簡易檢索 / 詳目顯示

研究生: 陳柏仰
Chen, Po-Yang
論文名稱: 虛擬實境探究式教學對國中生探究能力與設計思考表現影響之研究
The Effect of Virtual Reality Inquiry Teaching on the Inquiry Skills and Design Thinking performance of Junior High School Students
指導教授: 張玉山
Chang, Yu-Shan
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: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 147
中文關鍵詞: VR虛擬實境探究式教學探究能力設計思考
英文關鍵詞: virtual reality(VR), inquiry teaching, inquiry skills, design thinking
DOI URL: http://doi.org/10.6345/THE.NTNU.DTAHRD.030.2018.F06
論文種類: 學術論文
相關次數: 點閱:230下載:37
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
  • 本研究主要探討學生使用VR教學輔具進行探究式教學對探究能力與設計思考表現的影響。本研究採準實驗研究法,使用不等組前後測的實驗設計。實驗對象為台北市某國中七年級學生,隨機分配為實驗組與控制組之後進行教學實驗,教學單元為避障自走車設計製作,在控制組使用一般的探究式教學,在實驗組採用探究式教學搭配VR教學輔具。在探究能力方面,前測與後測都採用探究能力自評量表;在設計思考表現方面,前測採用學生上學期生活科技總成績,後測採用避障自走車的作品表現成績。資料處理與分析方面,將所有資料轉化為量化資料後,利用SPSS 20 for Windows進行獨立樣本單因子共變數分析,根據文獻與量化分析來闡明結果。
    研究結論如下:1.使用VR教學輔具進行探究式教學對於學生的探究能力沒有顯著影響。2.使用VR教學輔具進行探究式教學對於學生設計思考流程中的「了解問題」、「提出觀點」、「產生點子」、「測試」有正向顯著的影響。3.使用VR教學輔具進行探究式教學對於學生設計思考流程中的「觀察」、「建模」沒有顯著影響。4.使用VR教學輔具進行探究式教學對於學生的設計思考表現有正向顯著的影響。最後,本研究依據研究結果,針對使用VR教學輔具搭配探究式教學法進行教學與後續相關研究,提出相關建議。

    The purpose of this study was to investigate of virtual reality inquiry teaching on the inquiry skills and design thinking performance in junior high school. A non-equivalent pretest-posttest quasi-experimental design was used in this research. The objects were six high school freshman classes selected from a city junior high school and randomly assigned to the experimental group and the control group. This research was conducted with avoidance car as a teaching content. The group was taught by inquiry teaching with virtual reality teaching aids, while the control group was taught using the traditional (usual) way. Participant student’s inquiry skills performances before and after the experiment were evaluated. Comparing student’s semester grade in last term with after experiment were evaluated to measure the learner’s design thinking development. The one-way ANCOVA were performed in this research by SPSS 20 for Windows.
    Those main results of this research were: 1.The inquiry teaching with virtual reality teaching aids had no significant effect on student’s inquiry abilities. 2.The inquiry teaching with virtual reality teaching aids had a positive effect on student’s thinking process “understanding”, “point of view”, “ideation”, “testing”. 3. The inquiry teaching with virtual reality teaching aids had no significant effect on student’s “observing”, “prototyping”abilities. 4.The inquiry teaching with virtual reality teaching aids imposed a positive effect on student’s design thinking abilities. Finally, recommendations and suggestions were addressed for implementation of using inquiry teaching with virtual reality teaching aids and future studies based on results of this research.

    中文摘要..........................................i 英文摘要........................................iii 目錄..............................................v 表次............................................vii 圖次............................................xii 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 名詞解釋...................................6 第四節 研究範圍與限制............................11 第二章 文獻探討..................................19 第一節 虛擬實境..................................19 第二節 探究式教學................................24 第三節 探究能力..................................29 第四節 探究能力各構面............................32 第五節 設計思考流程..............................34 第六節 設計思考表現..............................37 第七節 相關研究現況..............................40 第三章 研究設計與實施............................46 第一節 研究架構..................................46 第二節 研究對象..................................47 第三節 研究方法..................................48 第四節 研究步驟與流程............................49 第五節 實驗設計..................................50 第六節 研究工具..................................52 第七節 資料處理與分析............................70 第四章 資料分析與討論............................75 第一節 虛擬實境探究式教學對探究能力各構面的影響..75 第二節 虛擬實境探究式教學對探究能力的影響........81 第三節 虛擬實境探究式教學對設計思考流程的影響....82 第四節 虛擬實境探究式教學對設計思考表現的影響....90 第五節 綜合討論..................................94 第五章 結論與建議...............................107 第一節 結論.....................................107 第二節 建議.....................................110 參考文獻........................................113 一、中文部分....................................113 二、外文部分....................................116 附錄............................................123 附錄一 實驗組教學流程表.........................124 附錄二 對照組教學流程表.........................127 附錄三 避障自走車設計製作學習單.................130 附錄四 學生學習單範例-避障自走車設計製作學習單..134 附錄五 探究能力自評量表.........................142 附錄六 學生作品範例-避障自走車.................144

    一、中文部分
    王文科、王智弘(2014)。)教育研究法。台灣五南圖書出版股份有限公司。

    朱益賢(2008)。從社會環境成份探討學生的實作技能與科技創造力—透過科技競賽策略。行政院國家科學委員會專題研究成果報告(編號:NSC 95-2511-S-003-021-MY3),未出版。

    朱經明(1999)。多媒體與身心障礙兒童。特殊教育季刊,72,10-12。
    吳坤璋、吳裕益、黃台珠(2005)。科學探究能力測驗的編製與信效度考驗。測驗學刊,52(2),119-148。

    吳明隆、涂金堂(2010)。SPSS與統計應用分析。台北市:五南出版社。

    吳思瑀(2009)。國小資優學生學習風格與表達風格之關係研究。臺北市立教育大學特殊教育學系碩士班碩士論文。未出版,台北。

    吳清山、林天佑 (2012)。學習共同體。教育研究月刊,(224),111-112。

    林志勇、黃維信、宋文旭、許峻嘉(2005)。認識虛擬實境。台北市:全華圖書股份有限公司。

    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),1-16。

    林偉文(2011)。創意教學與創造力的培育-以「設計思考」為例。教育資料與研究雙月刊,(100),53-57。

    林寶山(1988)。教學原理。台北市: 五南圖書出版公司。

    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(5),389-415。

    夏崇舜、楊育芳(2009)。多媒體教學在外語學習上的應用: 以虛擬實境軟體為例。明新學報,35(1),157-167。

    高慧蓮(2005)。九年一貫課程「自然與生活科技」領域科學探究能力之培養研究-科學探究能力之評量(Ⅱ)。行政院國家科學委員會專題研究計畫成果報告(編號:NSC 94-2511-S-153-00)。屏東市:國立屏東教育大學應用化學暨生命科學系。

    教育部(2016)。2016虛擬實境元年「VR行動體驗車」開進校園。2016/12取自http://www.ey.gov.tw/UnitRSS_Content.aspx?n=8092BD84714005C0&s=97160A045A0C9F54

    教育部(2017)。十二年國民基本教育課程綱要-中小學暨普通型高級中等學校-科技領域科程綱要草案。2017/5/25,取自http://www.naer.edu.tw/files/15-1000-7944,c639-1.php?Lang=zh-tw

    梁朝雲、李恩東(1998)。虛擬實境的發展與種類。視聽教育雙月刊,40(3),18-26。

    陳名賢(2005)。澎湖地區國民小學自然與生活科技教師教學困擾之研究。國立台南大學教育經營與管理研究所碩士論文。未出版,台南。

    黃仁竑、游寶達(1995)。遠距教學與虛擬實境。資訊與教育,50(12),24-2。

    楊秀停、王國華(2007)。實施引導式探究教學對於國小學童學習成效之影響。科學教育學刊,15(4),439-459。

    楊桂瓊、陳雅君、洪瑞兒、林煥祥(2015)。新興科技融入探究式教學的成效探討。科學教育學刊,23(2),111-127。

    楊凱悌、邱美虹、王子華(2009)。應用數位影音融入POE教學改善國小高年級學童脊椎動物分類另有概念之效益研究。科學教育學刊,17(5),387-407。

    廖述盛、黃秀美、賴崇閔(2011)。虛擬實境結合問題導向學習應用於行動化醫學教育之研究。科學教育學刊,19(3),237-256。

    蔡執仲、段曉林(2005)。探究式實驗教學對國二學生理化學習動機之影響。科學教育學刊,13(3),289-315。

    賴崇閔、黃秀美、廖述盛、黃雯雯(2009)。3D虛擬實境應用於醫學教育接受度之研究。教育心理學報,40(3),341-361。

    二、外文部分
    Aggarwal, R., Ward, J., Balasundaram, I., Sains, P., Athanasiou, T., & Darzi, A. (2007). Proving the effectiveness of virtual reality simulation for training in laparoscopic surgery. Annals of Surgery, 246(5), 771-779.

    Alonzo, A. C., & Aschbacher, P. R. (2004, April). Value-added? Long assessment of students’ scientific inquiry skill. Paper presented at the Annual Meeting of the AERA, San Diego.

    Anderson, R. D. (2002). Reforming science teaching: What research says about inquiry. Journal of Science Teacher Education, 13(1), 1-12.

    Atkin, J. M., & Karplus, R. (1962). Discovery or invention?. The Science Teacher, 29(5), 45-51.

    Babbie, E. (1992). The practice of social research, 6th. Belmont, CA:Wadsworth Publishing Company.

    Ben-David, A., & Zohar, A. (2009). Contri- bution of meta-strategic knowledge to sci- entific inquiry learning.
    International Journal of Science Education, 31(12), 1657- 1682.

    Brenton, H., Hernandez, J., Bello, F., Strutton, P., Purkayastha, S., Firth, T., et al. (2007). Using multimedia and Web3D to enhance anatomy teaching. Computers & Education, 49(1), 32-53.

    Brown, T. (2008, June). Design Thinking. Harvard Business Review, 84-92.

    Burdea, G. (1993, April). Virtual reality systems and applications. In Electro’93 Intemational Conference.

    Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology (Vol. 1). John Wiley & Sons.

    Butt, A. L., Kardong-Edgren, S., & Ellertson, A. (2018). Using game-based virtual reality with haptics for skill acquisition. Clinical Simulation in Nursing, 16, 25-32.

    Carl, L.E., & Anderson, T. (1994). The virtual reality casebook. NY: Van Nostrand Reinbold.

    Carrozzino, M., & Bergamasco, M. (2010). Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11(4), 452-458.

    Dávideková, M., Mjartan, M., & Greguš, M. (2017).
    Utilization of virtual reality in education of employees in Slovakia. Procedia Computer Science, 113, 253-260.

    Dewey, J. (2007). Experience and education. Simon and Schuster.

    Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586-596.

    Dubovi, I., Levy, S. T., & Dagan, E. (2017). Now I know how! The learning process of medication administration among nursing students with non-immersive desktop virtual reality simulation. Computers & Education, 113, 16-27.

    Geissdoerfer, M., Bocken, N. M., & Hultink, E. J. (2016). Design thinking to enhance the sustainable business modelling process–A workshop based on a value mapping process. Journal of Cleaner Production, 135, 1218-1232.

    Germann, P. J., Aram, R., & Burke, G. (1996) Identifying patterns and relation- ships among the responses of seventh-grade students to the science process skill of de- signing experiments. Journal of Research in Science Teaching, 33(1), 79-99.

    Glen, R., Suciu, C., Baughn, C. C., & Anson, R. (2015). Teaching design thinking in business schools. The International Journal of Management Education, 13(2), 182-192.

    Gorsuch, R. L. (1983). Factor analysis, 2nd. Hillsdale, NJ: LEA.

    Gutiérrez, F., Pierce, J., Vergara, V. M., Coulter, R., Saland, L., Caudell, T. P., et al. (2007). The effect of degree of immersion upon learning performance in virtual reality simulations for medical education. Studies in Health Technology and Informatics, 125, 155-160.

    Hasso Plattner Institute of Design at Stanford (2007). Design thinking process. Palo Alto, CA: Stanford University.

    Henson, R. K. (2001). Understanding internal consistency reliability estimates: A conceptual primer on coefficient alpha. Measurement and Evaluation in Counseling and Development, 34(3), 177.

    Herron, M. D. (1971). The nature of scientific enquiry. The School Review, 79(2), 171-212.

    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.

    Hofstein, A., & Lunetta, V. N. (2004). The laboratory in science education: Foundations for the twenty‐first century. Science Education, 88(1), 28-54.

    Kaiser, H. F. (1974). Little jiffy, mark IV. Educational and Psychological Measurement, 34,111-117.

    Keleş, E., & Demirel, P. (2010). A study towards correcting student misconceptions related to the color issue in light unit with POE technique. Procedia-Social and Behavioral Sciences, 2(2), 3134-3139.

    Kelly, G. (2016). English fiction of the romantic period 1789-1830. Routledge.

    Keys, C. W., & Bryan, L. A. (2001). Co- constructing inquiry-based science with teachers: Essential research for lasting reform. Jorunal of Research in Sceince Teaching, 38(6), 631-645.

    Krueger, M. K. (1991). Artificial reality II. Boston: Addison-Wesley Professional.

    Lamb, R., Antonenko, P., Etopio, E., & Seccia, A. (2018). Comparison of virtual reality and hands on activities in science education via functional near infrared spectroscopy. Computers & Education, 124, 14-26.

    Lawrenz, F., Huffman, D., & Welch, W. (2001). The science achievement of various subgroups on alternative assessment formats. Science Education, 85(3), 279-290.

    Lee, E. A. L., & Wong, K. W. (2014). Learning with desktop virtual reality: Low spatial ability learners are more positively affected. Computers & Education, 79, 49-58.

    Melles, G., Howard, Z., & Thompson-Whiteside, S. (2012). Teaching design thinking: Expanding horizons in design education. Procedia-Social and Behavioral Sciences, 31, 162-166.

    Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40.

    Minner, D. D., Levy, A. J., & Century, J. (2010). Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002. Journal of Research in Science Teaching, 47(4), 474-496.

    Miyazoe, T., & Anderson, T. (2012). Discuss, reflect, and collaborate: A qualitative analysis of forum, blog, and wiki use in an EFL blended learning course. Procedia-Social and Behavioral Sciences, 34, 146-152.

    Monahan, T., McArdle, G., & Bertolotto, M. (2008). Virtual reality for collaborative e-learning. Computers & Education, 50(4), 1339-1353.

    Mosely, G., Wright, N., & Wrigley, C. (2018). Facilitating design thinking: A comparison of design expertise. Thinking Skills and Creativity, 27, 177-189.

    Mozhgan, A., Parivash, J., Nadergholi, G., & Jowkar, B. (2011). Student leadership competencies development.
    Procedia - Social and Behavioral Sciences, 15, 1616-1620.

    National Research Council (1996). National science education standards. Washington, DC.: National Academy Press.

    National Research Council (2000) The national science education standards. Washington, DC.: National Academy Press.

    Novak, J. D., & Gowin, D. B.(1984). Learning how to learn. Cambridge, UK: Cambridge Uni- versity Press.

    Oregon Department of Education (2002).Scientific inquiry test scoring guide. Retrieved from https://www.oregon.gov/ode/reports-and-data/taskcomm/Documents/QEMReports/2002QEMFinalReport.pdf

    Paes, D., Arantes, E., & Irizarry, J. (2017). Immersive environment for improving the understanding of architectural 3D models: Comparing user spatial perception between immersive and traditional virtual reality systems. Automation in Construction, 84, 292-303.

    Passig, D., Tzuriel, D., & Eshel-Kedmi, G. (2016). Improving children's cognitive modifiability by dynamic assessment in 3D Immersive virtual reality environments. Computers & Education, 95, 296-308.

    Petrina, S. (2007). Advanced teaching methods for the technology classroom(pp. 285-287). USA: IGI Global.

    Plattner, H., Meinel, C., & Weinberg, U. (2009). Design thinking. Landsberg am Lech: Mi-Fachverlag.

    Prasad, M. S. R., Manivannan, M., Manoharan, G., & Chandramohan. S. M. (2016). Objective assessment of laparoscopic force and psychomotor skills in a novel virtual reality-based haptic simulator. Journal of Surgical Education, 73(5), 858-869.

    Sigitov, A., Hinkenjann, A., & Roth, T. (2013). Towards VR-based systems for school experiments. Procedia Computer Science, 25, 201-210.

    Simon, H. (1969). The sciences of the artificial. Cambridge, NY: MIT Press.

    Suduc, A. M., Bizoi, M., & Gorghiu, G. (2015). Inquiry based science learning in primary education. Procedia-Social and Behavioral Sciences, 205, 474-479.

    Thurmond, V. (2001). The point of triangulation. Journal of Nursing Scholarship, 33(3), 254-256.

    Trowbridge, L. W., & Bybee, R. W. (1986). Becoming a secondary school science teacher, Columbus, OH: Merrill.

    Vaughan, N., Gabrys, B., & Dubey, V. N. (2016). An overview of self-adaptive technologies within virtual reality training. Computer Science Review, 22, 65-87.

    Wenning, C. J. (2007). Assessing inquiry skills as a component of scientific literacy. Journal of Physics Teacher Education On- line, 4(2), 21-24.

    Windschitl, M. (2003). Inquiry projects in science teacher education: What can investigative experiences reveal about teacher thinking and eventual classroom practice?. Science Education, 87(1), 112-143.

    Zion, M., Michalsky, T., & Mevarech, Z. R. (2005). The effects of metacognitive instruction embedded within an asynchronous learning network on scientific inquiry skills. International Journal of Science Education, 27(8), 957-983.

    Zhou, Y., Ji, S., Xu, T., & Wang, Z. (2018). Promoting knowledge construction: A model for using virtual reality interaction to enhance Learning. Procedia Computer Science, 130, 239-246.

    下載圖示
    QR CODE