簡易檢索 / 詳目顯示

研究生: 張偵益
Chen-Yi Chang
論文名稱: 應用5E探索式擴增實境實驗遊戲對不同學習風格 國中生化學反應單元學習成效之影響
The Effects of 5E Inquiry-based Augmented Reality Experimental Game and Learning Styles on Junior High School Students' Learning of Chemistry
指導教授: 陳明溥
Chen, Ming-Puu
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: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 97
中文關鍵詞: 化學反應課程5E學習環學習風格擴增實境
英文關鍵詞: Chemistry course, 5E learning cycle, learning style, augmented reality
論文種類: 學術論文
相關次數: 點閱:153下載:14
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
  • 本研究旨在探討不同探索式策略(引導式探索、結構式探索)的擴增實境實驗遊戲對不同學習風格(感官型、直覺型)的國中學習者化學反應課程的學習成效及化學學習動機之影響。研究之對象為國中八年級學習者,有效樣本為103人,研究設計採因子設計之準實驗研究,自變項包含「探索式策略」及「學習風格」,探索式策略分為「引導式探索」與「結構式探索」兩種探索式策略,學習風格依據學習風格量表分為「感官型」與「直覺型」兩種學習風格;依變項則包含化學反應課程學習成效、化學學習動機。
    研究結果發現:(1)使用引導式探索策略學習化學反應課程在知識理解向度之學習成效高於使用結構式探索策略;(2)使用不同探索式策略的擴增實境實驗遊戲進行化學學習,皆持正向的動機表現;特別是使用結構式探索策略的學習者有較高的參與動機表現。

    The purpose of this study was to investigate the effects of inquiry augmented reality experimental game and learning styles on junior high school students’ performance and motivation in learning Chemistry. A quasi-experimental design was employed in the study and the participants were 103 eighth graders. The independent variables contained two types of inquiry strategies, including guided inquiry and structured inquiry, and two types of learning styles, including sensing learners and intuitive learners. The dependent variables were learning performance and learning motivation toward Chemistry.
    The results revealed that: (a) the guided inquiry strategy facilitated students’ understanding of Chemistry better than the structured inquiry strategy, and (b) students showed positive motivation toward learning Chemistry no matter which inquiry strategies they received. Furthermore, those who received structured inquiry revealed higher motivation than their counterparts.

    附表目錄VI 附圖目錄VIII 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與待答問題 4 第三節 研究範圍與限制 5 第四節 重要名詞釋義 7 第二章 文獻探討 10 第一節 化學教育 10 第二節 5E探索式學習環 14 第三節 擴增實境實驗遊戲 20 第四節 學習風格 25 第三章 研究方法 27 第一節 研究對象 27 第二節 研究設計 28 第三節 研究工具 45 第四節 資料處理與分析 48 第四章 結果與討論 52 第一節 化學反應課程學習成效分析 52 第二節 化學學習動機分析 57 第五章 結論與建議 68 第一節 結論 68 第二節 建議 71 參考文獻 74 附錄一 化學反應實驗學習單 83 附錄二 學習風格量表 86 附錄三 化學反應課程學習成效測驗卷 90 附錄四 化學學習動機問卷 94

    中文部分
    丁信中、洪振方、楊芳瑩(2001)。科學理論形成與精煉過程對科學學習的意涵。科學教育,240,2-13。
    王燕超(2006)。從擴增實境觀點論數位學習之創新。空中教學論叢,20,40-63。
    林建隆、徐順益(2007)。國中自然與生活科技教師發展5E探究式光學單元教學模組之研究。物理教育學刊,8,1-16。
    林建隆、徐順益、侯佳典(2009)。以5E探究式學習環設計國二浮力單元教材對概念改變成效之研究。物理教育學刊,10,27-40。
    林曉雯(2001)。國小自然科教師試行「學習環」之合作行動研究。屏東師院學報,14,935-986。
    吳淑娟、段曉林 (1999)。國中學生理化科學習動機面貌之個案研究。科學教育學刊,10,279-296。
    洪振方(2010)。思考導向的探究式學習對國二學生科學探究能力的影響。科學教育學刊,18,389-415。
    教育部(2008)。國民中小學九年一貫課程綱要。教育部編印。
    張春興(2004)。教育心理學-三元化取向的理論與實務。臺北市:東華書局。
    郭重吉(1987)。英美等國晚近對學生學習風格之研究。資優教育季刋,22,2-8。
    黃寶鈿、陳世雄(1993)。從重量守恆推理能力探究學生對物質變化的錯誤概念。師大學報,38,175-201。
    黃顯宗、宋宏紅、汪碧涵、路光予、曾惠中、劉淑惠、…何希慧(2004)。國中生物學學習網站的建立與應用。科學教育,266,23-37。
    楊明獻(2008)。改進國中理化課程教學–以「光的折射」單元為例。科學教育月刊,306,27-42。
    楊明獻(2008)。趣味科學實驗融入國中理化課程。科學教育月刊,315,51-63。
    蔡玟錦、陳瓊森(1992)。發展紙筆測驗以探究高三學生對化學平衡的迷思概念。科學教育,3,149-174.
    廖焜熙(2001)。中學理化教科書教材內容研究之回顧與分析。科學教育,237,2-7。
    廖焜熙(2001)。理化科學概念及過程技能之研究回顧與分析。科學教育,238,2-11。
    劉昌宏、郭重吉(1995)。教科書在國中理化教學中的應用之個案研究。科學教育,6,89-112。
    劉俊庚、邱美虹(2012)。我國百年國中科學課程發展回顧與展望。科學教育,347,2-20。
    蘇麗涼(2002)。國中理化實施探究導向教學對學生學習成效影響之研究。國立彰化師範大學科學教育研究所碩士論文。未出版碩士論文,國立彰化師範大學,彰化市。
    鐘建坪(2010)。引導式建模探究教學架構初探。科學教育月刊,328,2-18。

    英文部分
    Açışlı, A., Yalçın, S. A., & Turgut, Ü. (2011). Effects of the 5E learning model on students’ academic achievements in movement and force issues. Procedia - Social and Behavioral Sciences, 15, 2459-2462.
    Alcañiz, M., Contero, M., Pérez-López, D. C., & Ortega, M. (2010). Augmented reality technology for education. New Achievements in Technology Education and Development, 247-256.
    Alem, L., Furio, D., Juan, C., & Ashworth, P. (2011). Effect of collaboration and competition in an Augmented Reality mobile game. In Recent Trends of Mobile Collaborative Augmented Reality Systems, 109-116. Springer New York.
    Andujar, J. M., Mejias, A., & Marquez, M. A. (2011). Augmented reality for the improvement of remote laboratories: An augmented remote laboratory. Education, IEEE Transactions on, 54(3), 492-500.
    Anastassova, M., & Burkhardt, J. M. (2009). Automotive technicians' training as a community-of-practice: Implications for the design of an augmented reality teaching aid. Applied ergonomics, 40(4), 713-721.
    Ariyana, Y., & Wuryandari, A. I. (2012). Virtual interaction on augmented reality with nonparametric belief propagation algorithm. Procedia - Social and Behavioral Sciences,67, 590-599
    Arslan, H. O., Moseley, C., & Cigdemoglu, C. (2011). Taking attention on environmental issues by an attractive educational game: Enviropoly. Procedia-Social and Behavioral Sciences, 28, 801-806.
    Azuma, R. T. (1997). A survey of augmented reality. Presence-Teleoperators and Virtual Environments, 6(4), 355-385.
    Bell, R. L., Smetana, L., & Binns, I. (2005). Simplifying inquiry instruction. The Science Teacher, 72(7), 30-33.
    Billinghurst, M. (2002). Augmented reality in education. New Horizons for Learning, 12.
    Billinghurst, M., & Dünser, A. (2012). Augmented reality in the classroom.Computer, 45(7), 56-63.
    Bogar, Y., Kalender, S., & Sarikaya, M. (2012). The effects of constructive learning method on students’ academic achievement, retention of knowledge, gender and attitudes towards science course in “Matter of Structure and Characteristics” unit. Procedia-Social and Behavioral Sciences,46, 1766-1770.
    Bostrom, R. P., Olfman, L., & Sein, M. K. (1990). The importance of learning style in end-user training. Mis Quarterly, 101-119.
    Brown, P. L., & Abell, S. K. (2007). Examining the learning cycle. Science and Children, 44(5), 58-59.
    Bybee, R. W., Taylor, J. A., Gardner, A., Van Scotter, P., Powell, J. C., Westbrook, A., & Landes, N. (2006). The BSCS 5E instructional model: Origins, effectiveness, and applications. Colorado Springs: BSCS.
    Campos, P., & Pessanha, S. (2011). Designing augmented reality tangible interfaces for kindergarten children. In Virtual and mixed reality- New trends, 12-19. Springer Berlin Heidelberg.
    Carbonaro, M., Szafron, D., Cutumisu, M., & Schaeffer, J. (2010). Computer-game construction: A gender-neutral attractor to computing science. Computers & Education, 55(3), 1098-1111.
    Carin, A. A. (1993). Teaching modern science (6th ed). New York : Merrill.
    Carver Jr, C. A., Howard, R. A., & Lane, W. D. (1999). Enhancing student learning through hypermedia courseware and incorporation of student learning styles. Education, IEEE Transactions on, 42(1), 33-38.
    Chen, R., & Wang, X. (2008). An empirical study on tangible augmented reality learning space for design skill transfer. Tsinghua Science & Technology, 13, 13-18.
    Cheng, C. H., & Su, C. H. (2012). A game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences, 31, 669-675.
    Cheok, A. D., Hwee, G. K., Wei, L., Teo, J., Lee, T. S., Farbiz, F., & Ping, L. S. (2004). Connecting the real world and virtual world through gaming. IFIP International Federation for Information and Communication Technology, 156, 45-50.
    Cook, D. A. (2005). Reliability and validity of scores from the index of learning styles. Academic Medicine, 80(10), 97-101.
    Demirbas, O. O., & Demirkan, H. (2007). Learning styles of design students and the relationship of academic performance and gender in design education. Learning and Instruction, 17, 345-359.
    Demircioglu, G. & Yadigaroglu, M. (2012). The effect of activities based on 5e model on grade 10 students’ understanding of the gas concept. Procedia - Social and Behavioral Sciences, 47, 634-637.
    Demircioglu, H., Demircioglu, G. & Calik, M. (2009). Investigating the effectiveness of storylines embedded within a context-based approach: The case for the Periodic Table. Chemistry Education Research and Practice, 10(3), 241-249.
    Doolittle, P., & Camp, W. (1999). Constructivism: The career and technical education perspective. Journal of Vocational and Technical Education, 16(1). from http://scholar.lib.vt.edu/ejournals/JvTE/v16n1/doolittle.html.
    Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7-22.
    Echeverría, A., Améstica, M., Gil, F., Nussbaum, M., Barrios, E., & Leclerc, S. (2012). Exploring different technological platforms for supporting co-located collaborative games in the classroom. Computers in Human Behavior, 28(4), 1170-1177.
    Enyedy, N., Danish, J. A., Delacruz, G., & Kumar, M. (2012). Learning physics through play in an augmented reality environment. International Journal of Computer-Supported Collaborative Learning, 7(3), 347-378.
    Eow, Y. L., & Baki, R. (2010). Computer games development and appreciative learning approach in enhancing students’ creative perception. Computers & Education, 54(1), 146-161.
    Fazelian, P., & Soraghi, S. (2010). The effect of 5E instructional design model on learning and retention of sciences for middle class students. Procedia-Social and Behavioral Sciences, 5, 140-143.
    Felder, R. M. (1996). Matters of style. ASEE Prism, 6(4), 18-23.
    Felder, R. M., & Spurlin, J. (2005). Applications, reliability and validity of the index of learning styles. International Journal on Engineering Education, 21 (1), 103-112.
    Gillies, R. M., Nichols, K., Burgh, G., & Haynes, M. (2012). The effects of two strategic and meta-cognitive questioning approaches on children's explanatory behaviour, problem-solving, and learning during cooperative, inquiry-based science. International Journal of Educational Research, 53, 93-106.
    Gorghiu, L. M., Gorghiu, G., Dumitrescu, C., Olteam, R. L., Bîzoib, M., & Suducb, A. M. (2010). Implementing virtual experiments in sciences education - challenges and experiences achieved in the frame of VccSSe comenius 2.1. project. Procedia - Social and Behavioral Sciences,2(2), 2952-2956.
    Graf, S., & Lin, T. (2008). The relationship between learning styles and cognitive traits–Getting additional information for improving student modelling. Computers in Human Behavior, 24(2), 122-137.
    Guazzaroni, G. (2013). Emotional mapping of the archaeologist game. Computers in Human Behavior, 29(2), 335-344.
    Helm, P. (1980). Misconceptions in physics amongst South Africa students. Physics Education, 15(2), 92-97.
    Herron, J. D. (1975). Piaget for chemists. Journal of Chemical Education,52(3), 146-150.
    Hofstein, A., & Lunetta, V. N. (1982). The role of the laboratory in science teaching: Neglected aspects of research. Review of Educational Research, 52(2), 201-217.
    Hsiao, K. F., & Rashvand, H. F. (2011). Integrating body language movements in augmented reality learning environment. Human-centric Computing and Information Sciences, 1(1), 1-10.
    Karal, H., & Reisoglu, I. (2009). Haptic's suitability to constructivist learning environment: aspects of teachers and teacher candidates. Procedia-Social and Behavioral Sciences, 1(1), 1255-1263.
    Kaufmann, H., & Schmalstieg, D. (2003). Mathematics and geometry education with collaborative augmented reality. Computers & Graphics, 27(3), 339-345.
    Ke, F. (2008). Alternative goal structures for computer game-based learning. International Journal of Computer-Supported Collaborative Learning, 3(4), 429-445.
    Kesim, M., & Ozarslan, Y. (2012). Augmented reality in education: Current technologies and the potential for education. Procedia-Social and Behavioral Sciences, 47, 297-302.
    Kim, S., & Chang, M. (2010). Computer games for the math achievement of diverse students. Educational Technology & Society, 13(3), 224-232.
    Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development . Englewood Cliffs, NJ: Prentice-Hall.
    Kolomuc, A., Ozmen, H., Metin, M., & Acisli, S. (2012). The effect of animation enhanced worksheets prepared based on 5E model for the grade 9 students on alternative conceptions of physical and chemical changes. Procedia - Social and Behavioral Sciences, 48, 1761-1765.
    Lati, W., Supasorn, S., & Promarak, V. (2012). Enhancement of learning achievement and integrated science process skills using science inquiry learning activities of chemical reaction rates. Procedia-Social and Behavioral Sciences, 46, 4471-4475.
    Lazonder, A. W., Hagemans, M. G., & de Jong, T. (2010). Offering and discovering domain information in simulation-based inquiry learning. Learning and Instruction, 20(6), 511-520.
    Lazonder, A. W., Wilhelm, P., & Hagemans, M. G. (2008). The influence of domain knowledge on strategy use during simulation-based inquiry learning. Learning and Instruction, 18(6), 580-592.
    Lee, K. (2012). Augmented reality in education and training. TechTrends, 56(2), 13-21.
    Liarokapis, F., & De Freitas, S. (2010). A case study of augmented reality serious games. Looking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native. IGI Global, 178-191.
    Lowrie, T., & Jorgensen, R. (2011). Gender differences in students’ mathematics game playing. Computers & Education, 57(4), 2244-2248.
    Martín-Gutiérrez, J., Luís Saorín, J., Contero, M., Alcañiz, M., Pérez-López, D. C., & Ortega, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics, 34(1), 77-91.
    Matsutomo, S., Miyauchi, T., Noguchi, S., & Yamashita, H. (2012). Real-time visualization system of magnetic field utilizing augmented reality technology for education. IEEE Transactions on Magnetics, 48(2), 531-534.
    Miller, L. M., Chang, C. I., Wang, S., Beier, M. E., & Klisch, Y. (2011). Learning and motivational impacts of a multimedia science game. Computers & Education, 57(1), 1425-1433.
    Mischkowski, R. A., Zinser, M. J., Kübler, A. C., Krug, B., Seifert, U., & Zöller, J. E. (2006). Application of an augmented reality tool for maxillary positioning in orthognathic surgery–a feasibility study. Journal of Cranio-Maxillofacial Surgery,34(8), 478-483.
    Morrison, A., Mulloni, A., Lemmelä, S., Oulasvirta, A., Jacucci, G., Peltonen, P., Schmalstieg, D., & Regenbrecht, H. (2011). Collaborative use of mobile augmented reality with paper maps. Computers & Graphics, 35(4), 789-799.
    National Research Council. (2000). Inquiry and the National Science Education Standards: A Guide for Teaching and Learning, National Academy Press, Washington DC.
    Nikou, C., Digioia III, A. M., Blackwell, M., Jaramaz, B., & Kanade, T. (2000). Augmented reality imaging technology for orthopaedic surgery. Operative Techniques in Orthopaedics, 10(1), 82-86.
    Özeke, S. (2009). Connections between the constructivist-based models for teaching science and music. Procedia-Social and Behavioral Sciences, 1(1), 1068-1072.
    Pivec, M. & Dziabenko, O. (2004). Game-based learning in universities and lifelong learning: “UniGame: Social skills and knowledge training” game concept. Journal of Universal Computer Science, 10(1), 14-263.
    Prensky, M. (2007). Digital game-based learning. New York: McGraw-Hill.
    Raes, A., & Schellens, T. (2012). The impact of web-based inquiry in secondary science education on students’ motivation for science learning. Procedia-Social and Behavioral Sciences, 69, 1332-1339.
    Rastegarpour, H., & Marashi, P. (2011). The effect of card games and computer games on learning of chemistry concepts. Procedia-Social and Behavioral Sciences, 31, 597-601.
    Salmi, H., Kaasinen, A., & Kallunki, V. (2012). Towards an open learning environment via augmented reality (AR): Visualising the invisible in science centres and schools for teacher education. Procedia-Social and Behavioral Sciences, 45, 284-295.
    Sánchez, J., & Olivares, R. (2011). Problem solving and collaboration using mobile serious games. Computers & Education, 57(3), 1943-1952.
    Santana-Mancilla, P. C., Garc’a-Ruiz, M. A., Acosta-Diaz, R., & Juárez, C. U. (2012). Service oriented architecture to support mexican secondary education through mobile augmented reality. Procedia Computer Science, 10, 721-727.
    Sesen, B. A., & Tarhan, L. (2013). Inquiry-based laboratory activities in electrochemistry: High school students’ achievements and attitudes. Research in Science Education, 43(1), 413-435.
    Şimşek, P., & Kabapinar, F. (2010). The effects of inquiry-based learning on elementary students’ conceptual understanding of matter, scientific process skills and science attitudes. Procedia - Social and Behavioral Sciences, 2(2), 1190-1194.
    Sokan, A., Inagawa, N., Nishijo, K., Shinagawa, N., Egi, H., & Fujinami, K. (2010). Alerting accidents with ambiguity: a tangible tabletop application for safe and independent chemistry experiments. In Ubiquitous intelligence and computing, 151-166. Springer Berlin Heidelberg.
    Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2(1), 49-62.
    Supasorn, S. (2012). Enhancing undergraduates’ conceptual understanding of organic acid-base-neutral extraction using inquiry-based experiments. Procedia - Social and Behavioral Science, 46, 4643-4650.
    Taber, K. S. (2006). Beyond constructivism: The progressive research programme into learning science. Studies in Science Education, 42, 125-184.
    Tatli, Z., & Ayas, A. (2010). Virtual laboratory applications in chemistry education. Social and Behavioral Sciences, 9, 938-942.
    Tulbure, C. (2011). Do different learning styles require differentiated teaching strategies? Procedia-Social and Behavioral Sciences, 11, 155-159.
    Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77.
    Uzun, N. (2012). A sample of active learning application in science education: The thema “Cell” with educational games. Procedia-Social and Behavioral Sciences, 46, 2932-2936.
    Uzun, A., Goktalay, S. B., Öncü, S., & Şentürk, A. (2012). Analyzing learning styles of students to improve educational practices for computer literacy course. Procedia-Social and Behavioral Sciences, 46, 4125-4129.
    Valente, M. O., Fonseca, J., & Conboy, J. (2011). Inquiry science teaching in Portugal and some other countries as measured by PISA 2006. Procedia-Social and Behavioral Sciences, 12, 255-262.
    Vita, G. D. (2001). Learning styles, culture and inclusive instruction in the multicultural classroom: A business and management perspective. Innovations in Education and Teaching International, 38(2), 165-174.
    Von Der PüTten, A. M., Klatt, J., Broeke, S. T., McCall, R., Krämer, N. C., Wetzel, R., Blum, L., Oppermann, L., & Klatt, J. (2012). Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp. Interacting with Computers. 24(4), 317-325.
    Wrzesien, M., & Alcañiz Raya, M. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55(1), 178-187.
    Wu, H. L., & Pedersen, S. (2011). Integrating computer and teacher based scaffolds in science inquiry. Computers & Education, 57(4), 2352-2363.
    Xie, K., & Bradshaw, A. C. (2008). Using question prompts to support ill-structured problem solving in online peer collaborations. International Journal of Technology in Teaching and Learning, 4(2), 148-165.
    Yager, R. E (1993). Science technology society as reform. School Science and Mathematics, 93(3), 145-151.
    Yim, H. B., & Seong, P. H. (2010). Heuristic guidelines and experimental evaluation of effective augmented-reality based instructions for maintenance in nuclear power plants. Nuclear Engineering and Design, 240(12), 4096-4102.
    Zhou, Z., Cheok, A. D., & Pan, J. (2004). 3D story cube: an interactive tangible user interface for storytelling with 3D graphics and audio. Personal and Ubiquitous Computing, 8(5), 374-376.
    Zywno, M. S. (2003). A contribution to validation of score meaning for Felder-Soloman’s index of learning styles. In Proceedings of the 2003 American Society for Engineering Education annual conference & exposition, 119, 1-5.

    下載圖示
    QR CODE