本研究旨在探究一具有答題遊戲(quiz game)機制之選擇題型式的網路形成性評量系統-「Game Assessment Module of the web-based Assessment and Test Analysis system (GAM-WAIA)」,應用於國中自然與生活科技網路教學環境之效益情形。GAM-WATA可以模擬答題遊戲,並提供作答提示「Ask-Hint策略(求助策略)」,本研究希望藉由GAM-WATA來營造一個具有答題遊戲特色的選擇題式網路形成性評量環境,並藉以促進學習者主動參與網路形成性評量。本研究採用準實驗研究設計,將參與研究的十六個班級共494位國中一年級學生,以隨機的方式,以班級為單位分配進入五個分別包含不同「Ask-Hint策略組合模式」的網路教學環境進行學習,研究發現在不同「Ask-Hint策略組合模式」下學習的學生,其學習效益有顯著的差異,且對於「Ask-Hint策略」之使用時機與使用心態亦有差異。
This research aimed to investigate the effectiveness of implementing the Game Assessment Module of the Web-based Assessment and Test Analysis system (GAM-WATA) in an e-Learning environment of junior high school Nature and Science Technology Curriculum. The unique feedback strategy in the GAM-WATA was named 'Ask-Hint Strategy'. This research tried to use the GAM-WATA to construct a Web-based formative assessment environment in which the tests are quiz-game-like and contains multiple-choice items. Its design aimed to motivate students to participate in Web-based formative assessment. Quasi-experimental design was adopted in this research and 494 seventh grade students from 12 classes were involved. We constructed five different types of Web-based formative assessment, including the two different designs of 'Ask-Hint Strategy'. Each class as a unit was randomly assigned to the five different groups. The results concluded that students in five different groups have different learning effectiveness and have different options about when and how they use 'Ask-Hint Strategy'.