在教學遊戲設計的領域中,大多數研究著重於教學與遊戲的結合模式和教學成效,卻較少實務地去建立教學遊戲的開發方法論(methodology)架構。因此,本研究提出一套應用布魯姆的認知領域教育目標分類表的系統化方法,它是一個學習目標的共同的語言,可作為協調單元科目和課程之教育目標、活動與評估的方法。研究者參考高職美術教育目標,擷取教科書中之「視覺形式原理」單元內容,依據布魯姆認知領域教育目標分類(修訂版)之知識向度及認知歷程向度,解析教學目標及內容設定,轉化為遊戲類型及學習內容元素,並以之輔助教學遊戲設計的規劃、設計及評估流程。因此,本研究依上述系統化方法,進行「視覺形式原理」單元中漸層、反覆、對比、對稱原理的教學遊戲雛形設計,對155位高職同學進行測試,並進行結果整理,以對本研究的開發模式進行檢討。
In teaching game design field, Most of studies focus on models and teaching effects of the combination of teaching methods and games, but rarely practically develop structures from methodologies for teaching game design. Therefore, this study assumed that Bloom’s taxonomy of educational objectives could be a suitable methodology for teaching game design, because it could be a common language for learning objects and could be used for coordinating the educational goals, activities and assessments of subjects and courses. This study developed a systematic method which referred to the educational goals of fine arts for vocational high schools. We adopted the materials of a section called “Formal Principles of Beauty” from a textbook. In addition, we not only extracted the educational goals and contents from the materials but also converted them into a form of game and learning content elements based on the knowledge dimension and cognitive process dimension from Bloom's taxonomy. Next, we utilized Bloom's taxonomy to assist planning, designing and evaluating the process of teaching game design. As a result, based on above mentioned systematic method, we implemented a game prototype for teaching the concepts of gradient, repetition, contrast and symmetry for “Formal Principles of Beauty”. Eventually, we conducted a test for 155 students from a vocational high school and reviewed our method by sorting out the test results.