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。
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.