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研究生: 羅怡帆
Yi-Fan Luo
論文名稱: 體驗式遊戲策略與數學學習信心對國中生比例式課程學習之影響
The Effects of Experiential Gaming Strategies and Mathematics Confidence on Junior High School Students' Performances of Learning Proportional Concepts
指導教授: 陳明溥
Chen, Ming-Puu
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2012
畢業學年度: 100
語文別: 中文
論文頁數: 106
中文關鍵詞: 比例式課程遊戲式數位學習數學學習信心體驗式學習
英文關鍵詞: proportional concept, digital game-based learning, mathematics confidence, experiential learning
論文種類: 學術論文
相關次數: 點閱:59下載:10
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  • 本研究旨在探討不同體驗式遊戲策略(體驗式、引導體驗式)、數位遊戲(3D遊戲、Flash遊戲)與學習者的數學學習信心程度(高數學學習信心、低數學學習信心)對七年級學習者比例式課程的學習成效、數學學習動機和科技態度之影響。研究之對象為國中七年級學習者,共259人參與實驗教學。研究設計採因子設計之準實驗研究,自變項包括體驗式遊戲策略、數位遊戲與數學學習信心,體驗式遊戲策略分為「體驗式」和「引導體驗式」兩種方式;數位遊戲分為「3D遊戲」及「Flash遊戲」兩個類型;數學學習信心根據數學學習信心量表之分數高低,分為「高數學學習信心」與「低數學學習信心」。依變項則包含比例式課程學習成效、數學學習動機與科技態度。
    研究結果依比例式課程學習成效、數學學習動機與科技態度三個面向,綜合歸納如下:(1) Flash遊戲比3D遊戲能提高學習者的知識應用表現,而高數學學習信心者的知識應用表現優於低數學學習信心者;(2)在數位遊戲學習環境中,學習者皆抱持正向的自主動機,其中,高數學學習信心者的數學學習動機優於低數學學習信心者。同時,體驗式遊戲策略比引導體驗式遊戲策略更能提升學習者數學學習中投射調節和認同調節之動機;(3)體驗式遊戲策略及引導體驗式遊戲策略皆能激發學習者正向的科技態度,其中高數學學習信心之學習者抱持較高的科技態度。

    The purpose of this study was to investigate the effects of experiential gaming strategies and confidence in learning mathematics on junior high school students’ performances of learning proportional concepts. There were 259 seventh graders participating in the learning activity. The methodology of this study was quasi-experimental design. The independent variables of this research were experiential gaming strategy, digital game-based learning environment, and confidence in learning mathematics. The experiential gaming strategies included experiential learning and guided experiential learning. The digital game-based learning environments were 3D game and Flash game. Participants’ confidence in learning mathematics was identified as high confidence in learning mathematics and low confidence in learning mathematics. The dependent variables included learning performance, learning motivation toward mathematics, and technology attitudes.
    The result revealed that (a) Flash game facilitated learners’ learning performance better than 3D game; learners with high confidence in learning mathematics achieved better learning performance, (b) digital game-based learning environments had positive impacts on learners’ motivation; learners with high confidence in learning mathematics achieved more positive learning motivation; experiential learning enhanced learners’ introjected regulation and identified regulation of learning motivation better than guided experiential learning, (c) experiential gaming strategy had positive impacts on learners’ technology attitudes; learners with high confidence in learning mathematics achieved more positive technology attitudes.

    附表目錄 vii 附圖目錄 ix 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與待答問題 4 第三節 研究範圍與限制 6 第四節 重要名詞釋義 8 第二章 文獻探討 12 第一節 中小學數學教育 12 第二節 遊戲式數位學習 17 第三節 體驗式學習策略 24 第四節 數學學習信心 30 第三章 研究方法 33 第一節 研究對象 33 第二節 研究設計 35 第三節 研究工具 59 第四節 資料處理與分析 63 第四章 研究結果與討論 67 第一節 比例式課程學習成效分析 67 第二節 數學學習動機分析 72 第三節 科技態度分析 80 第五章 結論與建議 87 第一節 結論 87 第二節 建議 91 參考文獻 93 附錄一 比例式課程先備知識測驗 100 附錄二 數學學習信心量表 102 附錄三 比例式課程學習成效測驗 103 附錄四 數學學習動機問卷 105 附錄五 科技態度量表 106

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