透過您的圖書館登入
IP:18.216.190.167
  • 學位論文

悅趣化學習之設計與創作-國小“營養與食物”之實證個案

A Design Method for Developing Learning-Games – An Empirical Case of Educating “ Nutrition and Food ” in Elementary School.

指導教授 : 周文修
若您是本文的作者,可授權文章由華藝線上圖書館中協助推廣。

摘要


本研究將結合教學與遊戲設計,探討如何製作數位學習遊戲,以符合教學內容及學習者需求。本研究參考Kiili (2005) 提出的經驗學習模式及Bopp (2006) 提出的悅趣化學習遊戲教學分析模式,結合悅趣化學習設計原則與遊戲設計,歸納出悅趣化學習遊戲的設計流程。設計流程包括學習者分析、訂定教學目標、教學內容規劃、訪談、選擇遊戲模式、遊戲內容設計、互動介面設計、建立雛型、修改雛型、評估與測試。 我們以國小“營養與食物”課程為例,設計出一個悅趣化學習遊戲。在設計時透過深入訪談分析遊戲與教學設計,遊戲完成後讓老師實際操作,再透過訪談加以評估。依據評估結果發現悅趣化學習設計考量,可歸納為遊戲設計、教學內容、與教學搭配等三個方向。在遊戲設計方面,本研究提出之悅趣化學習遊戲之設計方法,能幫助遊戲設計者設計出適合使用者需求的悅趣化學習系統;教學內容方面,記憶性課程應讓學童有基本概念後再操作遊戲,學習效果較好;而在教學搭配方面,應先讓老師進行教學,再運用遊戲作為輔助教學的工具。

並列摘要


This study combined the theories of game design and teaching design to explore the problem of how to create digital learning games in order to satisfy the teaching goals and user needs. We applied the Experience Gaming Model proposed by Kiili (2005) and the Didactic Analysis Method for game-based learning proposed by Bopp (2006), respectively, to develop a process for designing digital learning games. The proposed process includes the analysis of learners, setting teaching objectives, planning teaching contents, interview, deciding game modes, designing game contents and the interactive interfaces, building and modifying the prototype, testing, and evaluating. We designed a prototype for the “nutrition and food” course in elementary schools. Before starting design, we made a deep interview with teachers for analyzing game design and teach design. After the game was completed and experienced by the teachers, we made another interview with them to proceed evaluations. According to the evaluation results, we found that the corresponding design principles of game-based learning can be described in three dimensions : game design, teaching content, and teaching assistance. The proposed design method for developing digital learning games can help game designers develop game-based learning systems that can satisfy user requirements. When considering the principle of teaching content, the memory materials should be introduced to the children before they play the game in order to have better learning effects. Moreover, we should let teachers teach the traditional materials first and then apply the game as a teaching assistant tool.

參考文獻


Rollings, A. & Morris, D. (2004).大師談遊戲架構與設計理論(史萊姆工作室譯)。上奇科技股份有限公司。
Rollings, A. & Adams, E. (2003).大師談遊戲設計(史萊姆工作室譯)。上奇科技股份有限公司。
溫嘉榮、郭勝煌、黃建豪(2008)。行動益智遊戲應用於學習曲線之策略研究。生活科技教育月刊,第3期,41卷。
劉大成、梁朝雲(2004)。互動體感遊戲設計與應用─以國小學童為例,教學科技與媒體,第70期,83-105。
梁朝雲、鄭時雨、楊郁芬 (2006)。電子遊戲玩性因素與數位學習參與性和持續性之關聯研究,教學科技與媒體,第76期,20-41。

延伸閱讀