Basic Search / Detailed Display

Author: 張力予
Chang, Li-Yu
Thesis Title: 應用後設認知策略設計電腦遊戲式色彩教學與學習保留研究
An Investigation of Metacognitive Strategy on Learning and Retention for Computer Game-Based Color Instruction
Advisor: 王健華
Wang, Chien-Hwa
Degree: 碩士
Master
Department: 圖文傳播學系
Department of Graphic Arts and Communications
Thesis Publication Year: 2020
Academic Year: 108
Language: 中文
Number of pages: 97
Keywords (in Chinese): 後設認知策略數位遊戲式學習色彩教學學習保留
Keywords (in English): metacognitive strategy, digital game-based learning, color instruction, learning retention
DOI URL: http://doi.org/10.6345/NTNU202000128
Thesis Type: Academic thesis/ dissertation
Reference times: Clicks: 311Downloads: 0
Share:
School Collection Retrieve National Library Collection Retrieve Error Report

近年來,數位遊戲式學習在教育方面的發展日益蓬勃,目前已有眾多文獻指出數位遊戲與教育結合有益於激發學習者的潛能,以提升教學成效。但國內對於色彩專業課程始終保守,至今在色彩教學上仍未有太大的突破及創新改變。事實上,色彩在人格特質、內在認知與心理發展上卻有著密切關係。舉例而言,兒童的內在認知往往反映在色彩呈現上,以國小高年級兒童來說,其等對色彩的反應主要為情緒化和較主觀判斷之發展階段,且配色與色彩運用練習這些經驗會隨著身心發展逐漸成熟。為幫助孩童對於美感的培養與認知發展,更應該重視國小兒童的色彩基礎教學,以培養孩童對美感的判定與相關色彩應用。因此,本研究針對國小高年級學童之色彩概念,結合數位裝置並融入教學策略,設計一款電腦遊戲結合後設認知策略的色彩教學遊戲,並以學習成就量表檢視學習成就及後續色彩學習保留情形。本研究採用實驗法,對象為新北市某一國民小學高年級五、六年級共50位學習者,在實施後設認知策略之電腦遊戲式色彩教學後,以學習成就後測驗卷檢測其學習成就,同時給予遊戲式色彩教學滿意度量表填寫,並於後測結束後兩週實施學習成就延後測驗及半結構式訪談,檢視學習者經兩個星期後的學習保留與學習感想。
研究結果顯示,國小高年級學習者在使用色彩教學遊戲後當下的學習成就不僅有顯著提升,且經過一段時間後的學習保留與當下的成就仍無顯著差異,同時也發現高、低學習成就組在色彩教學結束兩週後,依舊維持高、低保留的顯著差異。因此,本色彩教學遊戲對於色彩學習提升,以及後續學習記憶的長期保留皆為正向之影響,加上教學滿意度量表與半結構式訪談結果,可知學習者對於本色彩教學設計均持有一定的滿意程度和良好的學習體驗。

The use of digital game-based learning in various educational contexts has become much more popular these days. Many studies have pointed out that digital game-based learning could help learners’ reach greater potential. In Taiwan, nevertheless, the educational authority has hesitated to apply this innovative method to many subjects, which color learning is included. There is a strong relationship between color and personality traits and psychological development. Color could represent children' s internal recognitions. Take upper graders of elementary school as an example, their reactions toward color are emotional and subjective, and increasing understanding of color and practicing color matching could help them recognize colors correctly and link them to their emotions. In order to help develop children’s recognition of color, we should pay more attention to color education in elementary schools to cultivate children' s sense of beauty and relate colors to their daily life. Therefore, a technology-facilitated instructional plan is necessary for improving color education in elementary schools. This study intended to incorporate computer games with color teaching under metacognitive strategy to examine their learning outcome and retention. The subjects were 50 students of 5th and 6th graders from an elementary school in New Taipei City. A post-test and satisfaction scale were been given immediately after the experiment, then a delayed post-test and semi-structured interview were been held two weeks after the end of the post-test to examine the effect of metacognitive strategy on learners’ learning retention and experience.
The results of the color instructional experiment showed not only enhanced the learning achievement, but also showed no evidently differences between their result in the moment and retention after the game. Furthermore, the learning achievement of high and low achievers also obviously maintained differences between the high and low retention. It indicated that the game-based color instructional has significant positive affections on color learning and subsequently long-term memory maintenance. Lastly, according to the results of satisfaction scale and semi-structured interview, it would be seen the students have a certain degree of satisfaction with this teaching design and great learning experiences.

摘要 i 目錄 iv 表目錄 vi 圖目錄 vii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與問題 5 第三節 研究範圍與限制 6 第四節 名詞釋義 7 第五節 研究流程 9 第二章 文獻探討 10 第一節 數位遊戲式學習 10 第二節 色彩教學 13 第三節 後設認知 17 第四節 學習保留 20 第三章 研究設計 24 第一節 研究設計與架構 24 第二節 研究方法 27 第三節 研究對象 27 第四節 研究工具 28 第五節 教學設計 32 第六節 研究實施 43 第七節 資料處理與分析 47 第四章 研究結果與討論 49 第一節 學習者使用電腦遊戲式色彩教學後之學習成就分析 49 第二節 學習者使用電腦遊戲式色彩教學後之學習保留分析 51 第三節 學習者高、低學習成就對學習保留之影響 53 第四節 學習者使用電腦遊戲式色彩教學後之滿意度分析 56 第五章 研究結論與建議 72 第一節 研究結論 72 第二節 研究建議 77 參考文獻 79 附錄一 學習成就前測測驗問卷 86 附錄二 學習成就後測測驗問卷 89 附錄三 學習成就延後測測驗問卷 92 附錄四 遊戲式色彩教學滿意度量表 95 附錄五 訪談大綱 97

一、中文文獻
王其敏(2013)。運用數位影音敘事方式於短期色彩教學效果研究-以 [傳播敘事] 課程色彩單元為例。中國廣告學刊,18,84-112。
吳仁芳(1973)。我國兒童對色彩喜好傾向之調查研究。臺北科學教育季刊,7,128-87。
吳仁芳(1993)。兒童色彩世界之探討。國教月刊,39(7. 8),5-16。
吳仁芳(1993)。兒童繪畫造型與色彩表現特徵。國教月刊,40(1),9-17。
吳靜吉、程炳林(1993)。國民中小學學習動機、學習策略與學業成就之相關研究。國立政治大學學報,66,13-39。
李怡君(2012)。互動式電子白板運用於國小低年級色彩教學對學生學習影響之研究(未出版)。國立屏東大學數位學習教學碩士學位學程碩士論文。
李茂興(譯)(1998)。教育心理學(原作者:Guy, R. Lefrancois)。臺北市:弘智文化。
林美珍(譯)(2004)。兒童認知發展:概念與應用(原作者:Robert S. Siegler)。台北市:心理出版社。
林睿琳(2006)。色彩計劃課程之實作設計研究。人文暨社會科學期刊,2(2), 37-51。
張春興(2007)。教育心理學:三化取向的理論與實踐。臺北市:臺灣東華。
張春興、郭生玉(1973)。兒童語文習慣之複雜度與其聯對學習及學後保留關係之實驗研究。教育心理學報,6,1-13。
教育部(2014)。十二年國民基本教育課程綱要總綱發布版。
許芫甄、劉光夏(2015)。國小創造思考色彩教學課程設計與實踐之行動研究。教師專業研究期刊,9,57-82。
陳建雄、涂維妮(2003)。互動式電腦遊戲對兒童色彩明度與彩度理解之影響研究。藝術教育研究,6,39-57。
曾啟雄(2003)。台灣美術教科書的色彩學內容安排之省思。國立臺灣藝術教育館,136,12-19。
齊藤清(1985)。三色配色の感情効果に関する調査(Ⅱ)。千葉經濟短期大學初等教育科研究紀要,8,1-17。
蔡美珠、蕭惠君(2016)。數位遊戲融入色彩教學之適切性分析。國際數位媒體設計學刊,8(2),28-42。
魏碩廷、陳鴻興、徐明景、李文淵、謝翠如、吳瑞卿、孫沛立(2018)。色彩新論:從心理設計到科學應用。臺北市:五南。

二、英文文獻
Al Tamimi, A. R. (2017). The effect of using Ausubel' s assimilation theory and the metacognitive strategy (K.W.L) in teaching probabilities and statistics unit for first grade middle school students' achievement and mathematical communication. European Scientific Journal, 13(1). 276-303.
Atkinson, R. C., & Shiffrin, R. M. (1968). Human memory: A proposed system and its control processes1. In Psychology of learning and motivation, 2, 89-195. Academic Press.
Ausubel, D. P. (1960). The use of advance organizers in the learning and retention of meaningful verbal material. Journal of educational psychology, 51(5), 267-272.
Baas, D., Castelijns, J., Vermeulen, M., Martens, R., & Segers, M. (2015). The relation between Assessment for Learning and elementary students' cognitive and metacognitive strategy use. British Journal of Educational Psychology, 85(1), 33-46.
Chow, A. F., Woodford, K. C., & Maes, J. (2011). Deal or No Deal: using games to improve student learning, retention and decision-making. International journal of mathematical education in science and technology, 42(2), 259-264.
Crosling, G., Heagney, M., & Thomas, L. (2009). Improving student retention in higher education: Improving teaching and learning. Australian Universities' Review, 51(2), 9-18.
Cross, D. R., & Paris, S. G. (1988). Developmental and instructional analyses of children' s metacognition and reading comprehension. Journal of Educational Psychology, 80(2), 131-142.
de Bruijn-Smolders, M., Timmers, C. F., Gawke, J. C., Schoonman, W., & Born, M. P. (2016). Effective self-regulatory processes in higher education: Research findings and future directions. A systematic review. Studies in Higher Education, 41(1), 139-158.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning Future Media Environments (pp. 9-15). ACM.
Dunlosky, J., & Rawson, K. A. (2012). Overconfidence produces underachievement: Inaccurate self evaluations undermine students' learning and retention. Learning and Instruction, 22(4), 271-280.
Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. American Psychologist, 34(10), 906-911.
Gaines, K. S., & Curry, Z. D. (2011). The inclusive classroom: The effects of color on learning and behavior. Journal of Family & Consumer Sciences Education, 29(1). 46-57.
Gao, X. P., & Xin, J. H. (2006). Investigation of human' s emotional responses on colors. Color Research & Application, 31(5), 411-417.
Garofalo, J., & Lester Jr, F. K. (1985). Metacognition, cognitive monitoring, and mathematical performance. Journal for research in mathematics education, 16(3), 163-176.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Hacker, D. J., Dunlosky, J., & Graesser, A. C. (1998). Metacognition in educational theory and practice. Routledge.
Hailikari, T., Katajavuori, N., & Lindblom-Ylanne, S. (2008). The relevance of prior knowledge in learning and instructional design. American Journal of Pharmaceutical Education, 72(5), 113.
Halpern, D. F., & Hakel, M. D. (2003). Applying the science of learning to the university and beyond: Teaching for long-term retention and transfer. Change: The Magazine of Higher Learning, 35(4), 36-41.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179.
Hardiman, M., Rinne, L., & Yarmolinskaya, J. (2014). The effects of arts integration on long‐term retention of academic content. Mind, Brain, and Education, 8(3), 144-148.
Jackson, G. T., & McNamara, D. S. (2013). Motivation and performance in a game-based intelligent tutoring system. Journal of Educational Psychology, 105(4), 1036-1049.
Jaleel, S. (2016). A study on the metacognitive awareness of secondary school students. Universal Journal of Educational Research, 4(1), 165-172.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kawakami, S., Watanabe, K., & Matsumoto, A. (2012). Development of meaningful reception learning in Japan. In Biology Education for Social and Sustainable Development (pp. 367-374). Sense Publishers, Rotterdam.
Kelley, T. L. (1939). The selection of upper and lower groups for the validation of test items. Journal of educational psychology, 30(1), 17-24.
Kisac, I., & Budak, Y. (2014). Metacognitive strategies of the university students with respect to their perceived self-confidence levels about learning. Procedia-Social and Behavioral Sciences, 116, 3336-3339.
Lai, C. L., & Hwang, G. J. (2016). A self-regulated flipped classroom approach to improving students' learning performance in a mathematics course. Computers & Education, 100, 126-140.
Lee, J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother?. Academic Exchange Quarterly, 15(2), 1-5.
Leopold, C., & Leutner, D. (2015). Improving students' science text comprehension through metacognitive self-regulation when applying learning strategies. Metacognition and Learning, 10(3), 313-346.
Lowenfeld, V. (1957). Creative and mental growth. Oxford, England: Macmillan.
Marimuthu, R., Muthusamy, C., & Veeravagu, J. (2011). Metacognitive strategy training through the cognitive academic language learning approach (CALLA) as a way to improve reading comprehension performance among students of an English language course at UiTM Penang. Malaysian Journal of ELT Research, 7(1), 64-93.
Mayer, R. E. (1987). Educational Psychology: A cognitive approach. Scott Foresman & Co.
McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V., & McVay, A. (2012). A literature review of gaming in education. Gaming in education, 1-35.
McDaniel, M. A., Bugg, J. M., Liu, Y., & Brick, J. (2015). When does the test-study-test sequence optimize learning and retention? Journal of Experimental Psychology: Applied, 21(4), 370-382.
Ozsoy, G., Memis, A., & Temur, T. (2017). Metacognition, study habits and attitudes. International Electronic Journal of Elementary Education, 2(1), 154-166.
Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Philip, B., & Hua, T. K. (2006). Metacognitive strategy instruction (MSI) for reading: Co-regulation of cognition. e-Bangi, 1(1), 1-27.
Piaget, J. (1964). Part I: Cognitive development in children: Piaget development and learning. Journal of research in science teaching, 2(3), 176-186.
Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1993). Reliability and predictive validity of the Motivated Strategies for Learning Questionnaire (MSLQ). Educational and psychological measurement, 53(3), 801-813.
Plass, J. L., Heidig, S., Hayward, E. O., Homer, B. D., & Um, E. (2014). Emotional design in multimedia learning: Effects of shape and color on affect and learning. Learning and Instruction, 29, 128-140.
Prensky, M. (2001). Digital game-based learning. McGraw-Hill, New York.
Pressley, M. (2002). Metacognition and self-regulated comprehension. What research has to say about reading instruction, 3, 291-309.
Radvansky, G. A. (2017). Human memory. New York: Routledge.
Ritter, F. E., Baxter, G., Kim, J. W., & Srinivasmurthy, S. (2013). Learning and retention. The Oxford handbook of cognitive engineering (pp. 125-142). New York: Oxford University Press.
Robinson, P. (1995). Attention, memory, and the “noticing” hypothesis. Language learning, 45(2), 283-331.
Roebers, C. M. (2017). Executive function and metacognition: Towards a unifying framework of cognitive self-regulation. Developmental review, 45, 31-51.
Seidler, R. D. (2010). Neural correlates of motor learning, transfer of learning, and learning to learn. Exercise and sport sciences reviews, 38(1), 3-9.
Simonsmeier, B. A., Flaig, M., Deiglmayr, A., Schalk, L., & Schneider, M. (2018). Domain-Specific Prior Knowledge and Learning: A Meta-Analysis.
Squire, K. (2005). Game-based learning: Present and future state of the field. Masie Center e-Learning Consortium.
Suchman, R. G., & Trabasso, T. (1966). Color and form preference in young children. Journal of Experimental Child Psychology, 3(2), 177-187.
Sung H.-Y., & Hwang G.-J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & Education, 63, 43-51.
Taub, M., Azevedo, R., Bouchet, F., & Khosravifar, B. (2014). Can the use of cognitive and metacognitive self-regulated learning strategies be predicted by learners' levels of prior knowledge in hypermedia-learning environments?. Computers in Human Behavior, 39, 356-367.
Upadhyay, B., & DeFranco, C. (2008). Elementary students' retention of environmental science knowledge: Connected science instruction versus direct instruction. Journal of Elementary Science Education, 20(2), 23-37.

無法下載圖示 Public on Internet date:
2025/06/30
QR CODE