隨著網際網?的普及化,?位學習在教育?域的應用日益普及。當學習平台的發展日趨成熟之際,學習內容之設計與發展也成為未?研究的重點。然而,學習者為資訊的接收者,在設計學習教材時,?應該以學習者之認知需求作為設計的考?。 因此,本研究運用了多媒體技術與角色扮演遊戲之數位學習模式,發展「香草森?大冒險」之數位遊戲學習內容。並且透過實證研究方式,探討數位遊戲學習對學習績效之影響,以及不同認知風格與多媒體學習內容型態對於學習績效之影響。本研究採取2X2因子實驗設計,自變項為「認知風格」以及「多媒體學習內容型態」,而依變項則為學習績效。本研究的研究對象為國小四?級學生,共計60名,實驗進行首先對受試者進行先備知識前測,並依據團體藏圖測驗成績,將受試者分為場地獨?與場地依賴兩組進行實驗。 實驗結果顯示,數位遊戲學習模式可顯著地提昇不同認知型態(場地獨?與場地依賴)之受試者的學習績效。最後,本研究彙整相關研究結果,希望可作為發展考量兒童認知風格之多媒體數位學習內容之參考。
With the booming of e-learning technology and Internet development, it is a trend to apply e-learning platform in education. However, to develop the proper digital learning contents is also an important research issue in the future. Especially, the learners are the center component in the e-learning environment. The development and design of digital learning contents should be met to learners’ cognitive requirements. Therefore, this study applied the multimedia technology and role-playing digital game model to develop a learning content, which names “The Adventure of Vanillas” for improving children’s learning performance. At last, the study through a 2x2 factors experimental design (two learners’ cognitive x two modes of multimedia presentation) to verify the effects of independent variables on the subjects’ learning performance. Subjects were 4th graders from elementary school. All the subjects were classified to field independent group and field dependent group based on GEFT scores. A test was administered both before and after the experiment to exam the effects of the learning. The results revealed the developed digital learning content could improve the learning performance of two cognitive style subjects. However, the all results from this study can serve as references for the development and design of multimedia e-learning contents in the future.