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  • 學位論文

數位學習環境中教科書屬性對學習績效之影響

Effect of Textbook Attributes and e-Learning Platform on Learning Performance

指導教授 : 白滌清
共同指導教授 : 沈景茂(Chang-Mao Shen)

摘要


觀察現今的大專教科書產業,教材已不僅囿於紙本教科書,數位學習提供即時互動的教學平台,教學模式具多元化選擇,促使大專教科書出版業者亦須朝向多媒材教材方向編製教科書,力求教科書產品創新。 本研究之研究目的,即在探討數位學習環境中:教科書屬性、數位學習平台、學習動機、學習風格對學習績效之影響。 研究範圍界定在國內大學中以數位學習平台輔助教學的商管學類課程曾修習使用數位學習平台輔助教學商管課程的學生為對象,採便利抽樣方式發放問卷。有效問卷總計590份。統計工具方面使用主成分分析、集群分析、迴歸分析、相關分析加以分析之。 研究結果發現,教科書之內容屬性及出版屬性、對學習績效具顯著影響,教學屬性、實體屬性雖對學習績效無顯著影響,但卻是引發學習者學習動機要因。數位學習平台之學習輔助及學習互動、學習動機對學習績效具顯著影響,其中學習互動與學習動機亦具顯著相關。 面對這群在聲光特效俱佳的線上3D遊戲成長的e世代,教科書及數位學習平台所傳遞的內容、聲光效果及互動性,是否能因應e世代學習者的期待與需求,是為日後重要的研究方向。

並列摘要


Observation of the industry of college textbook nowadays, the content of teaching is not confined to paper textbook, however, the digital learning provides simultaneous interaction of the e-learning platform and diversity choices of teaching; consequently, the publishers of college textbook have to compile the textbook toward multi-media to pursue the innovation. The purpose of this research is to study the impact on learning performance to textbook attributes, e-learning platform, motive of learning, and learning styles. Therefore, the learning obstacle of the learners can be overcome and produce the true value and right textbooks for learners. The range of this research was set on the courses of business management with assistance of e-learning platform, so the choice of people of this research was the students who took the courses of business management—to give the questionaire to them at convenience sampling. The sample size is 590. The percentage of receiving was 76.47%. Statistical analysis used principal component analysis, group analysis, regression analysis, and correlation analysis to analyze. The result of research showed the textbook attributes and publishing attribute had tremendous influence on the effect of learning. The solid attribute didn’t have much influence on learning effect, but the motive of learning did. Learning assistance, interactive learning and the motive of learning of e-learning platform had obvious influence on learning effect, moreover, the interactive learning and the motive of learning are highly related. It is the essential way of research in the future — can the content, visual and sound effect and interaction that the textbooks and the e-learning platform want to transmit satisfy the e-generation learners’ expectation and needs who grow up with both good visual and sound effect of on-line 3D games?

參考文獻


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