透過您的圖書館登入
IP:3.141.192.219
  • 學位論文

數位遊戲式模擬教材對大學生學習成效之影響—以商店經營管理為例

A Study on Learning Effectiveness of College Students with Digital Game-based Simulation Courseware: "Operation Management" as An Example

指導教授 : 張瓊穗

摘要


數位模擬遊戲除了單純為娛樂用之外,亦可融入課程提供學生練習的機會。由於遊戲在教育的應用日益受到肯定,故本研究嘗試應用數位遊戲式模擬教材於大學商店經營管理的學習上,以提升學生學習成效。本研究透過單組前後測設計方式進行研究,選用麥當勞經營遊戲做為本研究之數位遊戲式模擬教材,透過立意抽樣的方式,針對大學日間部一年級共130名學生進行測試;為了解大學生使用數位遊戲式模擬教材前後在測驗上的差異,製作「商店經營管理問題解決測驗卷」,以及為了解學生使用數位遊戲式模擬教材的感受,亦製作一份五點量尺李氏量表。 研究結果發現數位遊戲式模擬教材雖在測驗總得分上未能達到顯著差異,但確實能提升大學生在商店經營管理問題解決之「問題解索策略」的學習成效;同時透過問卷結果得知,受試學生肯定此種教材有助於學習與提高學習興趣,並對於運用此類數位遊戲式模擬教材於課堂上也都持正面支持的態度。本研究結果除可做為後續研究規劃之參考,亦可成為數位遊戲式模擬教材設計之參考。

並列摘要


In addition to the entertainment use, the digital simulation games may also be integrated into the curriculum purely to provide the opportunity of practices for students. Recently, the application of games on education receives the affirmation. Therefore, in order to promote students’ learning effectiveness, this research attempts to apply the digital game-based simulation courseware to the study of university operation management. One-group pretest-posttest design method was adopted in this study. The “MacDonald’s Video Game” as digital game-based simulation material was selected for this research. 130 freshmen were selected for the examination through “purposive sampling.” In order to understand the differences of the college students before and after using the digital game-based simulation courseware, “the operation management problem solving test” was created, as well as for understanding students’ feeling toward the digital game-based simulation courseware, a five scales Likert-type questionnaire was built. After the result analyzing, the data showed no significant difference between the variation of digital game-based simulation courseware and the total test score. Moreover, the digital game-based simulation courseware can truly promote the learning efftiveness of “domain-dependent problem-solving strategies” in the operation management of college students. Simultaneously, the results of questionnaire demonstrated that the subjects approved this kind of teaching material, which is conducive toward learning and learning interests. Subjects also showed the positive attitude about utilizing this digital game-based simulation courseware to class. These results can provide references for the following researches, as well as for the design of the sort of digital game-based simulation courseware.

參考文獻


顏貽楨(2001)。創意式問題管理一般化模式之研究。中原大學工業工程研究所碩士論文,未出版,桃園中壢市。
郭生玉(1997)。心理與教育測驗。台北:精華。
詹玉臻、葉玉珠(2005)。「生活問題解決測驗」之發展。測驗學刊,52(1),1-30。
游文楓、佘曉清(2006)。網路化問題解決教學策略對學生生物學習成效的影響。科學教育學刊,14(4),381-400。
洪文東(2003)。創造性問題解決化學單元教學活動設計與評估。科學教育學刊,11(4),407-430。

被引用紀錄


李若薇(2014)。數位遊戲融入教學設計之研究 ─ 以高中公民「經濟與永續發展」主題為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2014.00717
黃怡婷(2013)。數位遊戲式學習應用在二元一次方程式學習之研究〔碩士論文,國立屏東科技大學〕。華藝線上圖書館。https://doi.org/10.6346/NPUST.2013.00268
王思涵(2013)。數位遊戲式學習對中小學學生學習成效影響之後設分析〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-0801201418033090

延伸閱讀