簡易檢索 / 詳目顯示

研究生: 王麗君
Li-Chun Wang
論文名稱: 體驗式遊戲策略與個別差異對初學者程式語言學習之探討
The Effects of Experiential Gaming Strategies and Individual Differences on Novices’ Learning to Program
指導教授: 陳明溥
Chen, Ming-Puu
學位類別: 博士
Doctor
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2010
畢業學年度: 98
語文別: 中文
論文頁數: 123
中文關鍵詞: 程式語言學習數位遊戲學習流暢經驗個別差異體驗式學習循環體驗式遊戲策略
英文關鍵詞: programming learning, digital game-based learning, flow experience, individual differences, experiential learning cycle, experiential gaming strategy
論文種類: 學術論文
相關次數: 點閱:719下載:0
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
  • 本研究旨在探討體驗式遊戲策略與個別差異(性別、學習風格、資訊處理與遊戲偏好)對初學者學習程式語言之學習動機、流暢經驗感受與學習成效之影響並探討學習者對數位遊戲學習之感受。研究之對象為國中七年級學習者,共410人參與實驗教學。體驗式遊戲學習實驗教學活動設計以Kolb體驗式學習循環為理論架構,共分成遊戲情境、遊戲遊玩與專題實作,目的在幫助學習者藉由體驗式學習活動歷程中增強學習動機及學習成效。實驗處理自變項依照遊戲策略之差異,分成挑戰及配對挑戰遊戲策略,目的在探討概念澄清之配對遊戲是否可以幫助抽象概念之理解。本研究結果依學習動機、流暢經驗感受與學習成效三個構面,綜合歸納如下: (1)體驗式遊戲策略有助學習者之正向學習動機及流暢經驗感受; (2)學習者在數位遊戲學習環境中感受高學習動機及高流暢經驗,並未提高學習成效; (3)高資訊處理學習者,在體驗式遊戲學習活動中,對程式語言學習動機、流暢前經驗及學習理解成效顯著優於低資訊處理學習者; (4)同化型及聚斂型學習風格學習者對程式語言學習之學習理解成效顯著高於發散型及調適型學習風格學習者、調適型學習風格學習者對程式語言學習之學習理解成效顯著高於發散型學習風格學習者; (5)遊戲策略與學習者偏好之遊戲是否配對,並未顯著影響學習者在體驗式遊戲學習活動之學習動機、流暢經驗感受及學習成效。

    This study investigated the effects of type of game strategy and individual difference on novices’ learning to program from an experiential gaming activity. Four hundred and ten seven-graders participated in the experimental activity. The experiential gaming activity was implemented in 3 learning stages, including game scenario, game-play and project production. The results revealed that a) experiential gaming strategies have positive impacts on learner’s motivation and flow experience, b) high motivation and high flow experience did not enhance learning performance, c) the high information processing learners revealed higher motivation, flow antecedent and comprehension performance than the low information processing learners, d) for comprehension performance, the converging learners and the assimilating learners outperformed the diverging learners and the accommodating learners, and the accommodating learners outperformed the diverging learners, e) matching or mismatching learners’ preference with challenge game did not affect their motivation, flow experience and performance.

    附表目錄..................................................................................................................... .Ⅶ 附圖目錄.......................................................................................................................Ⅸ 第一章 緒論.................................................................................................................1 第一節 研究動機與背景.....................................................................................1 第二節 研究目的與待答問題.............................................................................4 第三節 研究範圍與限制.....................................................................................5 第四節 名詞解釋.................................................................................................7 第二章 文獻探討.......................................................................................................11 第一節 程式語言學習.......................................................................................11 第二節 數位遊戲學習.......................................................................................16 第三節 個別差異...............................................................................................26 第四節 體驗式學習循環...................................................................................35 第三章 研究方法.......................................................................................................41 第一節 研究對象...............................................................................................41 第二節 研究設計...............................................................................................43 第三節 研究程序...............................................................................................54 第四節 研究工具...............................................................................................57 第五節 資料處理與分析...................................................................................65 第四章 研究結果.......................................................................................................67 第一節 學習動機...............................................................................................67 第二節 流暢經驗感受.......................................................................................75 第三節 學習成效...............................................................................................81 第四節 學習者對數位遊戲學習之感受...........................................................90 第五章 結論與建議...................................................................................................92 第一節 結論.......................................................................................................92 第二節 建議.......................................................................................................99

    教育部 (2008)。97年國民中小學九年一貫課程綱要(100學年度實施)。台北市:教育部。
    張春興 (1997): 教育心理學-三元化取向的理論與實務。台北市: 臺灣東華書局。
    Adcock, A. (2008). Making digital game-based learning working: An instructional designer’s perspective. Library Media Connection, 26(5), 56-57.
    Asgari, M., & Kaufman, D. (2004). Relationships among computer games, fantasy, and learning. Proceedings, Educating Imaginative Minds: 2nd Annual Concerence on Imagination and Education(pp.1-8). Vancouver, BC: Canada.
    Badagliacco, J. M. (1990). Gender and race differences in computing attitudes and experience. Social Science Computer Review, 8(1), 42-64.
    Barab, S., Thomas, M., Dodge, T., Carteaus, R., & Tuzan, H. (2005). Making learning fun: Quest atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107.
    Bateson, M. C. (1993). Joint perofmance across cultures: Imprvisation in Persian garden. Text and Performance Quarterly, 13, 113-121.
    Ben-Ari, M. (2001). Constructivism in computer science education. Journal of Computers in Mathematics and Science Teaching, 20(1), 45-73.
    Buckingham, D. & Burn, A. (2007). Game literacy in theory and practice. Journal of Ecucational Multimedia and Hypermeida, 16(3), 323-349.
    Chen, H., Wigand, R., Nilan, M. S. (1999). Optimal experience of web activities. Computers in Human Behavior, 15, 585-608.
    Chen, S. Y. (2005). Evaluating the learning effectiveness of using web-based instruction: An individual differences approach. International Journal of Information and Communication Technology Education, 1(1), 69-82.
    Connolly, T. M., Stansfield, M., & Hainey, T. (2007). An application of games-based learning within software engineering. British Journal of Educational Technology, 38(3), 416-428.
    Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York: Harper Perennial.
    Csikszentmihalyi, M. (1993). The evolving self: A psychology for the third millennium. New York: Harper Perennial.
    Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. New York: Basic Books.
    de Freitas, S. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education, Special Issue, 46, 249-264.
    Demirbas, O. O., & Demirkan, H. (2007). Learning styles of design students and the relationships of academic performance and gender in design education. Learning and Instruction, 17, 345-359.
    Dondi, C. & Moretti, M. (2007). A methodological proposal for learning games selection and quallity assessment. British Journal of Educational Technology, 38(3), 502-512.
    Druckman, D. (1995). The educational effectiveness of interactive games. The educational effectiveness of interactive games. In D. Crookall and K. Arai (Eds.) Simulation and gaming across disciplines and cultures (pp.178-187). Thousand Oaks, CA: Sage.
    Dondi, C. & Moretti, M. (2007). A methodological proposal for learning games selection and quallity assessment. British Journal of Educational Technology, 38(3), 502-512.
    Dunn, R. S., & Dunn, K. J. (1979). Learning styles/teaching styles: Should they…can they… be matched? Educational Leadership, 36(4), 238-244.
    Egenfeldt-Nielsen, S. (2009). Third generation educational use of computer games. Learning and Teaching with Electronic Games, 49-67.
    Ebrahimi, A. & Schweikert, C. (2006). Empirical study of novice programming with plans and objects. SIGCSE bulletin, 38(4), 52-54.
    Facer, K. (2004). Computer games and learning: Why do we think it’s worth talking about computer games and learning in the same breath? Nestafuturelab discussion paper. Retrived November, 28, 2005 from http://www.nestafuturelab.org/research/discuss/02discuss01.htm
    Federation of American Scientists, 2006 . Harnessing the power of video games for learning. Proceedings of the Summit on Educational Games, October 25th, 2005, Washington DC.
    Felder, R. M., & Silverman, L. K. (1988). Learning styles and teaching style in engineering education. Enginerring Education, 78, 674-681.
    Finneran, C. M. (2005). Flow in computer-mediated environments: Promises and challenges. Communicaitons of Association for Information Systems, 15, 82-101.
    Fleming, N. D. (2001). Teaching and learning styles: VARK strategies. Christchurch, New Zealand.
    Ford, N. & Chen, S. (2001). Matching/mismatching revisited: An empirical study of learning and teaching styles. British Journal of Educational Teaching, 32(1), 5-22.
    Gagne, R. M. (1977). The conditions of learning and theory on instruction (3rd ed). New York: Holt, Rinehart and Winston.
    Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
    Gano-Gracia, F. & Hughes, E. H. (2000). Learning and thinking styles: An analysis of their interrelationship and influence on academic achievement. Educational Psychology, 20(4), 414-430.
    Gee, J. P., (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
    Ghani, J. (1995). Flow in human computer interactions: Test of a model. In: J. Carey (Ed.), Human factors in information systems: Emerging theoretical bases (pp 291-311). New Jersey: Ablex Publishing Corp.
    Graff, M. (2003). Cognitive style and attitudes towards using online learning and assessment methods. Electronic Journal of e-Learning, 1(1), 21-28.
    Gros, B. (2003). The impact of digital games in education. First Monday, 8(7), 6-26.
    Gros, B. (2007). Digital games in education: The design of game-based learning environment. Journal of Research on Technology in Education, 40(1), 23-38.
    Honey, P., & Mumford, A. (1986). Using your learning styles. Honey, UK: Maidenhead.
    Hong, H. & Kinshuk (2004). Adaptation to student learning styles in web based educational systems. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of ED-MEDIA 2004 – World Conference on Educational Multimedia, Hypermedia & Telecommunications, (pp.491-496). Lugano, Switzerland, USA: AACE.
    Huston, J. L. & Cohen, T. L. (1995). How learning style and personality type can affect performance. Health Care Supervision, 13, 38-45.
    Inal, Y. & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment. British Journal of Educational Technology, 38(3), 454-464.
    International Society for Technology in Education (ISTE) (2007). National educational technology standards for students. Retrieved October 5, 2007, from http://cnets.iste.org/students/pdf/NETS_for_Students_2007.pdf
    Kafai, Y. B., Ching, C. C., & Marshall, S. (1997). Children as designers of educational multimedia software. Computers and Education, 29(2/3), 117-126.
    Keefe, J. W. (1987). Learning style theory and practice. Reston, VA: National Association of Secondary School Principals.
    Kiili, K. (2004). Digital game-based learning: Towards and experiential gming model. Internet and Higher Education, 8, 13-24.
    Kiili, K. (2005). Content creation challenges and flow experience in educational games: The IT-Empreor case. Internet and Higher Education, 8, 183-198.
    Kiili, K. & Lainema, T. (2006). Evaluations of an experiential gaming model: The Realgame case. Proceedings of the ED-MEDIA 2006-World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2343-2350). Orlando, FL: Association for the Advancement of Computing in Education (AACE).
    Kirriemuir, J. & Mcfarlane, A. (2004). Literature review in games and learning. Bristol, UK: Futurelab.
    Klausmeier, H .J. (1990). Conceptualizing. In B.F. Jones & L. Idol (Eds.), Dimensions of thinking and cognitive instruction (pp. 93-138). Hillsdale, NJ: Erlbaum.
    Klausmeier, H. J. (1992). Concept learning and concept teaching. Educational Psychologist, 27(3), 267-286.
    Kolb, D. A. (1984). Experimental learning. Englewood Cliffs NJ: Prentice-Hall.
    Kurland, D. M., Pea, R. D., Clement, C., & Mawby, R. (1989). A study of the development of programming ability and thinking skills in high school students. In E. Soloway & C. S. James (Eds), Studying the novice programmers (pp. 83-109). Hillsdale, NJ: Lawrence Erlbaum Associates.
    Lau, W. W. F. & Yuen, A. H. K. (2008). Exploring the effects of gender and learning styles on computer programming performance: Implications for programming pedagogy. British Journal of Educational Technology, 40(4), 696-712.
    Lawson, A. E. (2002). The validity of Kolb learning styles and Neo-Piagetian development levels in college biology. Studies in Higher Education, 27(1), 79-90.
    Lepper, M. R., & Malone, T. W. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction, III: Conative and affective process analysis (pp. 255-286). Hillsdale, NJ: Lawrence Erlbaum Associates.
    Malone, T.W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science: A Multidisciplinary Journal, 5(4), 333-369.
    Mayer, R. E. (1992). Teaching for transfer of problem-solving skills to computer programming. In E. D. Corte, M. C. Linn, H. Mandl, & L. Verschaffel (Eds.), Learning environment and problem solving (pp. 193-206). New York: Springer-Verlag.
    Mayer, R. E. (1996). Learners as information processors: Legacies and limitations of educational psychology’s second metaphor. Educational Psychologist, 31, 151-161.
    Mayer, R. E. (1998). Cognitive, metacognitive, and motivational aspects of problem solving. Instructional Science, 26(1-2), 49-63. Retrieved Feb. 20, 2009, from http://www.colorado.edu/physics/phys4810/phys4810_fa06/4810_readings/mayer.pdf.
    McGill, T. J. & Volet, S. E. (1997). A conceptual framework for analyzing students’ knowledge of programming. Journal of Research on Technology in Education, 29(3), 276-297.
    McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. TEEM (Teachers Evaluating Educational Multimedia). Retrieved August 27, 2007, from http://www.teem.org.uk/publications/teem_gamesined_full.pdf
    Messick, S. (1984). The nature of cognitive styles: Problems and promises in educational research. Educational Psychologist, 19, 59-74.
    Messick, S. (1987). Structural relationships across cognition, personality, and style. In N. J. Farr (Ed.), Aptitude, learning and instruction (pp. 35-75). Hillsdale, NJ: Lawrence Erlbaum Associates.
    More, A. J. (1993). Learning styles and the classroom. British Columbia University, Vancouver. (ERICDocument Reproduction Service No. ED368479)
    Ogletree, S. M., & Williams, S. W. (1990). Sex and sex-typing effects on computer attitudes and aptitude. Sex Roles, 23(11/12), 703-712.
    Oliver, R. (1993). Measuring hierarchical levels of programming knowledge. Journal of Educational Computing Research, 9(3), 299-312.
    Papastergiou, M. (2008). Are computer science and information technology still masculine fields? High school students’ perceptions and career choices. Computers and Education, 51(2), 594-608.
    Paraskeva, F.. Mysirlaki, S. & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54, 498-505.
    Perkins, D. N. & Martin, F. (1986). Fragile knowledge and neglected strategies in novice programmers. In E. Soloway & S. Lyengar (Eds.), Empirical studies of programmers (pp.213-229). Hillsdale, NJ: Lawrence Erlbaum Associates.
    Pintrich, P. R. & Johnson, G. R. (1990). Assessing and improving sutdents’ learning strategies. New Directions for Teaching and Learning, 42, 83-92.
    Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the motivated strategies for learning questionnaire (MSLQ). MI: National Center for Research to Improve Postsecondary Teaching and Learning. (ERICDocument Reproduction Service No. ED338122)
    Price, L. (2004). Individual differences in learning: Cognitive control, cognitive style, and learning style. Educational Psychology, 24(5), 681-698.
    Pivec, M., Koubek, A., & Dondi, C. (2004). Guidelines on game-based learing. Godina: Pabst Science Publishers.
    Pivec, M. & Dziabenko, O. (2004). Game-based learning in universities and lifelong learning: “UniGame: Social skills and knowledge training” game concept. Journal of Universal Computer Science, 10(1), 14-26.
    Pivec, M. & Kearney, P. (2007). Games for learning and learning from games. Informatica, 31, 419-423.
    Pivec, M. & Pivec, P. (2008). Playing to Learn: Guidelines for Designing Educational Games. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 3247-3252). Chesapeake, VA: AACE.
    Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
    Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1(1), 1-4.
    Prensky, M. (2008). Programming: The new literacy. Edutopia Magazine. Retrieved Feburary 23, 2008, from http://www.edutopia.org/programming.
    Pressley, M. (1990). Cognitive strategy instruction. Cambridge, MA: Brookline Books.
    Rapeepisarn, K., Wong, K. W., Fung, C. C., & Khine, M. S. (2008). The relationship between game genres, learning techniques and learning style in educational computer games. Technologies for E-Learning and Digital Entertainment, 497-508.
    Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., et al. (2009). Scratch: Programming for everyone. Communications of the ACM, 52(11), 60-67.
    Riding, R. & Rayner, S. (1998). Cognitive styles and learning strategies: Understanding style differences in learning and behavior. London: David Fulton.
    Renninger, K. A., & Snyder, S. S. (1983). Effects of cognitive style on perceived satisfaction and performance among students and teachers. Journal of Educational Psychology, 75(5), 668-676.
    Robins, S. & Mayer, R.E. (1993). Schema training in analogical reasoning. Journal of Educational Psychology, 85, 529-538.
    Rush, G., & Moore, D. M. (1991). Effect of restructuring training and cognitive style. Educational Psychology, 11(3), 309-321.
    Sabry, K., & Al-Shawi, S. (2008). Information Systems for Interactive Learning: Design Perspective. Proceedings of European and Mediterranean Conference on Information Systems 2008, May 25-26 2008, Al Bustan Rotana Hotel, Dubai, UAE.
    Shashaani, L. (1994). Gender differences in computer experience and its influence on computer attitudes. Journal of Educational Computing Research, 11(4), 347-367.
    Shih, J. A. & Gamon, C. C. (2002). Relationships among learning strategies, patterns, styles, and achievement in web-based courses. Journal of Agricultural Education, 43(4), 1-11.
    Smith, L., & Renzulli, J. (1984). Learning style preference: A practical approach for classroom teachers. Theory into Practice, 23(1), 45-50.
    Smith, D. M., & Kolb, D. A. (1986). User's guide for the Learning-Style Inventory: A manual for teachers and trainers. Boston: McBer.
    Soloway, E. (1986). Learning to program = Learning to construct mechanisms and explanations. Communications of the ACM, 29(9), 850-858.
    Soloway, E. (1993). Should we teach students to program? Communications of the ACM, 36(10), 21-24.
    Sorva, J. (2008). A roles-based approach to variable-oriented programming. Human Technology, 4(1), 62-74.
    Squire, K. (2003). Video games in education. International Journal of Intelligent Games & Simulation, 2(1), 49-62.
    Sternberg, R. J. & Grigorenko, E. L. (1997). Are cognitive styles still in style? American Psychologist, 52, 700-712.
    Sweetser, P. & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computer in Entertainment, 3(3), 1-24.
    Van Eck, R. (2006). The effect of contextual pedagogical advisement and competition on middle-school students’ attitude toward mathematics and mathematics instruction using a computer-based simulation game. Journal of Computers in Mathematics and Science Teaching, 25(2), 165-195.
    Van Eck, R. (2007). Six ideas in search of a discipline. In B.E. Shelton & D.A. Wiley (Eds.) The design and use of simulation computer games in education (pp.31-56). Rotterdam: Sense Publishers.
    Wang, L.C., & Chen, M.P. (2008). Enhancing ICT learning by matching type of instruction and individual differences. Proceedings of the Society for Information Technology and Teacher Education International Conference (pp. 2272-2278). Las Vegas: Society for Information Technology and Teacher Education International Conference.
    Wang, L. C. & Chen, M. P. (2009). Effects of learning styles and gender consciousness on junior high school learners’ programming learning in game-based learning environment. Proceedings of Technology Enhanced Learning 2009 (TELearn 2009). Taiwan, Taipei, Oct. 6-8, 2009.
    Wang, L. C. & Chen, M. P. (2010). The effects of type of game strategy and preference-matching on flow experience and performance in learning to program from game-based learning. Innovations in Education and Teaching International (IETI), 47(1), 39-52.
    West, M. & Ross, S. (2002). Retaining females in computer science: A new look at a persistent problem. JCSC, 17(5), 1-7.
    Weinstein, C.E. (1990). Learning and study strategies inventory high school version (LASSI-HS): User’s manual. Clearwater, FL: H&H. Retrieved Jul. 22, 2009 from http://www.hhpublishing.com/_assessments/LASSI/LASSI-HS_Manual.pdf
    Weinstein C.E. (2002) Learning and study strategies inventory: User’s manual (2nd). Clearwater, FL: H&H. Retrieved Nov. 13, 2008 from http://www.hhpublishing.com/_assessments/LASSI/LASSI_Users_Manual.pdf
    Wilson, V. A. (1998). Learning how they learn: A review of the literature on learng styles. Muskingum College. (ERICDocument Reproduction Service No. ED 427017).
    Yee, N. (2006). The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments. Presence: Teleoperators and Virtual Environments, 15, 309-329.

    無法下載圖示 本全文未授權公開
    QR CODE