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研究生: 胡博閔
Hu, Po-Min
論文名稱: 數位遊戲學習對學童創造力與實作技能影響之研究
The influence of students’ creativity and practical skill by Digital Game-Based Learning
指導教授: 蕭顯勝
Hsiao, Hsien-Sheng
學位類別: 碩士
Master
系所名稱: 科技應用與人力資源發展學系
Department of Technology Application and Human Resource Development
論文出版年: 2010
畢業學年度: 98
語文別: 中文
論文頁數: 150
中文關鍵詞: 創造力實作技能數位遊戲學習心流理論
英文關鍵詞: Creativity, Practical skill, Digital game-based learning, Flow
論文種類: 學術論文
相關次數: 點閱:94下載:52
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  • 創造力是新穎的具體表現,可由行為歷程、實物作品中所展現。藉由實作技能,創造力將融入每一製作環節,成就一項具有吸引力的產品。雖然實作技能與創造力具有相當密切的關係,但證實此論點的研究卻寥寥無幾。本研究擬以準實驗方式探討數位遊戲學習對學童創造力之成效與實作技能的影響。
      本研究首先針對創造力教學策略與心流理論之特點應用於數位遊戲學習系統,並用以進行教學實驗,對照傳統課堂教學方式,進行創造力與實作技能成效之統計分析及探討,另外再依學童於實作過程中之行為予以記錄並進行序列分析,作為輔助推論學童在實作技能成效上具有差異之原因。
      結果發現,相較於傳統課堂學習,數位遊戲學習不但有效地提升學童創造力,亦能彰顯學童實作技能,證實了創造力的提升是有助於實作技能表現的。

    Creativity which could be display by the behavior or concrete products of a process is an originally tangible manifestation. By using practical skill, the creativity infiltrates in each step of the process, then an attractive product will be accomplished finally. The relationship between practical skill and creativity is close, but there are fewer researches to prove it. For this, the study plans to delve the influence of students’ effect of creativity and practical skill after Digital Game-Based Learning by using quasi-experimental designs.
      First, the study develops a Digital Game-Based Learning system based on creativity teaching strategies and Flow theory, and then teaching by the system. Compared with traditional classroom teaching, the study analyzes and discusses the effect of creativity and practical skill. Second, taking down students’ behavior in the practical process and inferring what the cause of the different inference of students’ practical skill was by Sequence analysis.
      The result shows that compared to the traditional classroom teaching, Digital Game-Based Learning raises students’ creativity and strengthens students’ practical skill more effectively. The point at issue proves that raising of the creativity is helpful on the performance of the practical skill.

    謝  誌 i 中文摘要 iii 英文摘要 iv 目  錄 v 表  次 vii 圖  次 ix 第一章 緒論 1 第一節 研究動機 1 第二節 研究目的 4 第三節 待答問題 5 第四節 研究範圍與限制 6 第五節 研究流程 7 第六節 名詞釋義 9 第二章 文獻探討 11 第一節 創造力 11 第二節 實作技能 26 第三節 數位遊戲學習 32 第四節 本章小結 36 第三章 研究方法 37 第一節 研究架構 37 第二節 研究對象 39 第三節 研究設計與實施 40 第四節 創造力教學之數位遊戲學習系統 45 第五節 研究工具 51 第六節 資料分析 57 第四章 研究結果與討論 59 第一節 實作技能評量與創造力測驗之相關性分析 59 第二節 不同教學方式對學童創造力之影響分析 66 第三節 不同教學方式對學童實作技能之影響分析 76 第四節 學童進行實作活動之行為分析 86 第五節 數位遊戲學習系統滿意度分析 97 第五章 結論與建議 101 第一節 結論 101 第二節 建議 105 參考文獻 107 附  錄 115 附錄一 教學活動設計 117 附錄二 數位遊戲學習系統之創造思考遊戲說明 123 附錄三 系統滿意度問卷 143 附錄四 學生成績一覽表 149

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