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  • 學位論文

教育遊戲融入合作學習策略對於大學生程式設計學習成效影響之個案研究

A case study of the influence of educational games integrated into cooperative learning strategies on the effectiveness of programming learning for college students

指導教授 : 沈俊毅

摘要


在這科技快速發展的時代,程式設計日趨重要,科技素養也漸漸成為現代國民的基本能力;學習程式設計有助於增強學生的批判性思維、資訊分析、解決問題能力及激發好奇心,但大部分學習者在學習程式語言後,不僅沒激發出這些能力,反倒變成排斥,許多研究顯示原因出在教學法及複雜度過高,若希望程式教學變得更生動有趣,最需要的是教學者願意積極的去引導學習者進行有意義的學習活動,才能讓學習者充分發揮想像力和創造力;所以,若想培養學習者運用程式語言解決問題的知識與能力以及有效學習程式設計,如何選擇程式語言的教導方式會是影響學習者能否達到問題解決能力培養之重要關鍵。 愛玩是人類的天性,合作學習則符合「建立小組目標」、「積極互賴」、「面對面互動」等特質,因此研究者將兩者結合在一起並提出研究主題;本研究旨在探討使用Switch之教育遊戲以及合作學習策略是否能提升大學生對程式設計的學習成效與學習動機,研究者將採個案研究法並使用任天堂發售的Switch主機、人力資源機器及70億人這兩款遊戲來提升大學生對學習程式設計的學習動機,進而達到提升學習成效的效果;其中,自變項為Switch之教育遊戲以及合作學習,依變項為大學生程式設計學習成效之影響,因本研究為個案研究,因此無控制變項。 研究者找來8位18-25歲且為程式設計初學者的大學生作為研究參與者,4位參與者為一組,進行「人力資源機器」以及「70億人」兩款遊戲的闖關活動;在進行研究活動時,每一組組員需透過相互討論、溝通來完成每一關的目標,研究者則在一旁紀錄參與者的遊玩情況,結束後再請研究參與者填寫「程式設計動機量表」與「程式語言測驗卷」,程式語言測驗卷內的內容皆為遊戲中出現過的概念與語法,用以確認研究參與者們在進行活動後是否能記得程式語言語法的使用方法;最後接受研究者訪談,兩組研究活動結束後再由研究者轉寫成質化與量化資料。 從「錄音、錄影文字稿」、「訪談紀錄」、「程式設計學習動機量表」、「程式語言測驗卷」得出以下結論:1.學習者有無程式設計的先備知識很重要;2.教育遊戲能提升學習程式設計的樂趣,合作學習則能促進學習者互相學習、討論、溝通;3.遊戲中的動畫可提升學習程式設計的樂趣;4.教育遊戲融入合作學習能提升學習成效但無法完全提升學習者的學習動機。

並列摘要


In this era of rapid technological development, programming is becoming more and more important, and technological literacy has gradually become the basic ability of modern citizens; learning programming can help enhance students’ critical thinking, information analysis, problem-solving skills, and inspire curiosity, but it is great After learning programming languages, some learners not only failed to stimulate these abilities, but turned into rejection. Many studies have shown that the reason lies in the high level of pedagogy and complexity. If you want programming teaching to become more lively and interesting, the teachers are most needed. Willing to actively guide learners to carry out meaningful learning activities in order to allow learners to give full play to their imagination and creativity; therefore, if you want to cultivate learners' knowledge and ability to use programming languages to solve problems and effectively learn programming, how to choose programming languages The way of teaching will be an important key that affects whether learners can achieve problem-solving skills. It is human nature to love to play, and cooperative learning is in line with the characteristics of "group building goals", "active mutual dependence", and "face-to-face interaction". Therefore, the researcher combines the two together and proposes research topics; this research aims to explore the use of Switch Whether the educational games and cooperative learning strategies of the university can improve the learning effectiveness and motivation of college students in programming, the researchers will adopt a case study method and use Nintendo’s Switch console, human resources machine and 7 billion people games to promote college students Motivation for learning programming, thereby achieving the effect of enhancing learning effectiveness; among them, the independent variable is Switch’s educational games and cooperative learning, and the dependent variable is the impact of college students’ programming learning effectiveness. Because this research is a case study, so No control variables. The researcher recruited eight 18-25 year old college students who are beginners in programming as the research participants. The four participants were in a group to conduct the two games of "Human Resources Machine" and "7 Billion People". When conducting research activities, each group of team members need to discuss and communicate with each other to complete the goals of each level. The researcher records the participants' play on the side, and then asks the research participants to fill in the "Programming Motivation Scale" "" and "Programming Language Test Paper". The content of the program language test paper is the concepts and grammar that have appeared in the game. It is used to confirm whether the study participants can remember the use of programming language grammar after the activity; finally accept Researcher interviews, and after the two groups of research activities are over, the researcher transfers them into qualitative and quantitative data. The following conclusions can be drawn from "audio and video transcripts", "interview records", "programming learning motivation scale", and "programming language test papers": 1. It is important for learners to have prior knowledge of programming; 2. Educational games can enhance the fun of learning programming, and cooperative learning can promote learners to learn, discuss and communicate with each other; 3. Animations in games can enhance the fun of learning programming; 4. The integration of educational games into cooperative learning can improve learning effectiveness but Can not fully improve the learner's learning motivation.

參考文獻


一、中文部分
張春興、林清山(1981)。教育心理學。台北:東華書。
張瀞文(2016)。程式設計入課綱,教育轉機或危機?親子天下,76。
張瀞文、賓靜蓀、程遠茜(2016)。教育下一波:程式設計開啟孩子的未來。親子天下,76。
張茵婷(2018)。程式設計課程融入體驗學習之探究(未出版之碩士論文)。國立臺灣師範大學,台北市。

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