目標以團隊合作為主題,欲以桌上遊戲型態之產品設計開發。透過遊戲可以創造很多的體驗學習,但如何使遊戲更具深度且加深和教育理念的連結性,是本次創作的主要課題。 教育遊戲化目的在於引發參與者內在動機,更易於獲得成就感,使參與者在面對蓄意設計的挑戰,能自願性的不斷嘗試。因此在遊戲機制的設計上,遊戲趣味性與教育理念傳遞這二者之間的平衡便變得尤其重要,假設教育理念的傳遞性過高,則違背希望藉由教育遊戲化提升參與動機的初衷;反之著重在遊戲的趣味性,則容易造成失去教育目標的狀況。現階段教育遊戲化的教材並不能完全取代傳統教育的教學方式,二者必須有前後呼應的結合,才更能夠達到提升玩家參與動機與熱忱的同時,學習該教育者欲傳遞的學習知識,而以本次創作作品為例,作為加深遊戲化教材與教育理念連結性的參考範例。

並列摘要


In today's multicultural society, it is a common phenomenon for educators to integrate games into educating. Because games are interesting, interactive and timely, participants can directly judge, execute and get feedback through the guidance of the game. Through this cycle mode, will help participants to grow in problem solving and creative thinking. Based on the education board game to design cycle model teaching material, the educational goal is to focus on teamwork, and to develop products based on board games. Through the game, you can create a lot of experience learning. But how to make the game deeper and also deepen the connection of educational ideas is the main topic of this creation. The purpose of educational gamification is to induce the intrinsic motivation of the participants, and easier to obtain a sense of accomplishment, so that the participants can continually try to face the challenges of deliberate design by to their own willing. Therefore, in the design of the game mechanism, the balance between game fun and educational concept transfer becomes especially important. If the transfer of educational concept is too high, it is contrary to the original intention of promoting the motivation of participation through educational gamification. On the contrary, focusing on the fun of the game, it is easy to cause the loss of educational goals. At this stage, the educational gamification teaching materials can not completely replace the traditional education teaching methods. The two must have a combination of before and after, so that they can achieve the motivation and enthusiasm of the players, and learn the knowledge that the educator wants to transmit. Take this creative work as an example, as a reference example to deepen the connection between gamification textbooks and educational concepts.

參考文獻


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洪榮昭(2009)。人力資源發展:企業教育訓練完全手冊。臺灣,五南文化事業。
張緯良(2003)。人力資源管理。臺北,雙葉書廊。
凱文·韋巴赫(2014)。遊戲化思維:改變未來商業的新力量。大陸,浙江人民出版社。

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