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研究生: 陳怡婷
Chen, Yi-Ting
論文名稱: 適性提示之擴增實境閱讀遊戲對國小學生的學習成效影響之研究
The Effects of Augmented-Reality Reading Game with Adaptive Hints on Elementary Students’ Achievements
指導教授: 王健華
Wang, Chien-Hwa
學位類別: 碩士
Master
系所名稱: 圖文傳播學系
Department of Graphic Arts and Communications
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 61
中文關鍵詞: 適性遊戲遊戲式學習參與閱讀動機閱讀理解
英文關鍵詞: adaptive game, game-based learning, reading motivation, reading comprehension
DOI URL: http://doi.org/10.6345/THE.NTNU.DGAC.010.2019.F05
論文種類: 學術論文
相關次數: 點閱:102下載:28
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  • 本研究旨在閱讀活動中加入數位遊戲式學習,並藉由適性(無提示對照組、低觸發提示組、高觸發提示組)與否之提示幫助小學生破關完成任務,期讓小學生可以從數位遊戲的幫助下提升整體參與閱讀活動的動機、並提升閱讀理解,同時比較加入適性策略對參與閱讀動機、閱讀理解是否產生影響。
    研究結果指出,整體數位遊戲不管適性提示與否皆可以提升小學生的參與閱讀之動機;在閱讀理解方面,低觸發提示組之分數都較另外兩組高,合理推測低觸發提示組對於小學生的仔細閱讀、閱讀理解是有幫助的;因此研究認為此一閱讀活動加入數位遊戲式學習是一個可以發展並應用的教學策略,推薦給教學設計者以及後續研究者參考。

    This study aims to insert digital game-based learning into reading activities and assist elementary school students in completing the quests through adaptive prompts (Unprompted control group, low-triggering prompted group, high-triggering prompted group), hoping to enhance students' overall participation, motivation in reading activities, and reading comprehension. Meanwhile, adaptive strategies concerning influences of the motivation in reading, and reading comprehension are supplemented and compared.
    The results indicate that the entire digital game enhances students' participative motivation in reading whether the prompts are presented or not. Regarding reading comprehension, the low-triggering prompted group scored higher than the other two. It could be inferred that low-triggering prompts are helpful to elementary school students' reading in depth and reading comprehension. Therefore, this study considers digital game-based learning a teaching strategy that can be developed and applied, and it is recommended to instructional designers and subsequent researchers for reference.

    摘要 i Abstact ii 表目錄 v 圖目錄 vi 第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與問題 4 第三節 名詞釋義 5 第四節 研究範圍與限制 6 第五節 研究流程 7 第貳章 文獻探討 8 第一節 參與閱讀動機與閱讀理解 8 第二節 閱讀與數位遊戲式學習 13 第三節 適性化提示 18 第參章 研究設計 22 第一節 研究架構 22 第二節 研究方法 25 第三節 研究對象 26 第四節 研究工具 27 第五節 教學設計 31 第六節 遊戲設計 32 第七節 研究實施 39 第八節 資料處理方法 41 第肆章 研究結果 42 第一節 各組數據之描述性統計分析 42 第二節 不同遊戲策略對於參與閱讀動機之差異分析 44 第三節 不同遊戲策略之閱讀測驗之差異分析 46 第伍章 研究結論與建議 48 第一節 研究結論 48 第二節 後續研究建議 50 參考資料 52 一、中文文獻 52 二、英文文獻 52 附件一 閱讀活動之學習動機問卷 58 附件二 閱讀測驗試卷 59 附件三 數位學習遊戲檢核表 61

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