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數位遊戲使用量與閱讀測驗中眼動凝視點數相關性的初步探討

Preliminary Study on the Correlation between Gaming Time and Overall Reading Fixation Numbers

摘要


學生使用數位遊戲時,所展現出來的高度使用動機,確實令人印象深刻。但學生長時間的使用數位遊戲,對於學生在閱讀一般材料上是否有影響是一個待討論的議題。透過眼動追蹤,本研究在探討學生使用線上遊戲的量,是否會影響到學生閱讀一般材料。七位大學生參與此一試驗。透過包含中文、數學、以及圖形比對的材料,來進行學生的閱讀眼動分析。初步結果指出,受試者的線上遊戲使用程度之分數,和受試者閱讀中文和數學材料的凝視點數目有些微正相關,但與受試者進行圖形比對材料的凝視點數目呈現負相關,但目前的數據,其相關性沒有達到顯著。

並列摘要


Online games have been attracting a lot of users' attention. It is highly impressed that the users are engaged in the game world. Applying online games to help students learn has been a controversial issue. In this study, seven undergraduate students were asked to read Chinese texts, solve math problems, and identify differences between two nearly identical pictures with their eye movement recorded with an eye tracker (FaceLab4.5). The preliminary result indicated that the game playing scale of the subjects was somewhat positively correlated with the overall eye fixation counts in Chinese text reading and math problem solving, but the opposite was found in comparing two pictures. More findings regarding how the subjects' game playing duration and frequency influenced their abilities in reading texts and viewing pictures were further discussed.

參考文獻


Crawford, C.(1982).The art of computer game design.Osborne:McGraw-Hill.
Csikszentmihalyi, M.(1990).Flow: The psychology of optimal experience.New York:Harper and Row.
Gagnon, D.(1985).Videogames and spatial skills: An exploratory study.Educational Technology Research and Development.33(4),263-275.
Gee, J. P.(2003).What video games have to teach us about learning and literacy?.New York:PalagraveMacmillan.
Ghaoui, Claude(Ed.).Encyclopedia of Human Computer Interaction.Idea Group.

被引用紀錄


吳慧葳(2015)。數位遊戲式APP對中學體育班 學習成效評估-以高中物理力學篇為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2015.00620

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