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教育雲端九年一貫國語文創意教學研究-以古典詩歌為例

The Research of Grade 1-9 Chinese Language Creative Teachingon Cloud Platform

摘要


隨著網路、iPad、iPhone、hTC等科技商品的日漸普及,結合雲端的創新學習模式已成為各界關注焦點,在國語文教育方面,也同樣重視如何藉由這些新興科技來做為教學利器。本文擬結合以上諸多時代創新元素,以雲端互動式遊戲作為「創意學習」的教學模組,讓學習者能在輕鬆的數位學習環境下學會應得的知識與技能。洪榮昭(2011)提出,教育性遊戲可分為:(1)learning by playing(自我啟發學習),在遊戲過程中領悟、理解知識;(2)learning for playing(為競賽而學習),為了贏得比賽必先準備學習。因此,良好的互動式遊戲能夠讓學習者產生玩興(playfulness),進而產生自發性的主動學習意願,朝向目標前進並確保學習成效;互動式遊戲也可以提供競爭式的學習,為了遊戲過關,為了得到名次,而主動想要學習遊戲中所承載的學科知識,當學習者進入遊戲的心流體驗(flow experience)時,遊戲中的趣味性和榮譽感也隨之而來,在無形之中也強化了學習效果。由於不同學科內容的本質與屬性或有同異,因此本文將進行「配對模組」與「換牌模組」兩款概念設計,針對九年一貫國語文學科中古典詩歌內容的同質性結構部分,希望開發出可以適用於雲端App數位遊戲模組化工具;同時進行學科內容模組適用性分析,最後,將進行教育推廣並驗證教育雲端的互動遊戲式學習成效。

並列摘要


With the WWW, iPad, iPhone and other mobile carrier's growing popularity, combined with the cloud platform of innovative learning model has become the focus of public attention. This project is intended to cloud platform interactive game as a ”creative learning” teaching modules, by the use of cloud platform digital interactive games learning environment so that students can learn in a relaxed environment, learn the knowledge and skills.Hong, J. C. (2011)suggested that educational games can be divided into ”learning by playing” and ”learning for playing”. Good interactive games allow learners to generate ”playfulness”. When learners have ”flow experience” into their heart, the fun and sense of honor has cropped up, invisible reinforced learning.Because the nature and properties of different disciplines maybe different, when they uploaded to the educational cloud platform also have different. This project for the homogeneity of the structure of different disciplines, part of the cloud interactive creativity game is going to design and development module. Besides, we hope that a modular concept, the development of different disciplines can be applied to modular tools for the cloud platform. Otherwise, we will be in Chinese, such as the applicability of the content analysis module, in order to cloud platform in the education market and its commercial value in the future.During this period, we will depelope ”paired module design” and ”modular design for license renewal”, combined with mathematical to develop two types of some games. Above games through continuous experiments, testing and modifications, will become products in Taiwan, mainland China, Chinese Applied region, to promote and validate cloud platform interactive educational game-based learning results.

參考文獻


余嬪( 2 0 0 4 ) , 樂在工作― ― 組織玩興 研究, 高雄師大學報, 第1 6 期, 頁 19-37。
王昕馨(2007),閱讀環境、玩興、父母創 意教養與國小中、高年級學童科技創造 力之關係(未出版之碩士論文),國立 政治大學,臺北市。
Barnett, L. A. (2007). The nature of playfulness in young adults.Personality and Individual Differences , 43(4), 949-958.doi: 10.1016/ j.paid.2007.02.018
Csikszentmihalyi, M. (1990).Flow: The psychology of optimal experience . New York: Harper & Row.
E. M. Raybourn, N. Bos(2005). Special interest groups (SIGs): Design and evaluation challenges of serious games. Presented at CHI, Conference on Human Factors in Computing Systems .(CHI 2005)doi: 10.1145/1056808.1057094

被引用紀錄


黃鈺婷(2017)。新北市國民中學教師教育雲重要性評價與應用情形之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2017.00713
史雅齡(2014)。應用Scratch程式語言融入國中二年級數學教學-以一元二次方程式為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2014.00450
許奭丞(2015)。華語實習教師實習歷程研究 -以韓國僑校為例〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/CYCU.2015.00205

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