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研究生: 張禾力
Scott Benjamin Dyson
論文名稱: 角色扮演遊戲對臺灣大學生的認知創造力和情緒創造力的影響
The effect of tabletop role-playing games on the emotional and cognitive creativity of Taiwanese college students
指導教授: 陳學志
Chen, Hsueh-Chih
邱發忠
Chiu, Fa-Chung
學位類別: 碩士
Master
系所名稱: 教育心理與輔導學系
Department of Educational Psychology and Counseling
論文出版年: 2013
畢業學年度: 101
語文別: 英文
論文頁數: 88
中文關鍵詞: 角色扮演情緒創造力認知創造力創造力訓練
英文關鍵詞: role-play, emotional creativity, cognitive creativity, creativity training
論文種類: 學術論文
相關次數: 點閱:276下載:30
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  • 關於桌上型角色扮演遊戲(tabletop role-playing games) 影響創造力的文獻,一直以來都是稀少的,兩者的關聯也是不明確的。本研究的目的在於檢驗角色扮演是如何影響認知和情緒創造力。為此,本研究採用兩組的實驗設計:實驗組(N=19)以及控制組(N=20)。實驗組在完成情緒創造力量表(ECI)和陶倫斯創造力測驗成人適用精簡版(ATTA)兩項前測之後,每週進行一次桌上型角色扮演遊戲,為期四週。實驗結束後,受試者再一次填寫兩份測驗。另一方面,控制組僅實施前、後測而並未進行桌上型角色扮演遊戲。資料蒐集完畢後,研究員採用ANCOVA統計法比較兩組的差異,結果並未顯著,亦即角色扮演遊戲對於台灣大學生的情緒和認知創造力並沒有造成影響。

    Research on the effect of tabletop role-playing games on creativity has been sparse. It is not clear exactly how the two are related. The purpose of this study was to examine how role-play influences cognitive and emotional creativity. To investigate this topic, this study used a two group experimental design, one treatment group (N=19) and one control group (N=20). After taking the Emotional Creativity Index (ECI) and Abbreviated Torrance Test for Adults (ATTA) as pre-tests, the treatment group played tabletop role-playing games once every week for four weeks. Upon the completion of the treatment, the subjects retook the tests. The control group only took the pre-tests and post-tests and did not play any role-playing games. After data collection, ANCOVAs were run to test the differences between the two groups. No significant results were found, and it was concluded that role-playing games do not influence the emotional or cognitive creativity of Taiwanese college students.

    Acknowledgements i 中文摘要 (Chinese Abstract) iii Abstract (English) v Table of Contents vii List of Tables xi Chapter 1: Introduction 1 1.1 Statement of the Problem 3 1.2 Potential Solutions 4 1.3 Purpose of the Study 6 1.4 Research Questions 7 1.5 Significance to the Field 7 1.6 Definitions 8 1.7 Ethical Considerations 10 Chapter 2: Literature Review 11 2.1 Defining and Teaching Creativity 13 2.2 Role-play in the Classroom 20 2.3 Direct Association: TRPGs and Creativity 22 2.4 Conclusion 26 Chapter 3: Methods 29 3.1 Setting 30 3.2 Participants 30 3.3 Experimental Design 32 3.4 Materials 34 3.4.1 Instructions. 34 3.4.2 Story Modules. 35 3.5 Testing Materials 39 3.5.1 Abbreviated Torrance Test for Adults (ATTA). 39 3.5.2 Emotional Creativity Index. 40 3.6 Procedure 42 3.7 Data Analysis 43 Chapter 4: Results 45 4.1 Cognitive Creativity Results 45 4.1.1 Overall Creativity Score. 48 4.1.2 Flexibility. 49 4.1.3 Originality. 50 4.1.4 Elaboration. 50 4.1.5 Comparison Scores: Fluency, Elaboration, and Originality. 51 4.2 Emotional Creativity Results 53 4.2.1 Overall Emotional Creativity Score. 55 4.2.2 Preparedness. 56 4.2.3 Novel Origins. 56 4.2.4 Novel Reactions. 57 4.2.4 Effectiveness. 57 4.3 Summary 58 Chapter 5: Discussion 59 5.1 Cognitive Creativity 60 5.2 Emotional Creativity 62 5.3 Overall Considerations 64 5.4 Limitations 65 5.6 Implications for Future Research 66 5.7 Conclusion 68 References 70 Appendix A Emotional Creativity Index (ECI) 76 Appendix B How to Play TRPGs 76 Appendix C Character Sheet(角色欄) 83 Appendix D God Items Used In Play 83 Appendix E Agreement of Use for the ECI 88

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