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  • 學位論文

多媒體式圍棋教學之成效研究

The Effectiveness of Go Playing Instruction with Multimedia-based Material

指導教授 : 莊謙本
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摘要


摘 要 本研究旨在探討電腦化圍棋教學的成效,藉由圍棋社團活動教學,啟發學生正確判斷力及創新思考的能力。特選取台北市私立泰北高中圍棋社學生為實驗對象,將其分成實驗組與控制組各18人,實施每週二小時共八週之「圍棋的基本概念」實驗教學。實驗組施予電腦多媒體式教學,控制組則施予傳統講述式教學。 實驗教學後進行成效測驗與問卷調查,再經統計分析,以了解實驗組與控制組學習成效的差異。此外,由於有少數學生進步較快,特別施予個別訪談,以深入了解他們獲得顯著進步的原因。茲歸納本研究之結論如下: 1. 在本實驗中實驗組與控制組在「圍棋的基本概念」與「棋力」的學習成效上未達顯著差異;可見多媒體式教學與講述式教學對於圍棋的學習效果相當,但實驗組的總平均分數高過控制組。 2. 對圍棋有特別愛好者,透過多媒體式教學能獲得較顯著的圍棋創新能力。 3. 圍棋棋力之進步不僅在於對圍棋之興趣,更在於既有邏輯判斷力與數學能力。如果先前的邏輯判斷力與數學能力基礎不夠,仍不易獲得顯著的進步。 關鍵字:電腦化圍棋教學,圍棋創新能力,邏輯判斷力

並列摘要


Abstract The purpose of this study is to investigate the effectiveness of computerized Go Playing instruction on cultivating student’s “making correct decision and creative thinking” abilities through extracurricular activities. Sample objects selected from the Go Playing Club at Private TaiBei High School were divided into two groups each with 18 students, experimental group treated with computerized instruction, and control group treated with traditional lecture instruction. Both of them were given eight weeks learning material on “Introduction to Go Playing” each week two hours. A posttest and questionnaire survey were conducted to the above two groups after their learning for understanding the difference of effectiveness of these two instruction methods. A small number of students who achieved significant improvement were given interview to understand the reasons of their achievement after experimental instruction. The results of this study were found through statistical analysis as in the followings: 1. There is no significant difference between experimental group and control group on learning “Introduction to Go Playing” and “ability in Go”, but the overall average achievement of experimental group is higher than control group. 2. Adolescents who prefer Go Playing can adapt to Go’s network environment to cultivate creative thinking abilities. 3. Advancement in Go playing ability is not only based on interest in Go, but also in existing logical and mathematical capacity. One who does not have sufficient logical and mathematical capacity cannot make apparent improvement in a short term. Keywords: Computerized Go Playing Instruction, Go Innovative ability,Logic inference ability

參考文獻


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被引用紀錄


李怡萱(2013)。運用圍棋教學促進國中生邏輯推理與創造思考能力之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2013.00414
陳永安(2006)。圍棋參與者消費行為與休閒效益之研究--以大學及高中圍棋社社員為例〔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=U0021-0712200716105858
曹俊萳(2010)。網路圍棋參與者參與動機與休閒效益、網路圍棋成癮相關性之研究〔碩士論文,朝陽科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0078-0601201112112699
許淑卿(2012)。母職經驗與學習:圍棋棋士的母親伴兒習藝歷程之探析〔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=U0021-1610201315304773

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