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研究生: 蔡宇欣
Tsai Yu-Hsin
論文名稱: 數位遊戲策略對國小學生光學概念學習的影響
Impacts of Digital Gaming Strategy on Elementary Students’ Light Concept Learning
指導教授: 邱貴發
Chiou, Guey-Fa
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: 遊戲式學習學習環自然科學學習光學
英文關鍵詞: gaming strategy, learning cycle, science learning, light concept learning
論文種類: 學術論文
相關次數: 點閱:171下載:10
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  • 本研究旨在設計一配合學習環的數位教育遊戲,讓國小四年級學生學習自然
    與生活科技領域光學單元,探討研究參與者使用遊戲策略學習光學概念的成效、
    對所使用之學習遊戲的滿意度與對自然科學學習的態度。
    本研究所開發的學習環共分為四個學習步驟 : 遊玩(Play)、觀察(Watch)、反思(Reflect)及應用(Apply),遊戲是根據此四個學習步驟設計,學生進入遊戲後首先基礎遊戲關卡,接著看實驗影片觀察光學現象,遊戲中並出現反思題讓學生思考所學的光學知識,最後將所學的知識應用於難度較高的應用關卡中。
    研究採準實驗設計,單組實驗。實驗對象為新北市某公立國小四年級學生共
    27 人,進行遊戲 80 分鐘,分為兩節課進行。實驗開始前,先進行前測測驗填答,結束後進行後測測驗、自然科學學習態度問卷及遊戲滿意度問卷的填寫。
    研究結果發現,學生的後測測驗有顯著進步,學生給予遊戲正向的回饋,且
    對於自然科學的學習持正向態度。

    The purpose of this research was to design a learning cycle-based science game focused on light concept learning, and examined the impact of gaming strategy on elementary students’ light concept learning. Students’ attitude toward the science game
    and science learning were also investigated.
    The learning cycle developed in this research contains four stages : play, watch, reflect and apply. The digital learning game was designed based on these four stages. After entering the game, players first go to the level that represents “play” stage of the learning cycle, and then “watch” experiment videos after completing the level. A question will then show up as a “reflect” question. In the end, players finish the final stage, by playing the level that represents “apply” stage.
    Quasi-experiment design and single group experiment was implemented. 27 fourth grade students from Taipei City participated in the experiment. None of the students have any prior knowledge about light concept learning. All students attended 80 minutes of game play. Research instruments included the learning cycle-based science game, achievement test, game learning questionnaire and science learning questionnaire.
    The research results indicated that students have significant improvement on the achievement test. They also gave positive feedback to the science game and had positive attitude toward science learning.

    附表目錄 ..............................................VI 附圖目錄 ..............................................VIII 第一章 緒論............................................. 1 第一節 研究背景.......................................... 1 第二節 研究目的與待答問題.................................. 2 第三節 名詞釋義.......................................... 3 第四節 研究限制.......................................... 4 第二章 文獻探討.......................................... 5 第一節 數位遊戲式學習..................................... 5 第二節 自然科學學習..................................... 12 第三節 自然科學學習與遊戲的結合........................... 16 第四節 學習環與數位學習遊戲的結合........................... 22 第五節 結語.............................................27 第三章 學習遊戲設計..................................... 29 第四章 研究方法..........................................49 第一節 研究歷程..........................................49 第二節 實驗對象..........................................50 第三節 研究工具..........................................50 第四節 實驗流程..........................................55 第五節 資料處理與分析.................................... 56 第五章 結果與討論.................................... 59 第一節 光學概念的學習成效.............................. 59 第二節 學生對遊戲的滿意度.............................. 60 第三節 學生對科學學習的態度............................. 64 第四節 討論.............................................69 第六章 結論與建議........................................73 第一節 結論.............................................73 第二節 建議.............................................74 參考資料 ............................................. 75 附錄 ............................................. 84 附錄一 光的奇妙世界單元測驗卷(前測)...................... 84 附錄二 光的奇妙世界單元測驗卷(後測)...................... 86 附錄三 測驗卷試題專家審核表........................... 88 附錄四 遊戲滿意度調查問卷............................... 94 附錄五 科學學習態度問卷............................... 96

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