簡易檢索 / 詳目顯示

研究生: 林怡君
Lin, Yi-Chun
論文名稱: 智慧型手機結合虛擬實境輔助國中籃球教學之行動研究
An action research of smart phone combined Virtual Reality assisted Basketball Teaching for Junior High School student
指導教授: 施登堯
Shy, Deng-Yau
學位類別: 碩士
Master
系所名稱: 體育學系
Department of Physical Education
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 144
中文關鍵詞: 資訊科技融入教學籃球戰術比賽表現
英文關鍵詞: information technology instruction, Basketball Tactics, Game Performance
DOI URL: http://doi.org/10.6345/THE.NTNU.DPE.032.2018.F03
論文種類: 學術論文
相關次數: 點閱:117下載:14
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究目的在於探討教師於體育課程中,使用虛擬實境輔助籃球教學對於國中二年級學生的體育態度、認知及比賽表現上之差異情形,以及教師於行動研究歷程中的反思與成長。方法:採準實驗設計之不等組前後測設計,研究對象為研究者所任教之新北市某國中8年級2個班的學生,實驗組24位學生,實施虛擬實境輔助教學,控制組24位學生則實施一般傳統教學,進行為期8週共16堂體育課之籃球教學,質性部分使用半結構式訪談、教師反思札記、觀察紀錄、學習單,並進行開放性編碼,提取內容中的意義與觀點。結果:一、實驗組與控制組經過16堂教學後在體育態度上皆優於前測並達顯著差異,實驗組之體育態度明顯優於控制組,虛擬實境的輔助能提升學習興趣,並使能力較差與內向的學生能良好學習,以及促進班級運動及合作風氣。二、實驗組與控制組經過16堂教學後在認知測驗上皆優於前測並達顯著差異,實驗組之認知測驗明顯優於控制組,虛擬實境輔助教學能夠讓學生更能理解課程內容,及擁有個人化的學習模式。三、實驗組與控制組經過16堂教學後在比賽表現上皆優於前測並達顯著差異,實驗組之比賽表現明顯優於控制組,虛擬實境的輔助幫助學生能全盤的理解各項戰術,改變原本的打球模式,亦能促進與隊友間的合作。四、教師在研究歷程中的成長包含了科技應用技能大為提升、教師的課堂角色轉變、教師教育專業提升及擁有了行動研究的能力,能夠發現並修正解決教學問題。結論:虛擬實境輔助籃球教學能增進學生的體育態度及認知學習,並可以提升學生之比賽表現,實施的過程中靠著不斷的反思與修正,因此教師亦能吸收經驗並有所成長。

    The purpose of this study was to explore teacher used virtual reality assisted basketball teaching, differences on attitude toward physical education, cognition and game performance for Junior High school students. Method: The experiment was conducted in the physical education courses in one Junior High school of New Taipei City .The participants were 8th graders with total number of 48 (n=48) from two classes. Participants were assigned to control group and experimental group. Participants in the experimental group were taught with virtual reality (N=24) and Participants in the control group were with conventional teaching methods (N=24). The period of experimental time was 8 weeks long, met two classes per week. Data collection included semi-structured interview, teacher observation records, teacher reflection journal and worksheet, by open coding method was used to analyze the qualitative datum. Result: First, the experimental group and control group after teaching has significant difference than before in attitude toward physical education. After analyzing control and experimental group, results reveal that experimental group was significantly higher than those of control group in attitude toward physical education. Second, the experimental group and control group after teaching has significant difference than before in cognition test. After analyzing control and experimental group, results reveal that experimental group was significantly higher than those of control group in cognition test. Third, the experimental group and control group after teaching has significant difference than before in game performance. After analyzing control and experimental group, results reveal that experimental group was significantly higher than those of control group in game performance.Fourth, Teacher's growth in the research process Including improved application capabilities of technology, Teachers’ role change in the classroom, Improved teacher education and have the ability to conduct action research, can find, correct and solve teaching problems. Conclusion: Conducting virtual reality as a technique to teach basketball not only can achieve better performance on students’ cognition and attitude, but also can improve game performance.

    口試委員與系主任簽字之論文通過簽名表 i 論文授權書 ii 中文摘要 iii 英文摘要 iv 謝誌 v 目次 vi 表次 ix 圖次 x 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 5 第三節 研究範圍與限制 6 第四節 名詞釋義 7 第貳章 文獻探討 9 第一節 行動研究 9 第二節 科技工具應用於體育教學 22 第三節 行動學習之探討 28 第四節 虛擬實境融入體育教學 32 第五節 文獻總結 38 第參章 研究方法 39 第一節 研究方法 39 第二節 研究架構與流程 40 第三節 研究對象 42 第四節 實驗設計 42 第五節 研究工具 43 第六節 資料分析處理 49 第肆章 結果與討論 52 第一節 虛擬實境輔助國中籃球教學後之體育態度差異情形 52 第二節 虛擬實境輔助國中籃球教學後之認知差異情形 61 第三節 虛擬實境輔助國中籃球教學後之比賽表現差異情形 67 第四節 教師運用虛擬實境輔助國中籃球教學之行動歷程反思與成長 74 第伍章 研究結論與建議 115 第一節 研究結論 115 第二節 研究建議 117 引用文獻 119 附錄一 課程目標與教學設計 128 附錄二 研究參與學生同意書 132 附錄三 體育態度量表 133 附錄四 體育態度量表使用同意書 135 附錄五 GPAI比賽表現評量工具紀錄表 136 附錄六 籃球認知測驗預試卷 137 附錄七 籃球認知測驗預試試題難度與鑑別度分析表 139 附錄八 正式籃球認知測驗卷 141 附錄九 課堂學習認知理解學習單暨學生填寫舉隅 142 附錄十 戰術策劃學習單暨學生填寫舉隅 143 附錄十一 半結構反談大綱暨學生訪談舉隅 144

    王文科、王智弘(2014)。教育研究法。台灣:五南圖書出版股份有限公司。

    王炫智(2010)。「虛擬實境」在體育教學中之應用。學校體育,(116), 81–86。

    王愛麟(2006)。理解式球類教學法對國中學生籃球學習效果之研究。未出版碩士論文,國立臺灣師範大學,台市。

    石明宗(2006)。融入比賽的體育教學策略-以籃球三對三鬥牛為例。學校體育,(93),91-104。

    李明俊、李政吉、林益偉、周建智(2009)。在多媒體輔助教學之情境學童體育課學習動機與班級氣氛。北體學報,18,46-59。

    李國隆、呂惟帆(2013)。資訊融入國小體育之教學成效之研究。運動健康休閒學報,(4),74-81。

    李維昕、陳五洲(2011)。以電腦3DVR輔助互動式沙灘排球戰術教學之探討。臺灣體育論壇,2,11-20。

    林本源、邱金松(2003)。編製中小學學生體育態度量表之初步研究。大專體育學刊,5(1),11-25。

    林怡君、施登堯(2018)。虛擬實境輔助國中籃球教學之研究。嘉大體育健康休閒期刊,17(2)。

    林昭光、陳明坤(2017)。多媒體教學在重量訓練課程之應用。運動與遊憩研究,11(3),89-99。

    林國欽、洪暉鈞、楊叔卿 (2014)。平板電腦融入體育課程羽球技能教學效果之研究。體育學報,47(3),437-450。

    林進隆(2011)。網路輔助教學模式對運動技能學習之自我調整策略的影響。臺大體育學報,20,1-15。

    洪祥偉、陳五洲(2016)。以平板電腦引導後設認知學習歷程對桌球學習成效之研究。臺灣運動教育學報,11(2),55-79。

    夏林清 (1997)。行動研究方法導論-教師動手做研究。台北:遠流,40-44。

    涂馨友、黃美瑤、徐岳聖、何鎔靜 (2008)。運用多媒體輔助教學融入國小五年級體育對學童態度與動作技能表現之影響。載於徐立民 (主編),97 年度大專體育學術專刊 (頁199 -206)。臺北市:中華民國大專院校體育總會。

    粘憲文(2010)。理解式球類教學法應用於國小籃球教學成效之研究。未出版碩士論文,國立臺東大學,台東縣。

    張志銘、施文益、翁旭昇、賴永僚(2012)。比較資訊科技融入體育教學與傳統式教學效果之研究-以桌球短反手推擋技術為例。中原體育學報,(1),123-131。

    張德銳(2013)。與時俱進 因材施教-十二年國教後中學教學發展趨勢。師友月刊,(556),58-62。

    張德銳、李俊達 (2007)。教學行動研究及其對國小教師教學省思影響之研究。 臺北市立教育大學學報: 教育類, 38(1), 33-66.

    張慶旭(2008)。不同虛擬實境桌球遊戲之物理模擬技術之探討。大專體育學術專刊,97,220-225。

    許智翔(2011)。互動式體感遊戲對桌球技能學習效果之研究。未出版碩士論文,崑山科技大學,台南市。

    陳五洲(1994)。多媒體科技在體育教學上的運用。國民體育季刊,23(3),103-109。

    鄒景平(2003)。數位學習概論。台北:資策會教育處。

    陳五洲、洪祥偉、李德仁(2013)。網路羽球戰術系統對培養國小學童創造力之研究。教育傳播與科技研究,104,37-51。

    陳玉婷、蔡立元 (2009)。從科技接受模式觀點探討資訊科技融入學習。臺南科大學報(人文管理),28,217-235。

    陳金宏、林東興、林盟傑(2016)。數位多媒體融入體育課程對學習態度與自我效能之影響-以彰泰國中游泳教學為例。臺中科大體育學刊,12,87-101。

    陳貞儀、卓俊伶 (2004)。體育教學的動作示範位置類型。中華體育季刊,18(4),66-73。

    陳榮章、王琦正、譚醒鴻(2010)。影像回饋介入精熟學習對不同能力學生在棒球揮擊學習成效之研究。台南科大學報,29,179-190。

    陳德懷 (2011)。數位科技與台灣未來二十年教學的趨勢。前瞻科技與管理,1(1),1-13。

    彭康助、周建智 (2007), 資訊融入國小五年級體育教學探究兒童身體自我概念之研究,臺灣運動教育學報,2(2),1-20。

    黃子彥、李啟明、黃家榮、陳毅宇、楊盛煜(2009)。資訊輔助國小進行理解式籃球教學之影響。休閒保健期刊,2,263-272。

    黃美瑤 、楊宗文、周建智 (2009)。以電腦影音多媒體介入體育課教學後對學生體育課學習動機之影響。休閒研究,1(2),1-16。

    黃清雲(1992)。整合學習理論與影碟 (Videodisc) 高科技在體育教學上的應用。中華體育季刊,6(3),53-58。

    黃碧月(2008)。運用多媒體教學策略於運動比賽表現成效之研究-以大學足球興趣選項課程為例。嘉大體育健康休閒期刊,7(1),1-12。

    新清士(2017)。VR大衝擊。台北市:城邦文化。

    資策會(2014)。臺灣消費者行動裝置暨 APP 使用行為研究調查報告。取自http://www.find.org.tw/market_info. aspx.

    劉乙正、陳五洲(2013)。多媒體教學輔助對國小蛙式游泳初學者學習之影響。載於中華民國大專院校體育總會(主編),兩岸運動訓練科學研討會論文集 (138-142頁)。台灣:中華民國大專院校體育總會。

    劉世雄、尹玫君 (2006)。非同步數位教材的學習策略與教學應用之研究。課程與教學季刊,9(4),155-176。

    劉光夏、周宛瑜 (2016)。 翻轉教學融入國小高年級自然與生活科技領域課程學習成效之探討。教育傳播與科技研究,113,39-62。

    劉志華、劉佳鎮、林世欽 (2008)。資訊融入體育教學---以跳遠為例。遠東學報,25(3),459-468。

    劉俊業、覃素莉(2005)。教球員如何在籃球比賽中做決定。大專體育,76,8-13。

    劉俊業、羅興樑 (2004)。籃球團隊打法之系統教學:以全場三對三為例。大專體育,72,4-10。

    歐用生(1994)。提升教師行動研究的能力。研究資訊,11(2),1-7。

    蔡清田(2000)。教育行動研究。台北:五南。

    蔡清田(2007)。課程行動研究的實踐之道。課程與教學,10(3),75-89。

    藍孝勤、王炫智、陳五洲 (2010)。多媒體輔助教學對大專生八式太極拳學習效果之影響。體育學報,43(3),109-126。

    Adkins, M., Wajciechowski, M. R., & Scantling, E. (2013). The mystery behind the code:Differentiated instruction with quick response codes in secondary physical education. Strategies, 26(6), 17-22.

    Badea-Miss, G., & Bîcă, M. D. (2013). VIRTUAL REALITY IN SPORT AREA. In Conference proceedings of» eLearning and Software for Education «(eLSE),3,118-123. Universitatea Nationala de Aparare Carol I.

    Carr, W., & Kemmis, S. (1986).Becoming critical: Education, knowledge and action research. London: The Falmer Press.

    Casanova, F., Oliveira, J., Williams, M., & Garganta, J. (2009). Expertise and perceptual cognitive performance in soccer: a review. Revista Portuguesa de Ciências do
    Desporto, 9(1), 115-122.

    Casey, A., & Jones, B. (2011). Using digital technology to enhance student engagement in physical education. Asia-Pacific Journal of Health, Sport and Physical Education, 2(2),51-66.

    Chen, Y. S., Kao, T. C., & Sheu, J. P. (2003). A mobile learning system for scaffolding bird watching learning. Journal of Computer Assisted Learning, 19(3), 347-359.

    Conole, C., (2004). E- Learning: The Hype and the Reality. Journal of Interactive Media in Education, 2004 (12).

    Cuperus, A. A., & van der Ham, I. J. (2016). Virtual reality replays of sports performance: Effects on memory, feeling of competence, and performance. Learning and Motivation,56, 48-52.

    De Loor, P., Bénard, R., & Bossard, C. (2008). Interactive co-construction to study dynamical collaborative situations. In Proceedings in the International Conference on Virtual Reality (pp. 85-91).

    Eaves, D. L., Breslin, G., Van Schaik, P., Robinson, E., & Spears, I. R. (2011). The short-term effects of real-time virtual reality feedback on motor learning in dance. Presence: Teleoperators and Virtual Environments, 20(1), 62-77.

    Elliott, J. (1978). What is action research in schools. Journal of curriculum studies, 10(4),355-357.

    Elliot, J. (1991). Action research for educational change. McGraw-Hill Education (UK).

    Gardner, H., & Davis, K. (2013). The app generation: How today's youth navigate identity,intimacy, and imagination in a digital world. Yale University Press.

    Graham, C. (2006). Blended learning systems: Definitions, current trends, and future
    directions.

    Hansen, L., & Sanders, S. W. (2012). Active gaming: Is “virtual” reality right for your
    physical education program?. Strategies, 25(6), 24-27.

    Hilliard, A. T. (2015). Global Blended Learning Practices for Teaching and Learning,
    Leadership and Professional Development. Journal of International Education Research,
    11(3), 179-188.

    Honjou, N., Isaka, T., Mitsuda, T., & Kawamura, S. (2005). Proposal of method of sports skill
    learning using HMD. Transactions of the Virtual Reality Society of Japan, 10(1), 63-69.

    Jeng, Y. L., Wu, T. T., Huang, Y. M., Tan, Q., & Yang, S. J. (2010). The add-on impact of mobile applications in learning strategies: A review study. Educational Technology & Society, 13(3), 3-11.

    Kearney, M., Schuck, S., Burden, K., & Aubusson, P. (2012). Viewing mobile learning from a pedagogical perspective. Research in Learning Technology, 20(1), 1.

    Krueger, M. W. (1991). Artificial reality II. Reading, MA: Addison-Wesley Publishing Company.

    McTaggart, R., & Kemmis, S. (Eds.). (1988). The action research planner. Deakin university.

    Lewin, K. (1946). Action Research and Minority Problems. Journal of Social Issues, 2(4):34-46.

    McTaggart, R. (1997). Participatory action research. New York: State University of New York Press.

    Melton, B., Bland, H., Harris, B., Kelly, D., & Chandler, K. (2015). Evaluating a physical activity app in the classroom: A mixed methodological approach among university students. The Physical Educator, 72(4), 601.

    Melhuish, K. & Falloon, G. (2010). Looking to the future: M-learning with the iPad. Computers in New Zealand Schools: Learning, Leading, Technology, 22(3).

    Moskal, P., Dziuban, C., & Hartman, J. (2013). Blended learning: A dangerous idea? Internet
    and Higher Education, 18, 15-23. Retrieved from

    Nachimuthu, K., & Vijayakumari, G. (2009). Virtual reality enhanced instructional learning.Journal of Educational Technology, 6(1), 1-5.

    Oslin, J. L., Mitchell, S. A., & Griffin, L. L. (1998). The game performance assessment instrument (GPAI): Development and preliminary validation. Journal of Teaching in Physical Education, 17(2),231-243.

    Pan, H. (2015). Research on Application of Computer Virtual Reality Technology in College Sports Training. In Measuring Technology and Mechatronics Automation (ICMTMA), 2015 Seventh International Conference on (pp. 842-845). IEEE.

    Park, Y. (2011). A pedagogical framework for mobile learning: Categorizing educational applications of mobile technologies into four types. International Review of Research in Open and Distance Learning, 12(2), 78-102.

    Pasco, D. (2013). The potential of using virtual reality technology in physical activity settings. Quest, 65(4), 429-441.

    Patel, K., Bailenson, J. N., Hack-Jung, S., Diankov, R., & Bajcsy, R. (2006). The effect of fully immersive virtual reality on the learning of physical tasks. In Proceedings
    of the 9th Annual International Workshop on Presence, Ohio, USA (pp. 87-94).

    Patterson, R., Pierce, B., Bell, H. H., Andrews, D., & Winterbottom, M. (2009). Training robust decision making in immersive environments. Journal of Cognitive Engineering and Decision Making, 3(4), 331-361.

    Phillips, A., Rodenbeck, M., & Clegg, B. (2014). Apps for Physical Education: Teacher Tested, Kid Approved! Column Editor: Brent Heidorn. Strategies, 27(3), 28-31.

    Pohira-Vieth, Ann. (2010). Impact of Golf video games on teaching golf in physical education, ProQuest Dissertations Publishing.

    Qi, H., Xiaowei, Z., Tiemin, M., & Hui, L. (2016). Research on the Applications of Computer VR (Virtual Reality) Technology in Physical Training. Revista Ibérica de Sistemas eTecnologias de Informação,18, 113.

    Romeas, T., Guldner, A., & Faubert, J. (2016). 3D-Multiple Object Tracking training task improves passing decision-making accuracy in soccer players. Psychology of Sport and
    Exercise, 22, 1-9.

    Samiha Amara, Bessem Mkaouer, Sarra H. Nassib, Helmi Chaaben, Younes Hachana, Fatma Z. Ben Salah (2015) . Effect of Video Modeling Process on Teaching/Learning Hurdle Clearance Situations on Physical Education Students. Advances in Physical Education, 5, 225-233.

    Sativa, R. M. (1995). Medical application of VR, Journal of Medical Systems,19, 275-280.

    Schar. S. G., & Krueger, H. (2000). Using New Learning Technologies with Multimedia. IEEE MULTIMEDIA,7(3),40-51.

    Shang, J. (2014). Research on New Sports Teaching Mode Based on Virtual Reality Technique. In Applied Mechanics and Materials,644, 6039-6042. Trans Tech Publications.

    Sharples, M. (2002). Disruptive devices: mobile technology for conversational learning.International Journal of Continuing Engineering Education and Life Long Learning,
    12(5-6), 504-520.

    Stenhouse, L. (1975). An introduction to curriculum research and development.London: Heinemann Educational Ltd.

    Stephanie T. West and Kindal A. Shores (2014) Does HOPSports Promote Youth Physical Activity in Physical Education Classes? Physical Educator, 71,16-40.

    Traxler, J. (2009). 'Learning in a mobile age', International Journal of Mobile and Blended Learning, vol. 1, no. 1, pp. 1Á12.

    Trout, J., & Christie, B. (2007). Interactive video games in physical education. Journal of Physical Education, Recreation & Dance, 78(5), 29-45.

    UNESCO (2013) . Policy Guidelines for mobile learning.

    Vaughan, N. (2007). Perspectives on Blended Learning in Higher Education. International Journal on E-Learning, 6(1), 81-94. Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).

    Watson, J. (2008). Blended Learning: The Convergence of Online and Face-to-Face Education. Promising Practices in Online Learning. North American Council for Online Learning.

    West, S. T., & Shores, K. A. (2014). Does HOPSports promote youth physical activity in physical education classes?. Physical Educator, 71(1), 16.

    Yao, H., Liu, Y., & Han, C. (2012). Application expectation of virtual reality in basketball
    teaching. Procedia Engineering, 29, 4287–4291.

    Yu-Lin, J., Ting-Ting, W., Yueh-Min, H., Tan, Q., & Yang, S. J. H. (2010). The add-on impact of mobile applications in learning strategies: A review study. Journal of
    Educational Technology & Society, 13(3), 3.

    Yu, Y., & Yan, B. (2016). Research on promotion of teaching quality with a new physical education teaching mode based on virtual reality. Revista Ibérica De Sistemas eTecnologias De Informação, 9, 46.

    Zhang, K., & Liu, S. J. (2016). The application of virtual reality technology in physical education teaching and training. In Service Operations and Logistics, and Informatics(SOLI), 2016 IEEE International Conference on (pp. 245-248). IEEE.

    下載圖示
    QR CODE