簡易檢索 / 詳目顯示

研究生: 王柏凱
Wang, Po-Kai
論文名稱: 初探量子資訊Edu-LARP對學生學習成效的影響
A Preliminary Study on The Impact of Quantum Information Edu-LARP on Students' Learning Performance
指導教授: 張俊彥
Chang, Chun-Yen
口試委員: 張俊彥
Chang, Chun-Yen
侯惠澤
Hou, Huei-Tse
鄭秉漢
Cheng, Ping-Han
口試日期: 2024/07/22
學位類別: 碩士
Master
系所名稱: 科學教育研究所
Graduate Institute of Science Education
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 68
中文關鍵詞: 量子資訊教育型LARP角色扮演遊戲式學習學習成效態度
英文關鍵詞: Quantum Information, Edu-LARP, Role-playing, Game-based Learning, Learning Performance, Attitude
研究方法: 準實驗設計法內容分析法
DOI URL: http://doi.org/10.6345/NTNU202401245
論文種類: 學術論文
相關次數: 點閱:210下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報

量子資訊與其相關物理概念是近代物理的重要內容之一,其中包含對疊加態、穿隧、糾纏等特性的理解,以及量子在科技的應用發展。然而,這些特性抽象難以理解,科技的應用也缺乏與學生生活的連結,致使學習動機低落,將使得量子資訊的學習成效有限。本研究將量子資訊融入LARP(Live Action Role Playing),發展出教育型LARP (Edu-LARP):「量子計畫」,期望透過LARP賦予參與者特定角色、情境,讓參與者暫時脫離現實環境的限制,在與其他角色互動、完成任務的過程中,逐步精熟量子資訊的概念,並在情境體驗的過程中,提高參與者對量子資訊三個不同層面的態度:認知、情意、行為。
本研究以高中生為對象,使用「前測-後測-延宕後測」之實驗設計,探討量子資訊融入LARP對學習成效的影響,分別於遊戲前後實施「量子資訊相關概念知識測驗」與「量子概念態度量表」,遊戲時長為5小時,並於全部活動結束後一個月統一進行延宕測驗,共回收有效問卷50份。量子資訊相關概念的知識層面的前-後測成對樣本t檢定、前-延宕測成對樣本t檢定皆呈現顯著差異,表示學生在完成活動後對量子資訊相關概念的理解有顯著成長,且能持續。態度的前-後測也呈現顯著差異,學生在完成活動後對量子資訊的態度三層面(認知、情意、行為)皆顯著提高,表示學生可以在有效學習量子資訊的前提下,增進學生對量子資訊的態度。另外,知識、態度與學生背景無一達到高度相關,由此可知本研究所調查之背景資料不足以對學生使用Edu-LARP進行學習產生限制。

Quantum information and its related physical concepts are a significant component of modern physics. It includes the understanding of phenomena such as superposition, tunneling, and entanglement, as well as the development of quantum applications in technology. However, these concepts are abstract and challenging to understand. The lack of connection between technological applications and students' daily lives results in low motivation for learning, which limits the performance of learning quantum information science. This study integrated quantum information into Live Action Role Playing (LARP) and developed an educational LARP (Edu-LARP) called “Quantum Project”. We assigned specific roles and scenarios to participants in LARP, allowing them to temporarily escape from the constraints of reality, interact with other roles, and gradually elaborate the concepts of quantum information. Moreover, it can enhance participants' attitudes toward quantum information in three dimensions: cognitive, affective, and behavioral.
The research object is targeted at high school students. We used the experimental design of “pre-test, post-test, delayed post-test” to explore the impact of integrating quantum information into LARP on learning performance. The “Quantum Information Knowledge Test” and the “Quantum Information Attitude Scale” were implemented before and after the game. The game lasted for 5 hours, and a delayed test was conducted one months after all activities were completed. A total of 50 questionnaires were collected. Paired t-tests were conducted for the pre- and post-tests of quantum information-related concepts, as well as for the pre- and delayed attitude tests, both revealing significant differences. This indicates that students' understanding of quantum information-related concepts has significantly and consistently improved after playing the game. The pre-and post-tests of attitudes also revealed significant differences in all three dimensions (cognitive, affective, and behavioral), indicating that students' attitudes toward quantum information were significantly improved after participating in this game. There is no strong correlation between knowledge, attitude, and students’ background. Thus, it can be seen that the students’ background investigated in this study is not sufficient to limit students' use of Edu-LARP for learning.

摘要 i ABSTRACT ii 目錄 iv 圖目錄 v 表目錄 vi 第一章 緒論 1 第一節 研究動機與背景 1 第二節 研究目的與研究問題 4 第三節 名詞釋義 5 第二章 文獻探討 7 第一節 量子資訊 7 第二節 EDU-LARP與學習 8 第三節 態度 11 第三章 研究方法 13 第一節 研究架構與研究流程 13 第二節 EDU-LARP發展與設計 16 第三節 研究對象 19 第四節 施測中的介入活動與評量工具 20 第五節 資料蒐集與分析 25 第四章 研究結果與討論 26 第一節 EDU-LARP「量子計畫」的發展成果 26 第二節 探討EDU-LARP「量子計畫」對於量子資訊與相關量子物理概念的學習 38 第三節 探討EDU-LARP「量子計畫」對於量子資訊與相關量子物理概念的態度改變 41 第四節 初探影響EDU-LARP「量子計畫」學習效果的因素 43 第五章 結論與建議 46 第一節 研究結論 46 第二節 研究貢獻與應用 48 第三節 研究限制與未來研究建議 51 參考文獻 54 附錄一 評量工具 前測 61 附錄二 評量工具 後測 65

中文部分
中國科學院物理研究所(2016年9月27日)。量子信息簡介。從量子測量觀點看量子計算中的退相干問題。https://web.archive.org/web/20161001173931/http://www.itp.ac.cn/~suncp/kepu/qinf.pdf
荀況(周)。〈儒效篇〉,《荀子》,中國哲學書電子化計劃。https://ctext.org/xunzi/ru-xiao/zh
教育部(2016)。十二年國民基本教育課程綱要國民中小學暨普通型高級中等學校-自然科學領域。作者。
教育部(2014)。十二年國民基本教育課程綱要─總綱。作者。
陳柏熹(2011)。心理與教育測驗:測驗編製理論與實務。台北市: 精策教育
國家實驗研究院(2018年7月20日)。蟻人與黃蜂女-談量子電腦。科普講堂。https://www.narlabs.org.tw/xcscience/cont?xsmsid=0I148638629329404252&sid=0I201477416504265994&sq=%E9%87%8F%E5%AD%90%E9%9B%BB%E8%85%A6
鄭秉漢(2022)。從0到100的議題桌遊設計實戰。五南圖書出版股份有限公司。
英文部分
Anghelache, V. (2013). Determinant Factors of Students’ Attitudes Toward Learning. Procedia - Social and Behavioral Sciences, 93, 478-482. https://doi.org/10.1016/J.SBSPRO.2013.09.223
Bates, B. (1987). The way of the actor: A path to knowledge & power. Shambhala Publications.
Bouchée, T., Smits, L., Thurlings, M., & Pepin, B. (2021). Towards a better understanding of conceptual difficulties in introductory quantum physics courses. Studies in Science Education, 58, 183 - 202. https://doi.org/10.1080/03057267.2021.1963579.
Bowman, S. L. (2014). Educational live action role-playing games: A secondary literature review. The Wyrd Con Companion Book, 3, 112-131.
Bowman, S. L., & Standiford, A. (2015). Educational larp in the middle school classroom: A mixed method case study. International Journal of Role-Playing, 5(1), 4-25.
Chomeya, R. (2010). Quality of Psychology Test Between Likert Scale 5 and 6 Points. Journal of Social Sciences, 6, 399-403. https://doi.org/10.3844/JSSP.2010.399.403.
Cohen, J. (2013). Statistical power analysis for the behavioral sciences. Routledge.
Dell'Aquila, E., Marocco, D., Ponticorvo, M., Di Ferdinando, A., Schembri, M., Miglino, O., ... & Miglino, O. (2017). Traditional Settings and New Technologies for Role-Play Implementation. Educational Games for Soft-Skills Training in Digital Environments: New Perspectives, 19-38.
Donnellan, M. B., Oswald, F. L., Baird, B. M., & Lucas, R. E. (2006). The mini-IPIP scales: tiny-yet-effective measures of the Big Five factors of personality. Psychological assessment, 18(2), 192.
Eagly, A., & Chaiken, S. (1998). Attitude structure. Handbook of social psychology, 1, 269-322.
Feinstein, A., Mann, S., & Corsun, D. (2002). Charting the Experiential Territory: Clarifying Definitions and Uses of Computer Simulation, Games, and Role Play. Journal of Management Development, 21, 732-744. https://doi.org/10.1108/02621710210448011.
Fey, J., Dagan, E., Márquez Segura, E., & Isbister, K. (2022). Anywear Academy: A Larp-based Camp to Inspire Computational Interest in Middle School Girls. In Proceedings of the 2022 ACM Designing Interactive Systems Conference, 1192-1208. https://doi.org/10.1145/3532106.3533532。
Feynman, R. P. (1982). Simulating physics with computers. Int. j. Theor. phys, 21(6/7).
Gagne, R. (1984). Learning outcomes and their effects: Useful categories of human performance. American Psychologist, 39, 377-385. https://doi.org/10.1037/0003-066X.39.4.377.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.
Geneuss, K. (2021). The Use of the Role-playing Technique STARS in Formal Didactic Contexts. International Journal of Role-Playing, (11), 114–131. https://doi.org/10.33063/ijrp.vi11.286
Habig, S., Blankenburg, J., Vorst, H., Fechner, S., Parchmann, I., & Sumfleth, E. (2018). Context characteristics and their effects on students’ situational interest in chemistry. International Journal of Science Education, 40, 1154 - 1175. https://doi.org/10.1080/09500693.2018.1470349.
Harder, S. (2007). Confessions of a schoolteacher: experiences with roleplaying in education. Lifelike, 229-236.
Jain, V. (2014). 3D model of attitude. International journal of advanced research in management and social sciences, 3(3), 1-12.
Jenkins, P., & Turick-Gibson, T. (1999). An exercise in critical thinking using role playing. Nurse educator, 24(6), 11-14.
Jonsson, S., Montola, M., Waern, A., & Ericsson, M. (2006, June). Prosopopeia: experiences from a pervasive Larp. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (pp. 23-es).
Kassa, K., Arficho, Z., & Mulatu, M. (2022). Relationship Between Students’ Attitude Towards Vocabulary Learning and Their English Vocabulary Knowledge. Theory and Practice in Language Studies. https://doi.org/10.17507/tpls.1210.01.
Kurz, J., & Balzer, M. (2015). Learning by Playing: Larp As a Teaching Method. Nordiclarp. org. Last modified on March, 4, 2015.
Lacanienta, A. (2020). Live Action Role-Play as Pedagogy for Experiential Learning. SCHOLE: A Journal of Leisure Studies and Recreation Education, 37, 70 - 76. https://doi.org/10.1080/1937156X.2020.1718035.
Lee, M. C. (2010). Play and the Subculture of Larping: Gender, Motivations, and Self. Eagle Feather, 7(2010).
Ma, X. (1997). Reciprocal Relationships between Attitude toward Mathematics and Achievement in Mathematics.. Journal of Educational Research, 90, 221-229. https://doi.org/10.1080/00220671.1997.10544576.
Mcguire, W. (1986). The vicissitudes of attitudes and similar representational constructs in twentieth century psychology. European Journal of Social Psychology, 16, 89-130. https://doi.org/10.1002/EJSP.2420160202.
McKelvie, S. (1978). Graphic rating scales — How many categories?. British Journal of Psychology, 69, 185-202. https://doi.org/10.1111/J.2044-8295.1978.TB01647.X.
Mochocki, M. (2013). Edu-larp as revision of subject-matter knowledge. International Journal of Role-Playing, (4), 55-75.
Moraga-Calderón, T. S., Buisman, H., & Cramer, J. (2020). The relevance of learning quantum physics from the perspective of the secondary school student: A case study. arXiv preprint arXiv:2001.10840.
Neidt, C., & Hedlund, D. (1967). The Relationship between Changes in Attitudes Toward a Course and Final Achievement. Journal of Educational Research, 61, 56-58. https://doi.org/10.1080/00220671.1967.10883584.
Nielsen, M. A., & Chuang, I. L. (2010). Quantum computation and quantum information. Cambridge university press.
Owen, D. (2019). Performing the Game: Demystifying Live Action Role-Play (LARP). Canadian Theatre Review, 178, 32 - 37. https://doi.org/10.3138/CTR.178.006.
Ozcan, O., Didis, N., & Tasar, M. F. (2009). Students' Conceptual Difficulties in Quantum Mechanics: Potential Well Problems. Hacettepe University Journal of Education, 36, 169-180.
Paschen, D. (2019). Forest Knights: A German approach to educational larp in Youth Work. . https://doi.org/10.14989/JARPS_0_15E.
Peres, A., & Terno, D. (2002). Quantum Information and Relativity Theory. Reviews of Modern Physics, 76, 93-123. https://doi.org/10.1103/revmodphys.76.93.
Rao, D., & Stupans, I. (2012). Exploring the potential of role play in higher education: development of a typology and teacher guidelines. Innovations in Education and Teaching International, 49, 427 - 436. https://doi.org/10.1080/14703297.2012.728879.
Schraw, G., Flowerday, T., & Lehman, S. (2001). Increasing Situational Interest in the Classroom. Educational Psychology Review, 13, 211-224. https://doi.org/10.1023/A:1016619705184.
Tasgin, A., & Coskun, G. (2018). The Relationship between Academic Motivations and University Students' Attitudes towards Learning. International Journal of Instruction, 11(4), 935-950. https://doi.org/10.12973/IJI.2018.11459A.
Tychsen, A., Hitchens, M., Brolund, T., & Kavakli, M. (2006). Live action role-playing games: Control, communication, storytelling, and MMORPG similarities. Games and Culture, 1(3), 252-275.
Wizards RPG Team. (2014). Player's Handbook (5th ed., Dungeons & Dragons ed.). Wizards of the Coast.

無法下載圖示 電子全文延後公開
2025/01/26
QR CODE