透過您的圖書館登入
IP:3.138.138.144
  • 學位論文

數位遊戲式學習應用在二元一次方程式學習之研究

Study on the application of digital game-based learning in the learning of linear equation

指導教授 : 羅希哲

摘要


本研究旨在探討數位遊戲式學習對國中學生在數學科二元一次方程式主題學習的學習成效與學習態度的影響。本研究採用準實驗研究法,以屏東縣某公立國中八年級57名學生為研究對象,分為實驗組(28人)與對照組(29人),實施前、後測與四個二元一次方程式單元的實驗教學。 實驗組採用數位遊戲式學習進行二元一次方程式主題學習,對照組則採用傳統式教學法進行相同主題學習。在教學實驗裡,不同的學習模式為自變項,探討數位遊戲式學習的模式與傳統教學模式對學生二元一次方程式學習成效及學習態度所產生的影響。 教學實驗前先對兩組施以二元一次方程式學習成效的前測,實驗結束後,再施以二元一次方程式學習成效的後測,並在實驗過程中施以單元學習成效測驗,以瞭解過程中的學習狀況。實驗組學生在實驗教學結束後,再進行數位遊戲學習態度及感想的施測。就兩組進行描述性統計、單一樣本t檢定、成對樣本t檢定、單因子單變量共變數分析。 本研究結果如下:數位遊戲式學習在二元一次方程式學習的學習態度中,對兩款數位遊戲「數學世界通」與「百萬大挑戰」設計滿意度的操作形式、學習內容與整體總分上,學生的滿意度皆呈現顯著滿意。數位遊戲學習信念的學習動機、學習結果與整體總分上,學生的學習信念有顯著正向信念。在二元一次方程式主題學習成效上,接受數位遊戲式學習全部學生的學習成效後測成績顯著高於前測成績。而比較數位遊戲式學習與傳統式教學的學習成效後測成績,實驗組與對照組並無顯著差異。 根據研究結果,本研究並提出對數位遊戲式學習在實施與後續研究上的建議,希冀能對提高數學學習態度與成效有所助益。

並列摘要


The purpose of this study was to investigate the influences of digital game-based learning on the learning effectiveness and attitudes of junior high school students in their learning of a specific mathematical subject: linear equation. This study implemented a quasi-experimental research design. The study participants were 57 eighth grade junior high school students in Pingtung County who were divided into an experimental group (28 participants) and a control group (29 participants). Tests were conducted before and after four experimental teaching units on linear equation. Digital game-based learning was used by the students in the experimental group to learn the specific topic of linear equation, while traditional teaching methods were used for the control group students in learning the same topic. In the experimental teaching, these different learning modes constituted the independent variable used to investigate the influences of digital game-based learning and traditional teaching modes on the students’ learning effectiveness and attitudes when learning about linear equation. Pre-tests were conducted to measure the learning effectiveness when learning about linear equation for both groups before the experimental teaching. After the experiment was concluded, post-tests were conducted again to measure the learning effectiveness when learning about linear equation. In addition, measurement of the learning effectiveness of each teaching unit was conducted during the experimental process to understand the learning condition during the learning process. For the experimental group students, their learning attitudes and perceptions of digital game-based learning were also evaluated after the conclusion of experimental teaching. Descriptive statistics, single sample t-tests, paired-sample t-tests, and ANCOVA analyses were conducted for both groups. The results of this study showed that students using digital game-based learning had attitudes regarding learning linear equation exhibiting significantly higher satisfaction for the operation mode designs, learning contents, and total scores for two digital games, “Mathematics World Guru” and “Million Dollar Challenges.” Students using digital game-based learning also had significantly higher learning beliefs in terms of learning motivation, learning outcomes, and total scores. As for the learning effectiveness for the special topic of linear equation, all the students who engaged in digital game-based learning had significantly higher post-test scores than pre-test scores. There was no significant difference, however, between the experimental group (i.e., the digital game-based learning group) and the control group (i.e., the traditional teaching group) in terms of the post-test scores for learning effectiveness. According to the results, we offer references for Digital Game-Based Learning in respect of practice and future research. We hope it can contribute to increase the mathematical learning attitude and effect.

參考文獻


陳鳴弘(2010)。以數位遊戲式學習之設計與評估協助通過專技考試(未出版的碩士論文)。臺中科技大學資訊科技與應用研究所,台中市。
吳孟蓉(2008)。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(未出版的碩士論文)。淡江大學教育科技學系,新北市。
林麗紅、林奇賢、林怡玫(2010)。科舉角色扮演模擬遊戲與經典導讀之學習內容設計。應華學報,6,165-199。
王如哲(2010)。解析學生學習成效。評鑑雙月刊,27,62-62。
游光昭、蕭顯勝、韓豐年(2004)。網路遊戲式學習環境之設計與建置。 藝術學報,75,205-217。

被引用紀錄


彭素貞(2015)。資訊融入遊戲式學習對國中七年級學生之歷史學習成效與學習態度之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2015.00611
劉育辰(2015)。數位遊戲式學習融入國小智能障礙學生數學學習成效之探究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2015.00199
黃玉幸(2014)。數位遊戲式學習對國小四年級學生閱讀理解能力之影響-以PIRLS文章與試題為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2014.00697
林益如(2016)。遊戲式學習運用在立體空間輔助教學之研究〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-2801201612575000
陳雅雯(2017)。國中七年級低成就學生學習 「二元一次聯立方程式-代入消去法」之個案研究〔碩士論文,國立清華大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0016-0401201815593499

延伸閱讀