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研究生: 林昱成
Yu-Cheng Lin
論文名稱: 遊戲式模擬軟體之設計與研究:以小學自然科槓桿原理學習為例
A Design and Study of Simulation Game System:The Case of Learning Lever Principles of Elementary Students
指導教授: 張國恩
Chang, Kuo-En
宋曜廷
Sung, Yao-Ting
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
論文出版年: 2008
畢業學年度: 96
語文別: 中文
論文頁數: 115
中文關鍵詞: 遊戲式學習模擬式學習遊戲式模擬學習神馳經驗槓桿原理
英文關鍵詞: game-based learning, simulation learning, simulation game learning, flow experience, lever
論文種類: 學術論文
相關次數: 點閱:172下載:17
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  • 摘 要

    本研究依據遊戲式模擬軟體設計原則,實做設計科學教育的遊戲式模擬系統,並且比較遊戲式模擬學習和傳統式模擬學習在國小六年級自然科槓桿學習的影響。
    研究對象為台北縣某國小六年級學生共136 位,研究設計採因子設計之準實驗研究法。自變項為不同的模擬方式,包含遊戲式模擬系統與傳統式模擬系統,控制組有兩班,使用傳統式模擬系統學習;實驗組兩班,使用遊戲式模擬系統學習。依變項為自然科學習成就、學習者的神馳經驗、和自然科學習態度。本研究旨在探討不同模擬方式,對國小六年級學生自然科學習成就、學習者的神馳經驗、和自然科學習態度的影響。
    研究結果發現:(a)運用遊戲式模擬系統能提升學習成效;(b)運用遊戲式模擬系統學習可達到較佳的神馳經驗;(c)運用遊戲式模擬系統學習,學習者有較佳的學習態度;(d)學習者對於遊戲式模擬系統有較高的滿意度。

    Abstract

    Based on the principle of simulation game software, this research is to design simulation game for scientific education and compare the effects of simulation game with traditional simulation learning system for the sixth grade in lever principles of
    scientific education in the elementary school.

    The participants in this study were 136 sixth graders from four classes of an elementary school in Taipei, Taiwan. The quasi-experimental design with factorial design was employed in the study. The independent variables were two simulation systems, including simulation game system and traditional simulation system.Traditional simulation system was done in 2 classes as control group and the simulation game was done in 2 classes as experimental group. The dependent variables included learning achievements in scientific education, flow experience and scientific attitudes. The purpose of this study was to investigate the effect of different simulation on the sixth graders’ learning achievements, flow experience and scientific attitude.

    The results showed that (a) the application of simulation game system promoted the learning achievements in scientific education; (b) the application of simulation game system promoted the flow experience; (c) the application of simulation game system had the better scientific attitudes; (d) the application of simulation game had the better system satisfaction.

    附表目錄 VI 附圖目錄 VIII 第一章 緒論 1 第一節 研究動機與目的 1 第二節 研究目的 4 第三節 名詞解釋 5 第二章 文獻探討 7 第一節 遊戲式模擬設計 7 第二節 神馳經驗理論 17 第三節 槓桿原理的學習 20 第四節 結語 27 第三章 模擬軟體設計與發展 28 第一節 軟體發展的流程 28 第二節 系統架構 32 第三節 系統內容說明 34 第四章 研究方法 53 第一節 研究對象 53 第二節 研究設計 54 第三節 研究工具 55 第四節 研究程序 63 第五章 結果與討論 64 第一節 槓桿原理學習成效分析 64 第二節 神馳經驗分析 69 第三節 自然科學習態度結果 71 第四節 系統滿意度結果 73 第五節 討論 79 第六章 結論與未來研究 82 第一節 結論 82 第二節 未來研究 83 附錄一:自然科槓桿概念學習測驗卷(前測) 89 附錄二:自然科槓桿概念學習測驗卷(後測) 95 附錄三:神馳經驗量表(遊戲式) 101 附錄四:自然科學習態度量表(遊戲式) 104 附錄五:系統滿意度問卷(遊戲式) 106

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