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  • 學位論文

實境解謎遊戲式學習教學實踐研究之探討-以課程發展與評鑑課程為例

A study on the teaching practice of game learning by solving puzzles in real life -- taking curriculum development and evaluation course as an example

指導教授 : 鍾志鴻

摘要


遊戲式學習已經被許多的學者提出,能夠有效地提升學生的學習動機,不過同時也有許多的研究指出,大部分的遊戲式學習內容,不是太過於注重教學內容,缺少遊戲式學習的特性,不然就是太過於專注娛樂性,容易讓學生忽略學習的重點,這些都會降低了遊戲式學習的教學成效。也就是因為如此,本研究透過設計一套由問題導向學習模式所衍生的解謎遊戲來幫助提升學生的學習動機,本研究意欲探討是否解謎遊戲式問題導向學習模式能夠有效提升學生的學習動機。基於這項研究的結果,本研究在未來能夠來用來幫助教學設計師和任課老師在設計遊戲式學習融入課程之中時作為參考,達到有效的提升學生的學習動機,進而提高學生的學習成效。本研究採用量化為主之資料分析,在學期前期和後期分別讓讓學生填寫前測和後測,由此分析解謎遊戲式問題導向學習是否可以提升學生學習成效,並且由學生填寫滿意度問卷的結果進行分析,探討解謎遊戲式問題導向學習是否可以提升學生學習滿意度。量化結果都呈現正面的反應,依據研究結果發展出相關問卷以及模型,以利未來或是相關科目可以進行應用。

關鍵字

實境解謎 PLS-SEM 遊戲化

並列摘要


Many scholars have proposed game-based learning who can effectively improve students' learning motivation. However, many studies have pointed out that most game-based learning content is not put too much emphasis on teaching content. They lack the characteristics of game-based learning or have too much focus on entertainment, making students easily ignore the focus of learning, which will reduce the teaching effectiveness of game-based learning. Because of this, this study helps improve students' learning motivation by designing a puzzle game derived from the problem-based learning model. This study explores whether the puzzle game-based problem-based learning model can effectively improve students' learning motivation. Based on the results of this study, this study can be used in the future to help instructional designers and teachers as a reference when designing game learning into the curriculum, improve students' learning motivation effectively, and then improve students' learning effectiveness. This study adopted quantitative data analysis. Students needed to fill in the pre-test and post-test in the early and late semesters, respectively, to analyze whether puzzle game problem-based learning can improve students' learning performance. The students' satisfaction questionnaire results were analyzed to explore whether puzzle game problem-based learning can improve students' learning satisfaction. The quantitative results show positive responses. Relevant questionnaires and models are developed based on the research results to be applied in the future or related subjects.

參考文獻


英文參考文獻
Allen, D. E., Duch, B. J., Groh, S. E. (1996). The power of problem‐based learning in teaching introductory science courses. New directions for teaching and learning, 1996(68), 43-52.
Barak, M., Dori, Y. J. (2005). Enhancing undergraduate students' chemistry understanding through project‐based learning in an IT environment. Science education, 89(1), 117-139.
Barclay, D., Higgins, C., Thompson, R. (1995). The partial least squares (PLS) approach to casual modeling: personal computer adoption ans use as an Illustration.
Barnard, A., Nash, R., O'Brien, M. (2005). Information literacy: developing lifelong skills through nursing education. Journal of Nursing Education, 44(11), 505-510.

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