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  • 學位論文

具學習夥伴之線上遊戲學習系統之研究

The Study of Online Game-based Learning System with Learning Companion

指導教授 : 蕭顯勝
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摘要


遊戲在人類發展中扮演了非常重要的角色。由於多媒體科技的進步,現今的數位遊戲充滿了虛幻、規則、目標、感官刺激、神秘、挑戰、及控制等特性,激起了學習者的參與動機,因此透過數位遊戲來學習已成為一種趨勢,因數位遊戲具有遊戲特性,提升使用者的專注情形並投入其中,透過這樣的體驗能夠讓人們專注於學習之上,但學習者可能只將專注力放在遊戲的娛樂非學習上,原因在遊戲與教學內容之間連結鬆散,反而減低學習者的學習動機。學習夥伴具有同儕互動並提高動機及學習成效的特性,因此本研究建置一具學習夥伴機制之線上遊戲學習系統,以解決遊戲與學習內容鬆散連結問題。本研究以北市某國小六年級學生為研究對象,探討學習者分別利用學習夥伴機制進行線上遊戲教學與一般線上遊戲教學在學習成效上的差異,並透過遊戲系統的歷程紀錄檔案,分析使用本研究之系統後高低分群學習者在遊戲行為上之差別。 本研究之研究結果如下:1.使用本系統學習者在學習成效上明顯優於一般線上遊戲學習者。2.透過序列分析分析學習者行為後發現,學習者與具學習夥伴機制之線上遊戲學習系統之互動能幫助學習者增加其自然與生活科技電與能源課程相關知識之學習成效。

並列摘要


Game plays an important role in human being developments. Current multimedia technology is improving fastly. Today’s digital game fills of characteristics, such as fantasy, rule, goal, excitement, mystery, challenge, and control. And those characteristics motivate participants to play digital game, so there has become a trend to learn in digital game. Because digital game has game’s traits, that makes people immerse and concentrate in digital games. Using that kind of advantage can make people focus on learning, but participants could only want to play digital game not to learn in games. The reason is the link between learning contents and game contents isn’t tight enough. Learning Companion has characteristics such as peer interaction, gaining motivation, and learning outcomes. Therefore, this study constructs an online game-based learning system with learning companion to solve the problem in linking learning contents and game contents. The study selected students at 6th grade of Elementary school in Taipei City. We analyzed the learning outcomes between two groups after using different kind of online game-based learning system. And we also analyzed the system records in our game-based learning system, and used sequential analysis method to discover different behavior between high learning achievement and low learning achievement students. After experiment and analyzing, we proposed the conclusion as follows: 1. The achievement of experiment group student is higher than control group. 2. By using sequential analysis, we discover that the interactions between students and proposed system can help students get more learning achievement of electronic and energy course in life and technology domain.

參考文獻


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被引用紀錄


洪紹瑞(2017)。數位視覺設計融匯虛擬化身與學習夥伴之應用對中學生悅 趣式古文學習感知之探討〔碩士論文,國立清華大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0016-0401201815532129

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