簡易檢索 / 詳目顯示

研究生: 林冠佑
Lin, Guan-You
論文名稱: 不同媒體豐富性學習方式對心流體驗與認知負荷之影響:遊戲式學習對非遊戲式學習
The Impact of Different Media-Rich Learning Methods on Flow Experience and Cognitive Load—Game-based Learning versus Non-game-based Learning
指導教授: 張基成
Chang, Chi-Cheng
學位類別: 碩士
Master
系所名稱: 科技應用與人力資源發展學系
Department of Technology Application and Human Resource Development
論文出版年: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 74
中文關鍵詞: 多媒體學習遊戲式學習心流體驗認知負荷
英文關鍵詞: Multimedia Learning, Game-based Learning, Flow Experience, Cognitive Load
論文種類: 學術論文
相關次數: 點閱:292下載:66
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
  • 本研究目的旨在探討不同媒體豐富性學習方式對心流體驗與認知負荷之影響、及心流體驗與認知負荷之相關性。實驗對象為大學一年級通識教育課程之學生,其中對照組為非遊戲式學習,53人;實驗組為遊戲式學習,50人,兩組共103人。研究結果顯示:
    一、遊戲式學習之心流體驗顯著優於非遊戲式學習。
    二、遊戲式學習與非遊戲式學習之內在認知負荷無顯著差異。
    三、遊戲式學習之外在、增生認知負荷分別顯著低於及高於非遊戲式學習。
    四、心流體驗與內在、外在認知負荷呈顯著負相關,與增生認知負荷呈顯著正相關。

    The purpose of this study was to investigate the impact of different media-rich learning methods on flow experience and cognitive load as well as the correlation between flow experience and cognitive load. The research subjects were first-year students of a general curriculum in a university. A total of 103 students participated in this experiment, 50 of them assigned to the experimental group (game-based learning) and while the remaining 53 to the control group (non-game-based learning). The main findings were as follows:
    1. Students engaged in game-based learning had significantly better flow experiences than those engaged in non-game-based learning.
    2. No significant difference in intrinsic cognitive load was observed between the two groups.
    3. Compared to the control group, students engaged in game-based learning had significantly lower extraneous cognitive load and higher germane cognitive load.
    4. Flow experience was significantly negatively related to intrinsic cognitive load and extraneous cognitive load but significantly positively related to germane cognitive load.

    謝  誌 i 中文摘要 iii 英文摘要 v 目  錄 vii 表  次 ix 圖  次 xi 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 4 第三節 研究範圍與限制 5 第四節 名詞釋義 6 第二章 文獻探討 7 第一節 多媒體與遊戲式學習 7 第二節 不同媒體學習的心流體驗 10 第三節 不同媒體學習的認知負荷 12 第四節 心流體驗與認知負荷的關係 15 第三章 研究方法 16 第一節 研究對象 16 第二節 研究設計 16 第三節 研究工具 18 第四節 實驗程序 38 第四章 研究結果與討論 40 第一節 樣本之資料處理 40 第二節 不同媒體豐富性學習方式對心流體驗之影響 40 第三節 不同媒體豐富性學習方式對心流體驗之構面分析 42 第四節 不同媒體豐富性學習方式對認知負荷之影響 45 第五節 心流體驗與認知負荷之相關性 49 第五章 結論與建議 51 第一節 研究結論 51 第二節 研究建議 53 參考文獻 55 一、中文部分 55 二、外文部分 55 附 錄 63 附錄一 碳足跡先備知識測驗試題 65 附錄二 碳足跡先備知識測驗之項目分析 67 附錄三 原認知負荷量表 68 附錄四 認知負荷量表 69 附錄五 認知負荷量表之項目分析 70 附錄六 認知負荷量表之因素分析 71 附錄七 心流體驗量表 72 附錄八 心流體驗量表之項目分析 73 附錄九 心流體驗量表之因素分析 74

    一、中文部分
    吳明隆(2011)。SPSS統計應用學習實務:問卷分析與應用統計。新北市:易習圖書。
    二、外文部分
    Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3), 1185-1194.
    Baddeley, A. (1992). Working memory: The interface between memory and cognition. Journal of Cognitive Neuroscience, 4(3), 281-288.
    Bartscha, R. A., & Cobern, K. M. (2003). Effectiveness of PowerPoint presentations in lectures. Computers & Education, 41(1), 77-86.
    Brünken, R., Plass, J. L., & Leutner, D. (2003). Direct measurement of cognitive load in multimedia learning. Educational Psychologist, 38(1), 53-61.
    Chang, C. C., Tseng, K. H., & Tseng, J. S. (2011). Is single or dual channel with different English proficiencies better for English listening comprehension, cognitive load and attitude in ubiquitous learning environment? Computers & Education, 57(4), 2313-2321.
    Chang, Y. C., Peng, H. Y., & Chao, H. C. (2010). Examining the effects of learning motivation and of course design in an instructional simulation game. Interactive Learning Environments, 18(4), 319-339.
    Cheng, Y., & Wang, S. H. (2011). Applying a 3D virtual learning environment to facilitate student’s application ability - The case of marketing. Computers in Human Behavior, 27(1), 576-584.
    Cheon, J., & Grant, M. M. (2012). The effects of metaphorical interface on germane cognitive load in web-based instruction. Educational Technology Research and Development, 60(3), 399-420.
    Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through virtual worlds. Computers & Education, 57(4), 2382-2394.
    Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.
    Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: Harper Collins.
    Daft, R. L., Lengel, R. H., & Trevino, L. K. (1987). Message equivocality, media selection, and manager performance: Implications for information systems. MIS Quarterly, 355-366.
    Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32.
    Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: Two case studies of active worlds as a medium for distance education. British Journal of Educational Technology, 36(5), 439-451.
    Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29(3), 1113-1121.
    Freitas, S. D. (2006). Learning in immersive worlds - A review of game-based learning. JISC Report. London.
    Garris, R., Ahlers, R., & Driskell, J. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
    Ghani, A. J., & Deshpande, P. S. (1994). Task characteristics and the experience of optimal flow in human-computer interaction. The Journal of Psychology, 128(4), 381-391.
    Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38.
    Inal, Y., & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment. British Journal of Educational Technology, 38(3), 455-464.
    Kearney, P., & Pivec, M. (2007). Recursive loops of game-based learning. In C. Montgomerie & J. Seale (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2007 (pp. 2546-2553). Chesapeake, VA: AACE.
    Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13-24.
    Kiili, K., Freitas, S. D., Arnab, S., & Lainema, T. (2013). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91.
    Korakakis, G., Pavlatou, E.A., Palyvos, J.A., & Spyrellis, N. (2009). 3D visualization types in multimedia applications for science learning: A case study for 8th grade students in Greece. Computers & Education,52(2), 390-401.
    Kuo, M. J. (2007). How does an online game based learning environment promote student’s intrinsic motivation for learning natural science and how does it affect their learning outcomes? In T. W. Chan, A. Paiva, D. W. Shaffer, Kinshuk & J. C.Yang (Eds.), Proceedings of the First IEEE International Workshop on Digital Game and Intelligent Toy Enhances Learning2007 (pp. 135-142). Seattle, WA: IEEE Computer Society.
    Lepper, M. R., Iyengar, S. S., & Corpus, J. H. (2005). Intrinsic and extrinsic motivational orientation in the classroom: Age differences and academic correlates. Journal of Educational Psychology, 97(2), 184-196.
    Liu, C. C., Cheng, Y. B., & Huang, C. W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907-1918.
    Liu, H. S., Liao, H. L., & Pratt, J. A. (2009). Impact of media richness and flow on e-learning technology acceptance. Computers & Education, 52(3), 599-607.
    Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University press.
    Mayer, R. E. (2003). The promise of multimedia learning: Using the same instructional design methods across different media. Learning and Instruction, 13(2), 125-139.
    Mayer, R. E., & Johnson, C. I. (2010). Adding instructional features that promote learning in a game-like environment. Educational Computing Research, 42(3), 241-265.
    Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychology, 38(1), 43-52.
    Moreno, R. (2002). Who learns best with multiple representations? Cognitive theory predictions on individual differences in multimedia learning. In P. Barker & S. Rebelsky (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2002 (pp.1380-1385). Chesapeake, VA: AACE.
    Novak, T. P., & Hoffman, D. L. (1997). Measuring the flow experience among web users. Paper presented at the Interval Research Corporation.
    Nunnally, J. C. (1978). Psychometric theory, McGraw Hill: New York.
    Omale, N., Hung, W. C., Luketkehans, L., & Jessamine, C. P. (2009). Learning in 3-D multiuser virtual environment: Exploring the use of unique 3-D attributes for online problem-based learning. British Journal of Educational Technology, 40(3), 480-495.
    Paas, F. G. W. C., Renkl, A., & Sweller, J. (2003). Cognitive load theory and instructional design: Recent developments. Educational Psychologist, 38(1), 1-4.
    Paas, F. G. W. C., Tuovinen, J. E., Tabbers, H., & Van Gerven, P. W. M. (2003). Cognitive load measurement as a means to advance cognitive load theory. Educational Psychologist, 38(1), 63-71.
    Paas, F., & Van Merrienboer, J. (1994). Variability of worked examples and transfer of geometrical problem solving skills: A cognitive load approach. Journal of Educational Psychology, 86(1), 122-133.
    Paas, F., & Van Merrienboer, J. J. G. (1994). Instructional control of cognitive load in the training of complex cognitive tasks. Educational Psychology Review, 6(4), 351.
    Paas, F., Tuovinen, J. E., Van Merrienboer, J. J. G., & Darabi, A. A. (2005). A motivational perspective on the relation between mental effort and performance: Optimizing learner involvement in instruction. Educational Technology Research & Development, 53(3), 25-34.
    Paivio, A. (1986), Mental representations: A dual coding approach. England: Oxford University Press.
    Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
    Pawley, D., Ayres, P., Cooper, M., & Sweller, J. (2005). Translating words into equations: A cognitive load theory approach. Educational Psychology, 25(1), 75-97.
    Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), 745-771.
    Peter, A. (2009). Real education in virtual space: Looking at a multi-user virtual environment through a Deweyan lens. Journal of Philosophy and history of Education, 59.
    Pivec, M., & Kearney, P. (2007). Games for learning and learning from games. Informatica, 31(4), 419-423.
    Plass, J. L., Chun, D. M., Mayer, R. E., & Leutner, D. (2003). Cognitive load in reading a foreign language text with multimedia aids and the influence of verbal and spatial abilities. Computers in Human Behavior, 19(2), 221-243.
    Prensky, M. (2007). Digital game-based learning. New York: McGraw-Hill.
    Sancho, P., Torrente, J., & Fernandez-Manjon, B. (2009). Do multi-user virtual environments really enhance student’s motivation in engineering education? In Proceedings of the 39th IEEE international conference on frontiers in education conference 2009 (pp. 1-6). Seattle, WA: IEEE Computer Society.
    Schrader, C., & Bastiaens, T. J. (2011). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28(2), 648-658.
    Sun, P. C., & Cheng, H. K. (2007). The design of instructional multimedia in e-Learning: A media richness theory-based approach. Computers & Education, 49(3), 662-676.
    Sweller, J. (2005). Implications of cognitive load theory for multimedia learning. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp.19-29). New York, NY: Cambridge University Press.
    Sweller, J., Van Merrierboer, J. J. G., & Paas, F. (1998). Cognitive architecture and instructional design. Education psychology review, 10(3), 251-296.
    Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9(4), 411-426.
    Wrzesien, M., & Raya, M. A. (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, J., Li, P., & Rao, S. (2008). Why they enjoy virtual game world? An empirical investigation. Journal of Electronic Commerce Research, 9(3), 219-230.
    Yao, Y. & Gill, M. (2009). The effect of hypertext annotation presentation formats on perceived cognitive load and learner control. Journal of Interactive Learning Research, 20(3), 359-373.
    Yeung, A. S., Lee, C. F. K., Pena, I. M., & Ryde, J. (2000). Toward a subjective mental workload measure. Paper presented at the International Congress for School Effectiveness and Improvement, Hong Kong, China.
    Zheng, M. (2012). Fifth graders’ flow experience in a digital game-based science learning environment. North Carolina State University, USA.
    Zheng, R., McAlack, M., Wilmes, B., Kohler-Evans, P., & Williamson, J. (2009). Effects of multimedia on cognitive load, self-efficacy, and multiple rule-based problem solving. British Journal of Educational Technology, 40(5), 790-803.

    下載圖示
    QR CODE