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桌上遊戲課程與教學之應用-以小學六年級學生為例

The Application of Board Games in Curriculum and Instruction - Taking Sixth-Grade Students of Primary School for Example

摘要


研究者設計一系列桌上遊戲相關課程,不僅幫助學生引起動機和注意力,也發揮其創意自創桌上遊戲。研究者首先自編「小學生對桌上遊戲的態度量表」及「小學生自創桌上遊戲量表」,建立信效度後,進行準實驗研究設計,實驗組實施為期十六週創新課程,控制組接受十六週一般課程,實驗組和控制組都是國小六年級學生,研究結果顯示:一、發現接受桌上遊戲課程之實驗組受試者,在「小學生對桌上遊戲的態度量表」之「接受度」、「學習助益」及「人際感受」分量表中顯著高於控制組;二、在「小學生自創桌上遊戲量表」之「自創能力」及「自創助益」分量表中也顯著高於控制組;三、經由質化資料分析,瞭解實施桌上遊戲課程的歷程、學生喜愛的原因、學習助益以及對人際關係的影響。最後根據研究結果,提出相關結論與建議。

並列摘要


The purpose of this research is to design a serial of board games curriculum for education. They can not only increase the students' motivation and attention, but also release students' potential to create board games by themselves. The researcher made two scales: one was "The attitude of primary school students to board games," while the other was "The attitude of primary school students to self-made board games." The experimental group had creative board games curriculum on every Tuesday for 16 weeks. The control groups had ordinary board games curriculum on every Tuesday for 16 weeks. The experimental and control groups were sixth-grade students of primary school. The results were as follows: 1. The scores of the experimental group were significantly higher than the control group in the acceptance scale, learning assistance scale and interpersonal relationship scale of "The attitude of primary school students to board games"; 2. The scores of the experimental group were significantly higher than the control group in the creative capability scale and learning assistance scale of "The attitude of primary school students to self-made board games". This research summarized the experiments with qualitative data analysis to find out the cause of why students like board games, the learning assistance, and the influence of interpersonal relationship. Finally, this study offers discussion on instructional assistance and future studies.

參考文獻


許永清(2011)。桌上遊戲附加價值高,開啟八大智能。查詢日期:2014年7月28日,檢自 http://pchomekids.pixnet.net/blog/post/35282631
陳介宇(2005)。寓教於樂的桌上遊戲。師友月刊,458,69-71。
陳介宇(2010)。從現代桌上遊戲的特點探討其運用於兒童學習的可行性。國教新知,57(4), 40-45。
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陳杭生(1993)。視聽媒體與教學正常化。視聽教育雙月刊,34(3),1-10。

被引用紀錄


池惠琳、張育傑(2022)。氣候變遷桌上遊戲教學轉化前後之教材特質與促進學習要素之研究環境教育研究17(2),47-88。https://doi.org/10.6555/JEER.17.2.047
吳振鋒、蘇淑真(2019)。應用桌遊於引導式教學法成功因素之探討管理資訊計算8(1),1-10。https://doi.org/10.6285/MIC.201903_8(1).0001
林吟娟(2021)。從遊戲中學習-高中職生參與生命教育課程融合桌上遊戲之經驗研究〔碩士論文,國立清華大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0016-0203202211554440
蔡惟寧(2022)。國小兒童人際壓力之探討與輔導策略諮商與輔導(437),22-24+17。https://www.airitilibrary.com/Article/Detail?DocID=16846478-202205-202205310010-202205310010-22-24+17

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