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  • 學位論文

促進青少年階段親子關係桌遊研發之行動研究 -以「問問祕境」桌遊為例

Action Research on Promotion of Parent-Child relationship in Adolescence Board Game Design – “Questions about Us” as an Example

指導教授 : 魏秀珍
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摘要


本研究旨在開發能促進青少年階段親子關係之桌遊-「問問祕境」,並評鑑本桌遊之有效性。由於青少年階段的家庭,親、子雙方皆處於變動、不穩定的狀態,青少年面臨自我認同的階段,而中年父母則處於角色認定之時期。這樣的變動期,使得該階段的親子關係容易產生衝突與誤解。基於符號互動論作為研究之核心理論,且發現以桌遊作為於教學、教育媒材正為趨勢,期能在深入了解青少年階段親子特性與困境後,試以桌遊作為親子關係促進的新興媒材。 本研究採用行動研究法,依循ISD模式五階段:分析、設計、發展、實施以及評鑑,開發「問問祕境」桌遊。經歷三階段的修改與測試後,邀請桌遊專家進行焦點團體,並招募2對青少年階段親子進行體驗與回饋。透過質、量化的資料分析以評估「問問祕境」桌遊成效。主要研究成果如下: 一、「問問祕境」桌遊研發成果:(一)桌遊能有效增進青少年階段親子互動,親子關係加溫,進而促進個體發展、(二)融合理論成功彰顯桌遊之家庭教育價值,若要商業化的趣味層次可更精進、(三)以ISD模式作為桌遊研發基礎,能提供系統性且完整的研發歷程與依據。 二、「問問祕境」桌遊評估成效:(一)體驗「問問祕境」桌遊,能有效引發親子間正向互動與支持、(二)體驗「問問祕境」桌遊,能使親子間的信任與關係滿足度提升、(三)體驗「問問祕境」桌遊,有助於增進親子間想法與價值之交流、(四)以MEEGA+模型作為評鑑之基礎,助於提供全面且完整的桌遊評鑑、(五)「問問祕境」桌遊適合作為青少年階段親子關係促進之媒介。

並列摘要


This research aims to develop a board game named “Questions About Us”, which is designed to promote parent-adolescent relationship, and to evaluate the effectiveness of this board game. In a family where children are in the stage of adolescence, both parents and their adolescent children are in an unstable state. The adolescents are undergoing the stage of self-identification, while middle-aged parents are experiencing the stage of role identification. Such an transitional period makes the parent-adolescent relationship prone to conflicts and misunderstandings. Based on symbolic interactionism and given the trend of using board games as an educational medium, this research chooses board games as the target of inquiry after probing into the features and difficulties parents and their adolescent children are encountering. Following the method of action research and the five stages of ISD model (analysis, design, development, implementation and evaluation), this research develops the board game “Questions About Us”. After three stages of testing and modification, board game experts were invited to focus group interviews, and 2 pairs of parents and their adolescent children were recruited to play the game and give feedback. Through qualitative and quantitative data analysis, the effectiveness of the board game is evaluated. The main results are as follows: 1. The product of developing “Questions About Us”: (1)Playing a board game can improve parent-adolescent interaction effectively, which thereby facilitates individual development; (2) Theoretical basis helps enhance the educational value of the board game, but interest still needs to be added to be commercialized; (3) Using ISD model to develop the board game can provide a systematic and complete process and basis of developing a board game. 2. Evaluation of “Questions about Us”: (1) Positive parent-adolescent interaction and support are effectively enhanced after playing the board game; (2) Level of trust and satisfaction in the parents and their children are enhanced after the experience of playing the board game; (3) Mutual understanding and communication between the parents and their child are fostered after the experience of playing the board game; (4) MEEGA+ Model is helpful in evaluating the board game; (5) The board game serves as a suitable medium for promoting parent-adolescent relationship.

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