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研究生: 許雯慧
Hsu, Wen-Huei
論文名稱: Comput-up遊戲對於學習者的人機失敗歸因、心流經驗與持續意圖之相關:以國中國語文教材為例
Failure Attribution Related to Players, Flow Experience and Continuous Intention to Play Comput-up: Take the Chinese Language Textbook as an Example
指導教授: 洪榮昭
Hong, Jon-Chao
口試委員: 洪榮昭 許育健 佘永吉
口試日期: 2021/06/19
學位類別: 碩士
Master
系所名稱: 創造力發展碩士在職專班
Continuing Education Master's Program of Creativity Development
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 160
中文關鍵詞: 虛實整合遊戲式學習人機失敗歸因心流經驗持續意圖
英文關鍵詞: virtual-real integration, game-based learning, human-computer failure attribution, flow experience, continuous intention
研究方法: 量化研究法
DOI URL: http://doi.org/10.6345/NTNU202100740
論文種類: 學術論文
相關次數: 點閱:150下載:28
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  • 近年來,人機互動式學習在教育資訊化的氛圍中逐漸被重視,在教育現場上,人機互動式的數位遊戲式學習更是廣泛被運用,足見在人、機器、系統上達到教學平衡,讓學習者能透過人機互動的遊戲式學習重新被賦能的重要性。本研究旨在探討使用「運算思維虛實整合遊戲」以某國中學生為對象,在「人機失敗歸因」、「遊戲興趣」、「遊戲信心」、「心流經驗」、「持續意圖」之影響。研究內容以歸因理論及多媒體情意認知理論進行討論,透過臺師大數位遊戲學習實驗室研發之運算思維虛實整合遊戲「Comput-up」做為研究工具,搭配國語文教材進行圖像記憶與聯想,以問卷方式對新北市某國中七到九級學生共計457名進行研究調查。受測者在進行遊戲之後填寫,以此探討中學生在人機互動模式進行學習的人機失敗歸因、數位遊戲學習成效、遊戲信心、心流經驗、持續意圖等相互關係。本研究以新北市某國中七到九級學生共457為學生為研究對象,將其分為四人小組的模式進行遊戲施測,主要採量化研究法設計,在遊戲施測結束之後輔以問卷評量,共回收問卷446份,經一階驗證性因素分析,刪除不適問卷,最後留下421份問卷進行研究分析。研究透過AMOS20.0結構方程式進行處理分析,研究結果顯示:(1)Comput-up遊戲進行時人機失敗歸因與遊戲信心呈負相關。(2) Comput-up遊戲進行時人機失敗歸因與遊戲興趣呈負相關。(3) Comput-up遊戲進行時人機失敗歸因與心流經驗為負相關。(4) 遊戲興趣與心流經驗呈正相關。(5) 遊戲信心與心流經驗呈正相關。(6)心流經驗與持續意圖呈正相關。本研究期將研究成果歸結出相關建議,提供未來教育遊戲設計、學校教師及後續研究者作為未來學術研究之參考。最後依據分析結果提出結論與建議,希冀提供給數位學習遊戲教學者及後續研究之建議與參考。

    In recent years, intergrating board game with App has been gradually emphasized in the education settings. How the computation thinking can be implemented as a borad game with augmented-reality (AR) and the influence students’ cognition and affection during play this types of computation has not been extendely studies. Thus, the present study applied a board game, named “Comput-up” which incorporated AR by scanning different QR code to answer learning subject knowledge. To understand the learning effect, based on attribution theory and cognitive-affective theory of multimedia learning, the present study explored the effects of playing with Comput-up in relation to "human-computer failure attribution," "gameplay interest in digital game learning," "confidence in digital game learning," “flow experience," and "continuous intention to play". The practice contents in AR were association with Chinese language textbooks embedded in the computational thinking game "Comput-up" which developed by the Digital Game Learning Laboratory of National Taiwan Normal University. An experimental study was conducted with questionnaire survey to understand the correlates between the above constructs. The target samples were from a hunior high school student, and a total of 457 students in grades 7 to 9 in a junior high school in New Taipei City were used as the target population for this study, and they were divided into small groups of four for game administration. After confirmatory factor analysis and structural equation modelling, the results of the study were analyzed by using structural equation modelling, which showed that: (1) the attribution of human-computer failure during Comput-up games was negatively related to gameplay confidence. (2) The attribution of human-computer failure during the Comput-up game was negatively related to the gameplay interest. (3) The attribution of man-machine failure during compute-up games was negatively related to flow experience. (4) Gameplay interest was positively related to flow experience. (5) Gameplay confidence was positively related to flow experience. (6) Flow experience was positively related to persistent intention. The research results were summarized and recommendations were made for future educational game usage, for school teachers to apply this Comput-up game.

    謝誌 i 摘要 iii Abstract v 目次 vii 表次 ix 圖次 xi 第一章 緒論1 第一節 研究背景與重要性 1 第二節 研究動機、目的與研究問題 4 第三節 研究範圍與限制 9 第四節 名詞解釋 11 第二章 文獻探討 15 第一節 遊戲與數位學習 15 第二節 遊戲興趣 19 第三節 遊戲信心 22 第四節 多媒體認知情意理論 26 第五節 歸因理論 34 第六節 心流經驗 39 第七節 持續意圖 43 第三章 研究設計與實施 49 第一節 研究架構 49 第二節 研究對象 57 第三節 研究工具 58 第四節 研究實施情境與程序 72 第五節 資料處理與分析 74 第四章 研究結果 77 第一節 樣本特徵分析 77 第二節 描述性統計分析 80 第三節 項目分析 85 第四節 構面信效度分析 90 第五節 整體適配度 92 第六節 路徑分析 93 第七節 間接效應 96 第八節差異性分析 96 第五章 結論與建議 107 第一節 結論 107 第二節 研究貢獻 111 第三節 未來建議 112 參考文獻 114 中文文獻 114 外文文獻 126 附錄一、數位型學習遊戲平臺說明比較-以新北市親師生平臺為參考資料 143 附錄二、桌遊項目比較表 145 附錄三、施測準備期程表 147 附錄四、Computup遊戲流程說明 151 附錄五、遊戲施測期程表 153 附錄六、遊戲流程圖 155 附錄七、授課簡案 156 附錄八、問卷量表 158

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