透過您的圖書館登入
IP:3.145.38.117
  • 學位論文

留鄉青少年遊戲化地方知識的建構與認同 —共創「未來大溪」氣候變遷地方性桌遊的個案研究

The Construction and Identification of Gamifying Local Knowledge in Youth Empowerment —a Case Study of Co-creating the Community Board Game of “Daxi 2050” to Confront Climate Change

指導教授 : 張聖琳

摘要


本研究關注主流教育體制內非升學型地方高中的學生,以培力大溪至善高中學生進行「未來大溪」地方性桌遊設計實踐為例,分析地方性桌遊設計模式、建構青少年認同的過程,藉此回應相對弱勢的地方教育、偏鄉地方創生的困境等問題。 地方性桌遊設計同時從地方與全球兩個尺度出發,將透過地方互動累積的地方知識及全球共同面臨的氣候變遷知識轉譯成為桌遊的元素,並通過目標、規則、反饋的併行機制建構出一套完整的桌遊。而這一培力至善高中的桌遊實踐,經由團隊成員的知識分享、討論、互動與創造的過程,形成知識社會化、外顯化、組合化及知內隱化四種模式的知識轉化。進而在「做中學」發展出屬於留鄉青少年自己的新的默會知識,開啟對於自我、地方、遊戲的認同建構。 個案研究提供了以遊戲化的方式培力留鄉青少年的真實經驗,有助於我們反思地方教育及地方創生的問題,並提出一套地方性桌遊模式語彙的想像。研究發現:當留鄉青少年必須透過遊戲化的學習方式自我成長以及學習地方知識時,一套好的地方性桌遊的設計生產,應關注於地方知識與社會關係的遊戲轉譯,對地方生活的理解與詮釋是關鍵。

並列摘要


This research focuses on the students of non-progressive local high schools in the mainstream education system. By empowering Jhih Shan high school students in the design practice of "Daxi 2050" community board game, this research analyzes the community board game design model and the process of constructing youth identity in response to this relatively disadvantaged local education, the predicament of rural creation, and other issues. The design of community board games is based on local and global scales, translating local knowledge which accumulated through local interactions and global climate change knowledge into elements of board games, and constructed the complete board game through a parallel mechanism of goals, rules, and feedback. At the same time, the practice of board games empowers Jhih Shan high school students, through the process of knowledge sharing, discussion, interaction, and creation of team members, four modes of knowledge conversion are formed:socialization, externalization, combination , and internalization. Furthermore, in the process of "learning by doing", new tacit knowledge belonging to the rural youth is developed, and the construction of self-identity, local identity, and game identity is opened up. This case study provides the real experience of empowering the rural youth in a gamified way, helping us reflect on the current situation of local education and local creation, therefore it proposes a set of images of a pattern language for community board games. The research found that when rural youth have to grow up and learn local knowledge through gamification methods, a pattern language of community board games should focus on the gamification translation of local knowledge and social relations, understanding and interpretation of local life is the key.

參考文獻


Anderson, C. A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Jr., Eubanks, J., Valentine, J. C. (2004). Violent video games: Specific effects of violent content on aggressive thoughts and behavior. Advances in Experimental Social Psychology, 36, 199–249. 
Blinka, L. (2008). The relationship of players to their avatars in MMORPGs: Differences between adolescents, emerging adults and adults. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 2, 1–9. 
Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication and Society, 4, 245–264. 
Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp.9-15). Tampere Finland: MindTrek.
Deterding, S., Khaled, R., Nacke, L. E., Dixon, D. (2011). Gamification:Toward a Definition. In CHI2011 Gamification Workshop Proceedings (12-15). Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf .

延伸閱讀