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研究生: 賴宛靖
Lai, Wan-Ching
論文名稱: 數位遊戲學習對學生學習成效影響之後設分析
The Effect of Digital Game-Based Learning on students’ Learning Outcomes: A Meta-Analysis
指導教授: 廖遠光
Liao, Yuen-Kuang
劉美慧
Liu, Mei-Hui
學位類別: 博士
Doctor
系所名稱: 教育學系
Department of Education
論文出版年: 2015
畢業學年度: 103
語文別: 英文
論文頁數: 258
中文關鍵詞: DGBL數位遊戲式學習後設分析學習成效
英文關鍵詞: DGBL, digital game-based learning, meta-analysis, learning outcomes
論文種類: 學術論文
相關次數: 點閱:302下載:36
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  • 因為數位原民的概念,數位遊戲被認為是一種有效的學習方式。然而,根據研究顯示,結果卻是眾說紛紜。基於此,本文運用後設分析為研究工具,搜尋了78個資料庫,初步獲得21,502筆摘要,逐步隨著研究步驟篩選,最後獲得96篇符合研究目的及方法之文章,得到11,898樣本數。此96篇研究樣本依研究特性、樣本特性、研究設計特性、研究案特性、數位遊戲種類及數位遊戲特性六個面向探究,並使用29個調節變項檢驗。本研究獲致結論如下:不論是在學業成就、情意或高層次方面,DGBL 均顯著優於Non-DGBL。 學業成就達中度效果量,情意達中度效果量,高層次達高度效果量。調節變項顯著影響學習效果。因此,基於本研究結果,研究者針對現場教師提出六點建議,針對遊戲設計者提出五點建議,針對未來研究者提出五點建議。

    It is assumed that Digital Game-Based Learning is effective because the students now are digital natives. However, the results from previous reviews are ambiguous. This study used meta-analysis as research tool, searched on 78 electronic databases and got 21,502 abstracts at first round search. Followed by the research procedure, 96 articles fitted in the inclusion criteria and yielded 11,898 sample sizes. These 96 articles were carefully coded into six categories: sample characteristics, research design characteristics, program characteristics, digital game categories and digital game characteristics, which 29 moderators were examined. The findings are: DGBL is significantly better than Non-DGBL in academic achievement, affective outcomes and higher level thinking. Academic achievement achieved medium effect size level; affective outcomes achieved medium level; higher level thinking achieved large effect level. Moderators significantly affected the effect of learning. Therefore, based on the research, the researcher gave 16 suggestions: six suggestions for educational field teacher; five suggestions for game designers and five suggestions for future researchers.

    TABLE OF CONTENTS ACKNOWLEDGEMENTS.......................................i ABSTRACT........................................................................................................ii TABLE OF CONTENT.......................................iv LIST OF TABLES.................................................ix LIST OF FIGURES.........................................x CHAPTER ONE INTRODUCTION........................................... 1 1. Research background and motivation of the study .... 1 2. The significance of this study...................... 6 3. Research purpose and research questions.............................................. 9 3.1 Research purpose….................................. 9 3.2 Research questions…................................ 9 4. Definition of terms................................ 10 4.1 DGBL ..............................................10 4.2 Learning outcomes ................................ 10 4.3 Meta-analysis .................................... 11 5. Limitation. ........................................11 5.1 Research scope.....................................11 5.2 Meta-analysis limitation...........................12 CHAPTER TWO LITERATURE REVIEW......................................14 1. The relevant concept of DGBL........................14 1.1 Game and play .....................................14 1.2 Game and learning .................................21 2. The theoretical framework of DGBL...................28 2.1 Behaviorism........28 2.2 Cognitivism. ......................................31 2.3 Constructivism. ..................................32 2.4 Related theories ..................................33 3. The characteristics of DGBL.........................35 3.1 Interaction........................................35 3.2 Reward. ...........................................35 3.3 Practice and drill.................................36 3.4 Incremental learning. .............................36 3.5 Linearity..........................................36 3.6 Attention span. ...................................36 3.7 Transfer of learnt skill...........................37 3.8 Scaffolding........................................37 3.9 Learner control....................................37 4. The Literature on DGBL..............................38 4.1 The related study..................................38 4.2 The variables contribute to the study. ............50 5. Meta-Analysis.......................................62 5.1 The beginning of meta-analysis. .......................................................62 5.2 The definition of meta-analysis. ..................63 5.3 Meta-analytic approaches...........................64 5.4 Strength and weakness of meta-analysis...............................................77 6. Learning effect.....................................81 6.1 Academic achievement...............................81 6.2 Affective outcomes.................................84 6.3 Higher level thinking..............................86 CHAPTER THREE METHODOLOGY..............................90 1. Research framework..................................90 2. Research procedure..................................91 3. Implement process...................................92 3.1 Confirm the theme of the study.....................92 3.2 Search the relative articles.......................92 3.3 Establish the inclusion criteria...................95 4. Extract the qualified articles......................96 5. Exam the publication bias...........................97 6. Set study variables and develop coding sheet accordingly.........................................97 6.1 Study characteristics..............................97 6.2 Sample characteristics.............................98 6.3 Research design characteristics....................98 6.4 Program characteristics ...........................99 6.5 Digital game categories...........................100 6.6 Digital game characteristics......................102 7. Analyze qualified articles and perform coding......104 8. Calculate the effect sizes of each article.........104 9. Proceed homogeneity of variance tests..............105 10. Report the findings and write the thesis..........105 CHAPTER FOUR RESULTS...............................................107 1. Descriptive analysis...............................107 2. Academic achievement analysis......................109 2.1 Main effect size analysis on academic achievement.......................................109 2.2 Moderator analysis on academic achievement........112 2.3 Secondary moderator analysis on academic achievement.......................................130 3. Affective outcomes analysis........................154 3.1 Main effect size analysis on affective outcomes..........................................154 3.2 Moderator analysis on affective outcomes..........157 4. Higher level thinking analysis.....................173 CHAPTER FIVE DISCUSSION............................................175 1. Overall weighted mean ES...........................175 2. Moderator analysis.................................177 2.1 Study characteristics.............................178 2.2 Sample characteristics............................181 2.3 Research design characteristics ..................184 2.4 Program characteristics...........................188 2.5 Digital game categories…..........................192 2.6 Digital game characteristics......................194 3. Academic achievement secondary moderator cross analysis...........................................197 3.1 Subject matter…...................................197 3.2 Educational level…................................199 3.3 Sample location…..................................200 3.4 Digital game category…............................201 CHAPTER SIX CONCLUSIONS AND SUGGESTIONS..........................204 1. Conclusions........................................204 2. Suggestions........................................222 Reference ............................................229

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