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國小高年級學童對線上遊戲偏好之研究

A Study for The Online Game Preferences of Fifth and Sixth Grade Students

指導教授 : 簡德金
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摘要


網路資訊的發達,使得線上遊戲普及於社會上各階層,正在學習之學生也不例外。研究者發現,國小高年級學童之間談論的話題都離不開線上遊戲,而且有些學童雖然偏好線上遊戲,但是學習成就表現卻仍屬優秀。此現象與一般大眾認為,線上遊戲會影響學業成就之認知有所不同。因此,促使研究者想對國小高年級學童偏好線上遊戲之現象進行研究。 本研究之目的有二:(1)瞭解國小高年級學童對線上遊戲偏好的促發因子;(2)瞭解偏好線上遊戲之成績優秀學童的特質。第一個目的想找出真正促使學童偏好線上遊戲之原因,讓往後教師對於學童偏好線上遊戲之輔導有所依據,能及時扼住讓學童偏好線上遊戲之因子,使學童不至於沉迷於線上遊戲。第二個目的在於比較同樣偏好線上遊戲,學業成績表現優劣學童之間的不同之處,以找出偏好線上遊戲之成績優秀學童特質,利於往後教師對於偏好線上遊戲卻成績表現低落之學童的學習輔導。 本論文藉由質性研究與分析因果關係之方法,深度訪談六位國小高年級學童,研究結果發現國小高年級學童偏好線上遊戲最主要的因素是朋友影響,其次才是擁有自覺優越感,與遊戲好玩、有趣。而學童能自我督促、自我要求、以及學習獲得成就感,讓其雖偏好線上遊戲卻仍然擁有優秀的學業成就表現。研究亦發現,利用因果關係之判斷,當學童出現偏好線上遊戲之現象時,可以早些預測學童下一步之行為,以切斷讓學童偏好線上遊戲而影響成績之不利情形。本研究結果將可作為往後國小教師輔導偏好線上遊戲學童之參考與依據。

並列摘要


Advanced information technology and network, making online games popular in all sectors of society, students are learning is no exception. The researchers found that the topic of discussion between the fifth and sixth grade students are inseparable from the online game, and although some students prefer online game, but learning achievement, but still excellent. This phenomenon and the general public believes that the online game will affect the academic achievement of different understandings. Thus, prompting the researchers want to study the phenomenon of the fifth and sixth grade student preference for online games. The purpose of this study: (1) understanding the precipitating factor of the fifth and sixth grade students on the online game preferences; (2) understand the characteristics of outstanding students of the results of the preferences online game. First want to find reasons to really promote the students preferences online game, so that subsequent teachers to be a basis for counseling of the students preferences online game, to timely strangling the factor of the students preferences online game, so that children from becoming addicted to online games . The second purpose is to compare the same preference for the online game, the difference in academic performance between the pros and cons of school children, preference for the online game with outstanding results to find the children qualities conducive to subsequent teachers preferred online game achievements of children with low performance learning counseling. In this thesis, by the method of qualitative research and analysis of cause and effect relationship, the depth interviews with six elementary grade students, the study found that the fifth and sixth grade students preferred online game the most important factor is the influence of friends, followed by the perceived sense of superiority,The game is fun. Children can self-supervision requirements, and learning a sense of achievement, allowed to prefer online game but still have excellent academic performance. The study also found that use of the causal relationship between the judge, earlier forecast the next step of the behavior of the children when the children of the phenomenon of preference for online game, to cut off the children preference for online games and the results of the adverse circumstances. The results of this study will serve as a reference and basis for the subsequent elementary school teachers in counseling preferred online game students.

參考文獻


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被引用紀錄


何惠凱(2013)。國小中年級學童網路使用行為與學習成就之相關研究〔碩士論文,國立高雄師範大學〕。華藝線上圖書館。https://doi.org/10.6817/NKNU.2013.00021

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