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研究生: 李偉旭
Li Wei-Hsu
論文名稱: 電腦遊戲學習軟體與內在動機因素-以英語幼教光碟的學習為例
A Case Study of Game-Based Learning Software and Intrinsic Motivation
指導教授: 吳正己
Wu, Cheng-Chih
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
畢業學年度: 87
語文別: 中文
論文頁數: 91
中文關鍵詞: 電腦遊戲Malone定理內在動機
英文關鍵詞: computer games, Malone's theory, intrinsic motivation
論文種類: 學術論文
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  • Malone認為電腦遊戲趣味化的三項內在動機要素,分別是挑戰性、奇幻性和好奇心,Malone的說法雖為眾多學者所認同與引用,但缺乏相關的實證研究。本研究以質的研究方法,探討電腦遊戲學習軟體如何引起學習者的內在動機。研究的進行是以國小四年級的37位學童為觀察對象,實地觀察學生使用英語幼教光碟的情形,資料蒐集以錄影、錄音及問卷調查的方式,最後並訪談學生、教師及軟體製作人。研究結果發現使用幼教光碟的挑戰性、奇幻性及好奇心確實能夠引起小朋友的內在動機,並根據這三項因素,進而提出電腦遊戲學習軟體設計的原則。
    關鍵詞:電腦遊戲、Malone定理、內在動機

    Malone suggested challenge, fantasy, and curiosity are the three key factors that make computer games fun. In this study, we employed a qualitative research method to investigate the characteristics of game-based learning software that motivates elementary students to learn. Thirty-seven fourth grade students who used an English learning CD-title in a two-hour learning session were observed. Questionnaires, audio/video taping, and interviewing were conducted after the learning session to collect information regarding the intrinsic motivating factors of the learning software. The analysis results showed that challenge, fantasy, and curiosity exhibited by the software were the factors that made the learning fun. We concluded the thesis with several design guidelines for game-based learning software.
    Keywords: computer games, Malone's theory, intrinsic motivation

    附表目錄 III 附圖目錄 IV 第一章 緒論 1 第一節 研究動機及背景 1 第二節 研究目的 4 第三節 研究範圍與限制 4 第四節 名詞釋義 4 第二章 文獻探討 6 第一節 電腦遊戲與學習 6 第二節 遊戲與內在學習動機 10 第三節 MALONE的內在學習動機理論 16 第四節 MALONE理論相關的研究 22 第三章 研究方法 25 第一節 研究設計 25 第二節 研究樣本 25 第三節 研究工具 26 第四節 實施步驟 31 第五節 預試 35 第四章 結果與討論 37 第一節 調查對象背景資料 37 第二節 問卷結果分析 41 第三節 挑戰性分析 44 第四節 奇幻性分析 53 第五節 好奇心分析 55 第六節 其他發現 60 第五章 結論與建議 64 第一節 結論 65 第二節 未來研究建議 69 參考文獻 70 附錄一 阿毛的ABC新樂園 75 附錄二 正式實驗問卷題目 79 附錄三 田野札記觀察記要 81 附錄四 個別訪談問題 87 附錄五 教師訪談問題 89 附錄六 軟體製作人訪談問題 90 附錄七 預試問卷主要結果分析表 91 附表目錄 表2-1 學習過程的四個階段 14 表2-2 Malone 的內在動機遊戲設計架構 17 表2-3 Myers的Q敘述 23 表4-1 樣本性別的統計 37 表4-2 樣本玩過其他電腦遊戲的經驗 38 表4-3 樣本玩電腦遊戲的頻率 38 表4-4 樣本參加校外美語補習的情況 39 表4-5 樣本在封閉式問題作答情形 42 附圖目錄 圖3-1 阿毛ABC新樂園第二輯 26 圖3-2 實施步驟流程 31

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