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  • 學位論文

遊戲式學習應用於環境教育之研究-臺灣黑熊遊戲開發設計為例

Study on the Game Support for Environmental Education- A Case Study on Formosan Black Bear Game

指導教授 : 黃國峰

摘要


數位遊戲學習被認為是極具潛力激勵學生的方法,為促進對被列為瀕臨絕種動物「臺灣黑熊」的認識及了解,藉此加強兒童對環境保育的認知,本論文將以數位遊戲式學習的概念,結合環境教育的保育議題,設計一款以認識臺灣黑熊為主要內容的數位遊戲,預期可帶來較高的學習動機,並透過「做中學」的方式讓學童了解保育黑熊的實作知識,以期達到提升學習成效之目的。本研究採「單組前後測設計」,研究對象為臺中市兩所國小五年級48位學童,透過臺灣黑熊知識前、後測驗、學習動機問卷以及半結構式的訪談進行資料的收集。研究結果顯示,學童對於了解臺灣黑熊的能力有顯著的提升,且整體的學習動機也有積極的影響,達到了正向的學習效果,以支持在遊戲的學習環境中繼續學習環境教育相關議題。

並列摘要


Endangered species protection is an important issue in modern society. In order to promote environmental protection awareness, we explored innovative ways to strengthen people’s awareness and understanding of the protection of endangered animals. We developed a game-based learning system in this study. The system is about the conservation of Formosan Black Bears. A pre-experimental research design was implemented. 48 students from primary school in Taichung, were recruited to participate the test of the game developed in this study. We adopts pre-test and post-test of participants’ knowledge about Formosan Black Bears. IMMS Questionnaire were adopted to investigate the motivation, and semi-structural interview methods were used to collect feedback information about the game. Results indicate that (1) students acquired the Formosan Black Bears knowledge through game-playing (2) the game-based approach could improve leaners' motivation, and (3) the innovative learning system helped learners improve their learning performance.

參考文獻


英文文獻
Arcury, T. A. (1990). Environmental attitude and environmental knowledge. Human Organization, 49, 300-304.
Becker, K. (2007). Digital game‐based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478-488.
Bradley, J. C., Waliczek, T. M., & Zajicek, J. M. (1999). Relationship between environmental knowledge and environmental attitude of high school students. The Journal of Environmental Education, 30(3), 17-22.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.

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