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研究生: 陳昀辰
Chen, Yun-Chen
論文名稱: 前導組織與遊戲設計策略對國小生Scratch遊戲程式設計學習成效、動機及態度之影響
Effects of Advance Organizer and Game Design Strategy on Elementary Students’ Scratch Game Programming Learning
指導教授: 陳明溥
Chen, Ming-Puu
口試委員: 游光昭
Yu, Kuang-Chao
楊凱翔
Yan, Kai-Hsiang
陳明溥
Chen, Ming-Puu
口試日期: 2022/08/22
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: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 188
中文關鍵詞: 前導組織遊戲設計體驗式學習程式設計擴增實境
英文關鍵詞: advance organizer, game design, experiential learning, programming, augmented reality
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202300047
論文種類: 學術論文
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  • 本研究旨在探討前導組織及遊戲設計策略對國小生在Scratch遊戲程式設計擴增實境學習活動的學習成效、動機及態度之影響。研究對象為國小六年級學習者,研究樣本為臺北市某國小163位六年級學生,有效樣本134人。本研究採因子設計之準實驗研究法,自變項為「前導組織」及「遊戲設計策略」,「前導組織」依據多媒體互動之差異分為「遊戲前導」及「動畫前導」;「遊戲設計策略」依據教學內容之差異分為「由上而下」及「由下而上」。依變項為程式設計學習成效(知識理解、知識應用)、學習動機(價值成分、期望成分、科技接受度)及學習態度(學習自信心、學習喜好、學習焦慮、學習過程、學習方法、有用性)。
    研究結果發現:就學習成效而言,(1)在「前導組織」方面,接受「遊戲前導」時,「由上而下組」學習者在知識理解及知識應用表現高於「由下而上組」學習者;(2)在「遊戲設計策略」方面,使用「由上而下策略」時,「遊戲前導組」學習者在知識理解及知識應用表現高於「動畫前導組」學習者。其次,就學習動機而言,學習者對於Scratch遊戲程式設計皆持正向動機,(3)但就「前導組織」而言,接受「遊戲前導」時,「由上而下組」學習者在學習動機表現高於「由下而上組」學習者;(4)而就「遊戲設計策略」來看,使用「由上而下策略」時,「遊戲前導組」學習者在學習動機表現高於「動畫前導組」學習者。最後,就學習態度而言,學習者對於Scratch遊戲程式設計皆持正向態度,(5)從「前導組織」來看,接受「遊戲前導」時,「由上而下組」學習者在學習態度表現高於「由下而上組」學習者;(6)從「遊戲設計策略」來看,使用「由上而下策略」時,「遊戲前導組」學習者在學習態度表現高於「動畫前導組」學習者。

    The purpose of this study was to explore the effects of advance organizer and game design strategy on elementary students’ learning performance, motivation, and attitude in learning of Scratch game programming through AR-based learning activity. Participants were 163 sixth-graders from an elementary school in Taipei City, Taiwan. The effective sample size was 134. A quasi-experimental design was adopted. The independent variables were advance organizer (game vs. animation) and game design strategy (top-down vs. bottom-up). The dependent variables included students’ learning performance, motivation, and attitude.
    The results revealed that for the learning performance, (a) in the game advance organizer group, the top-down group outperformed the bottom-up group on the comprehension and application performance; and (b) in the top-down group, the game advance organizer group outperformed the animation advance organizer group on the comprehension and application performance. For learning motivation, all participants showed positive motivation, and (c) in the game advance organizer group, the top-down group higher degree of motivation than the bottom-up group; and (d) in the top-down group, the game advance organizer group higher degree of motivation than the animation advance organizer group. Finally, for learning attitude, all participants showed positive attitude toward the employed AR-based Scratch game programming, and (e) in the game advance organizer group, the top-down group higher degree of attitude than the bottom-up group; and (f) in the top-down group, the game advance organizer group higher degree of attitude than the animation advance organizer group.

    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 5 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 10 第一節 程式設計學習 10 第二節 擴增實境程式設計學習 15 第三節 體驗式學習 18 第四節 前導組織 22 第五節 遊戲設計策略 25 第三章 研究方法 27 第一節 研究對象 27 第二節 研究設計 28 第三節 實驗流程 48 第四節 研究工具 52 第五節 資料處理與分析 58 第四章 結果與討論 64 第一節 Scratch程式設計學習成效分析 64 第二節 程式設計學習動機分析 71 第三節 程式設計學習態度分析 92 第五章 結論與建議 100 第一節 結論 100 第二節 建議 106 參考文獻 109 附錄一、程式設計學習動機前測問卷 121 附錄二、程式設計學習態度前測問卷 124 附錄三、「太空探險隊」遊戲前導—由上而下組學習單 126 附錄四、「太空探險隊」動畫前導—由下而上組學習單 151 附錄五、Scratch程式設計學習成效測驗 177 附錄六、程式設計學習動機後測問卷 184 附錄七、程式設計學習態度後測問卷 187

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