透過您的圖書館登入
IP:18.119.105.239
  • 學位論文

融入獎勵機制之教室互動系統與其教學應用之研究

A Study of Integrating Rewarding Mechanism into the Classroom Interactive System and its Instructional Applications

指導教授 : 楊叔卿
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


在資訊快速發展的數位時代,使用電腦科技輔助學習與教學已是趨勢,教室互動系統就是其中之一,但目前尚未有一套能適切配合學習者與教師需求設計之理想系統。本研究設計一個以學習者為中心的教室互動系統,並結合獎勵機制與排行榜功能,以增加學習者的動機,達到提升學習興趣與增進學習者課堂活動參與度之目的。本研究利用學習者持有的行動電話作為教室互動系統的主要學習工具,取代典型教室互動系統需要購買專屬互動回應設備,研發一套融入獎勵機制與以學習者為中心概念之教室互動系統—I3(Immediate Interaction with Instructor)。I3教室互動系統的特性有下列幾點:(1)使用不同規格之手機,皆可操作;(2)融入獎勵機制與排行榜的設計,提升學習者的學習興趣以及對課堂活動的投入;(3)提供學習者互動之自主性;(4)減少因互動而中斷教師授課之情形;(5)協助教師改善教學品質。 為了解I3教室互動系統融入實際教學情境之成效,本研究以一門大學通識課程之33名大學生作為研究對象,自2011年2月至6月進行為期一學期的研究,讓師生實際運用此系統進行授課並觀察其融入後之影響。研究成果可歸納為下列幾點:(1)獎勵機制與排行榜提升學習者的學習動機與課堂參與度,45%學習者在課堂活動中的互動排行榜名列前茅,班級整體互動之主動性在系統融入前後亦有顯著提升;(2)能增進學習者對課堂教材的熟悉度與課堂專注力,透過互動系統搶答活動的方式,79%學習者會更細心聆聽上課的教學內容,並維持其上課專注力;(3)不同年級在融入系統後的學習動機與學習成效之影響有所差異,其中低年級的學習者持有之行動電話配備較低階,影響其課堂之互動表現。最後,本研究從未來的手持式裝置之教室互動系統的功能開發需注意之處、實驗活動設計兩方面提出建議,以供後續相關研究之參考。

並列摘要


In the digital age, using computer technologies for learning and teaching has become a trend, for instance, classroom interactive system (CIS). And yet, there is no appropriate design of CIS meets instructors’ and learners’ needs. In this study, the researcher designed a learner-centered CIS called I3 (Immediate Interaction with Instructor) with rewarding mechanism and ranking list to increase learners’ motivation, and enhance the learners’ learning interest and engagement. Learner’s own mobile phones were taken as the learning tools instead of using specific equipments equipped with traditional CIS. The features of I3 system are described as follows: (1) It can be operated on different mobile devices, (2) enhance learners’ motivations and engagement in class by integrating rewarding mechanism and ranking list, (3) enhance learners’ autonomies on their interaction, (4) reduce the interruption caused by immediate interaction with instructors, and (5) help instructors to improve the teaching quality. In order to understand the effects of using the I3 system. The 33 students who attended a general knowledge course in a college participated in the experiment. The duration of experiment is one semester, from February 2011 to June 2011. Consequently, the research findings show that: (1) Integrating rewarding mechanism and ranking list can enhance learners’ learning motivation and engagements. The 45% of learners had outstanding performance. (2) Increasing learners’ understandings and attention. The 79% of learners concentrated more in class. Learners’ autonomies were enhanced significantly. (3) There were differences in learning motivation and learning effects between different grades. The performance of freshmen with lower-tech devices were much poor than others. Finally, the researcher indicated some suggestions for the design of future CIS.

參考文獻


41.謝依蓉、王惠嘉(2010)。評估獎勵制度與參與度在E-Learning 2.0學習成效之影響。第21屆國際資訊管理學術研討會(ICIM 2010),研討會論文。台灣,臺南市。 5月21-5月22日。
40.謝明村(2000)。大學通識教育之理論與實際。通識教育年刊,2,1-10。
10.林志彥(2002)。以「學習者為主體」的觀點探究學生心目中理想的生物教學。科學教育月刊,246(1),13-15。
42.顏百鴻(2012)。不同激勵機制對國小六年級學童網路學習活動影響之研究。教育學誌,27,221-262。
31.劉金源(2006)。我國大學通識教育的現況、問題與對策。通識學刊:理念與實務,1(1),1-30。

被引用紀錄


陳姸均(2015)。平板電腦融入教室互動系統於國小高年級學童學習之成效探討:以綜合科為例〔碩士論文,國立清華大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0016-0312201510262993

延伸閱讀