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研究生: 江育融
Chiang, Yu-Jung
論文名稱: 數位工具輔助下教與學之研究—以遊戲化要素為例
Teaching and learning with digital tools: an examination of gamification elements
指導教授: 邱于平
Chiu, Yu-Ping
口試委員: 張晏榕
Chang, Yen-Jung
張淑楨
Chang, Shu-Chen
邱于平
Chiu, Yu-Ping
口試日期: 2023/12/29
學位類別: 碩士
Master
系所名稱: 圖文傳播學系
Department of Graphic Arts and Communications
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 246
中文關鍵詞: 數位工具遊戲化競爭自我決定論內在學習動機
英文關鍵詞: digital tools, gamification, competition, self-determination theory, intrinsic learning motivation
研究方法: 調查研究深度訪談法
DOI URL: http://doi.org/10.6345/NTNU202400031
論文種類: 學術論文
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  • 近年來以數位工具及遊戲化方式輔助教學越來越普遍,關於以數位工具結合遊戲化要素的課堂中,教師和學生的感受、數位工具如何結合遊戲化要素,及學生的內在學習動機,會受到什麼遊戲化要素影響等,都是值得被釐清的。本研究以數位工具結合遊戲化的課堂出發,先以深度訪談法探討教師使用數位工具及遊戲化輔助教學的感受及效果,再以問卷調查法探究哪些遊戲化要素會影響學生內在學習動機。根據本研究,合作、競爭、正面回饋、負面回饋、掌控感及自我表現,是教師時常用以結合數位工具的遊戲化要素。其中,合作、正面回饋、自我表現分別能透過滿足學生之歸屬、能力、自主需求,進一步能刺激學生之內在學習動機。競爭、負面回饋、掌控感分別與歸屬、能力、自主需求無顯著相關性。本研究結果提供更貼近教師內在感受及學生心理需求之意涵,在學術面,將提供未來關於遊戲化要素結合數位工具對師生課堂行為研究之參考依據;而在實務面,也能給予教師往後設計遊戲化教學之相關建議。

    The importance of the classes with the use of digital tools and gamified instructions has been emphasized in recent years. The issue of instructors’ and students’ attitude toward the classes, the method to well combine digital tools and gamified instructions, and the effectiveness of gamified elements on intrinsic learning motivation worth further investigation. This study first used in-depth interviews to explore instructors' attitudes toward applying digital tools and gamified elements in class. Following that, we used a questionnaire to investigated the effectiveness of gamified elements. The results showed that cooperation, competition, positive feedback, negative feedback, self-expression, and sense of control are most used with digital tools in class. Cooperation, positive feedback and self-expression significantly affected intrinsic learning motivation through meeting one’s psychological needs (relatedness, competence and autonomy); however, competition, negative feedback, and sense of control don’t. Overall, the outcomes of the study can provide significant implications for research related to the classes applying digital tools and gamified instructions, and offer concrete suggestions for the usage of gamification in teaching.

    摘要 I ABSTRACT II 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與問題 7 第三節 名詞解釋 8 第四節 研究範圍與限制 9 第五節 研究流程 10 第二章 文獻探討 11 第一節 數位工具意涵與相關研究 11 第二節 遊戲化意涵與相關研究 15 第三節 遊戲化輔助數位工具學習相關研究 19 第四節 遊戲化要素與學習動機相關研究 21 第三章 質化研究 34 第一節 研究方法 34 第二節 研究對象 35 第三節 研究工具 38 第四節 研究實施 40 第五節 資料處理與分析 41 第六節 研究結果 46 第四章 量化研究 62 第一節 研究架構與研究假設 62 第二節 研究方法 64 第三節 研究對象 65 第四節 變數操弄與衡量 66 第五節 研究實施 70 第六節 資料處理與分析 72 第七節 研究結果 73 第五章 研究結論與建議 78 第一節 研究結論 78 第二節 學術與實務意涵 84 第三節 研究限制與未來研究建議 89 參考文獻 91 附錄 103

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