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  • 學位論文

網路教學平台使用效能對學生的心流經驗與學習經驗之影響

The Effects of Usability of Learning Management System on Student’s Flow Experience and Learning Experience

指導教授 : 沈俊毅

摘要


隨著時代的變遷,科技運用成為二十一世紀人民習以為常的課題,快速的科技發展大幅影響人民的日常生活、人際互動、娛樂與學習。網際網路的無遠弗屆,不僅引領各式產業向前,也影響著教育體系下的學習模式,網路學習逐漸蓬勃發展。網路學習因時空距離無障礙、學習資源豐富且多樣化、教材選擇的需求與個別化,甚至是兼具同步與非同步的學習方式,使網路學習逐漸蔚為風行。因應網路學習的發展,台灣各大院校也開始建立線上學習環境。網路教學平台順應成為網路學習中不可或缺的媒介。再加強網路教學平台的功能時,也強調網路教學平台應以使用者為中心的使用效能,使用效能是針對使用者進行產品時,要以有效、有效率且讓使用者滿意的前提下達成預定的目標與任務,網路教學平台的使用效能,也會影響到學習者在學習的過程中所產生的心流經驗與學習經驗。本研究整合國內外相關文獻後,使用效能共分為六個影響因素:系統表徵、課程管理、彈性與使用者控制、使用者支援、效率與認知支援六個面向,針對心流經驗(享受、專注、探索、挑戰)與學習經驗(學習焦慮、自我效能、學習動機、學習能力建構)進行探討之間的影響。本研究以北部某私立大學教育科技學系大學部學生為研究對象,抽樣180位網路教學平台使用者,進行網路教學平台使用效能問卷、心流經驗問卷與學習經驗問卷,讓使用者進行自我填答。 研究結果顯示:使用效能六個影響因素面向: 系統表徵、課程管理、彈性與使用者控制、使用者支援、效率與認知支援與心流經驗的四個面向:享受、專注、探索、挑戰以及學習經驗的四個面向:學習焦慮、自我效能、學習動機、學習能力建構皆具有顯著相關。在迴歸分析部分,整體來說,本研究所採用之網路教學平台使用效能對於心流經驗與學習經驗具有顯著的預測力。網路教學平台的內容一致性、編排方式與項目位置一致、呈現畫面舒適與具有組織性,可以讓學習者在使用時更加有效的完成既定目標與目的,也會提高學習者在使用網路教學平台的心流經驗與學習經驗。

並列摘要


With the changing times, it used to become subject of 21st century people used, rapid technology development significantly affects the daily lives of people, interpersonal interaction, entertainment and learning. Without the Internet far and wide, not only leading the forward all kinds of industries, also affects the educational system under the learn mode, network-based learning gradually to flourish. Time distance e-learning, rich and diversified learning resources, teaching materials selected needs and individualized, even both synchronous and asynchronous learning, e-learning gradually become popular. According to e-learning development, Taiwan with various tertiary institutions have also begun to build online learning environment. Learning management system become indispensable to the study of media. Again strengthened learning management system of features, also stressed learning management system should to user for Center of using effectiveness, using effectiveness is for user for products, to effective, and has efficiency and let user satisfaction of premise reached scheduled of target and task, learning management system of using effectiveness, also will effects to learning who in learning of process in the by produced of heart stream experience and learning experience. After studying the integration of related literature at home and abroad, usability influencing effectiveness is divided into six: characterization, course management systems, flexible and user-controlled, user support, efficiency and cognitive support six targets, against the flow experience (enjoy, concentrate, explore, challenge) and learning experience (learning anxiety, self-efficacy, motivation, learning ability construction) be explored between effects. The studies at a private University in the Northern Department of University students for the study, Department of education, science and technology, sampling 180 learning management system, use of learning management system usability questionnaire, questionnaire on flow experience and learning experience questionnaire, allowing users to answer themselves. The findings of the study: factors influencing the usability of six-oriented: characterization, learning management systems, flexibility and user control, cognitive support and user support, efficiency and flow experience of four targets: enjoy, focus, explore, challenge and four-oriented learning experience: learning anxiety, self-efficacy, motivation, learning ability construction have a significant. In regression analysis, the whole, use of learning management system of usability of the Institute for flow and learning experience has a significant predictive power. Content consistency and presentation of learning management system consistent with the project location, rendering the screen and comfortable with organizational, allows learners to accomplish goals and objectives of more effective use will also increase learner use of learning management system in the flow and learning experience.

參考文獻


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被引用紀錄


楊濠傑(2016)。以學生出題策略為核心之桌遊設計與發展〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2016.00039
林淑娟(2014)。以啟發式評估探討國中英文科電子教科書使用性之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2014.00616
劉東星(2013)。數位悅趣式學習系統娛樂性與認知支援對學習者在心流經驗與學習經驗間之影響研究-以iPad平板電腦為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2013.00457

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