研究生: |
林呈彥 Lin, Cheng-Yen |
---|---|
論文名稱: |
雲端行動學習及創意自我效能對創意表現影響之研究 The Effects of Cloud-Based M-Learning on Creative Self-Efficacy and Student’s Creative Performances |
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: | 2017 |
畢業學年度: | 105 |
語文別: | 中文 |
論文頁數: | 123 |
中文關鍵詞: | 雲端行動學習 、創意表現 、創意歷程 、創意結果 、創意自我效能 |
英文關鍵詞: | cloud-based m-Learning, creative performance, creative process, creative products, creative self-efficacy |
DOI URL: | https://doi.org/10.6345/NTNU202203167 |
論文種類: | 學術論文 |
相關次數: | 點閱:237 下載:13 |
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 |
本研究的目的為探討雲端行動學習及創意自我效能對創意表現影響之研究,為準實驗研究,採用不等組前後測的實驗設計,對象為台北市某國立大學大一修習運輸科技的學生,並經過隨機分派後分為實驗組與控制組,進行教學實驗。本研究以生活科技領域,水陸兩用車作為教學實驗的單元,依照雲端行動學習的使用與否分為實驗組與控制組進行教學實驗。在實驗開始前,本研究蒐集前一單元作業成績-太陽能車作為前測的成績,以排除學生的個體差異,實驗後水陸兩用車的成績作為後測分數,並以創意自我效能量表蒐集相關資料。在資料分析部分,本研究採用SPSS 20.0 for Windows進行單因子共變數分析以及SmartPls3.0進行結構模型的分析,並經過數據的分析後進行解釋。
本研究的主要結論以下:1.雲端行動學習透過其即時性、便利性和即時同步的功能對於創意歷程具有正向幫助;而Line Brush提供一個合適的繪製工具和分享途徑,並幫助想法的刺激和交流。2.雲端行動學習對於創意結果的新奇性以及精緻性具有正面影響;但在機能性的部分,礙於專業知識和技術無法透過雲端討論或是上網查資料補足,故須教師介入提供協助。3.創意歷程需要經過有系統的分析和處理問題,而研究結果顯示創意自我效能無法幫助學生組織、規劃並完成創意歷程的各個階段。4.創意自我效能無法有效增進創意結果,主要的原因可能是因為高創意自我效能具有或許能設計出好的設計圖,但卻缺乏於專業知識和技術,而導致無法順利製作作品。5.創意自我效能對於雲端行動學習與創意結果間具有負向調節效果,顯示高創意自我效能的學生,在團體創作的狀況下反而會抑制其表現。最後,本研究根據研究結果,提出實務上的教學以及後續研究的建議。
The purpose of this study was to investigate the effects of cloud mobile learning on creative self-efficacy and student’s creative performances. A nonequivalent pretest-posttest quasi-experimental design was used in this research. The objects were 45 students selected from a public university and randomly assigned to the experimental group and the control group. A learning activity named Amphibious Mechanical Car was conducted in this teaching experiment. The experimental group was taught using cloud mobile learning, while the control group was taught using the traditional way. Solar Cars which was taught before experiment were also evaluated as the pre-test score, and the evaluation of the Amphibious Mechanical Car as the post-test score. Creative Self-Efficacy Scale was used to collect data of student’s creative self-efficacy. The SPSS 22.0 for Windows was used to proceed the one-way analysis of covariance (ANCOVA), and SmartPls3.0 was used to calculate the regression model.
The main results of this research were: 1. By the convenience and instantaneity, cloud mobile learning had a positive effect on student’s creative process; in addition, Line Brush provided an appropriate way for leaners to draw a design and share with their teammates. 2. Cloud mobile learning had positive effects on newness, elaborateness, but not having positive effects on function. The reason was the lack of the professional knowledge and skills which surfing the Internet or online discussion couldn’t compensate for. 3. Creative self-efficacy didn’t have positive effects on creative process, because learners should systematically analyze all the problems they faced and made the design to a practical plan in the creative process. However, creative self-efficacy can’t help learners to do this. 4. Creative self-efficacy didn’t have the positive effect of creative products. Although learners who had high creative self-efficacy may figure out great design, those design probably wouldn’t be adopted due to the lack of the professional knowledge and skills. 5. The relationship between cloud mobile learning and creative products was negatively moderated by creative self-efficacy. It showed that when learners with high creative self-efficacy used cloud mobile learning, their creative products would be restrained by the team activity. At last, recommendations and suggestions based on results of this research were posed for implementation of cloud mobile learning and future studies.
一、中文部分
毛連塭(2000)。創造力研究的發展。載於毛連塭、郭有遹、陳龍安、. 林幸台:創造力研究(56-124頁)。臺北市:心理。
朱益賢(2008)。從Amabile創造成份模式理論探討國小學童的實作技能與科技創造力-透過科技競賽策略。國科會專題研究計畫(編號:NSC95-2511-S-003-021-MY3)。
行政院(2015)。vMaker行動計畫(2015年5月26日新聞稿)。2016年5月17日,取自http://www.ey.gov.tw/news_Content2.aspx?n=F8BAEBE9491FC830&s=00E3DC534AAC8979
行政院(2014)。104年度智慧鐵人創意競賽(2014年12月29日新聞稿)。2016年5月17日,取自http://www.ey.gov.tw/UnitRSS_Content.aspx?n=8092BD84714005C0&s=8490BB5CE562DCFC
行政院經濟建設委員會(2011)。打造台灣成為全球雲端運算服務重鎮(2011年10月11日新聞稿)。2015年12月26日,取自http://www.cepd.gov.tw/m1.aspx?sNo=0016010
行政院經濟建設委員會(2012)。黃金十年,國家願景。2015年12月28日,取自 http://www.cepd.gov.tw/m1.aspx?sNo=0015942
行政院經濟部(2013)。雲端運算推廣服務計畫(2013年05月14新聞稿)。2015年12月26日,取自http://cloud.moeasmea.gov.tw/
吳靜吉、樊學良(2011)。台灣創造力教育相關政策與實踐經驗。創造學刊,2(1),5-28。
李堅萍、游光昭、朱益賢(2008)。國中科技教育運用Teresa M. Amabile工作動機原則與自我效能激發策略之研究。新竹教育大學教育學報,25(2),129-159。
汪美香、黃炳憲(2013)。專業技能與創造力的關聯:創意自我效能中介角色。南台學報,37(4),pp. 1-14。
邢志航(2013)。雲端行動學習輔助務業綠色保潔操作教學之初探。物業管理學會論文集, 37-44。
林坤誼、游光昭(2004)。透過中小學科技素養課程以培育學生創造力之探討。南大學報:數理與科學類,38(2),15-30。
林坤誼、游光昭(2004)。透過中小學科技素養課程以培育學生創造力之探討。南大學報:數理與科學類,38(2),15-30。
邱皓政(2011)。當PLS遇上SEM:議題與對話。αβγ量化研究學刊,3(1),20-53。
邱皓政、葉玉珠(1998)。技術創造力的定義。論文發表於技術創造力研討會,國立中山大學,高雄。
洪文東(2000)。從問題解決的過程培養學生的科學創造力。屏師科學教育,11,52-62。
洪素蘋、林珊如(2004)。Whatever you say, I can do it ─「學生創意自我效能量表」之編製。論文發表於政治大學創新與創造力研究中心主辦之「2004年第二屆創新與創造力研討會」,台北。
洪素蘋、黃宏宇、林珊如(2008)。重要他人回饋影響創意生活經驗?: 以模式競爭方式檢驗創意自我效能與創意動機的中介效果。教育心理學報,40(2),303-322。
胡世忠(2013)。雲端時代的殺手級應用-海量資料的分析,台北:天下雜誌出版社。
張世慧(2003)。創造力:理論、技法與教學。台北市:達雯印刷。
張玉山(2003)。虛擬團隊之創造力研究-以師院勞作課程為例。國立台灣師範大學工業教育研究所博士論文。全國博碩士論文資訊網,台北市。
張玉山、陳思貽(2013)。雲端學習對學生創意表現之影響。2013第二屆工程與科技教育學術研討會,台北市。
張玉山(2008)。國小學生在網路化問題解決活動的創意思考歷程之探究。科技教育學報,1(1),101-135。
陳建文、馮朝進、吳姿樺(2009)。影響國中小教師線上學習滿意度因素之研究:以彰化縣K12數位學校爲例。臺中教育大學學報,23(2),29-50。
陸定邦、楊彩玲(2012)。創意表現技法(第四版)。新北市:全華圖書。
鄭英耀、王文中(2002)。影響科學競賽績優教師創意行為之因素。應用心理研究,15,163-189。
蕭佳純、涂志賢(2012)。教師創造力教學行為量表之發展。課程與教學季刊,15(2),87-118。
賴足菁(2006)。Amabile創造力成分模式與共識評量技術之驗證—以國小五年級繪畫為例。國立中山大學碩士論文,未出版,高雄。
謝佳穎、王智弘、倪芳瑜(2008)。身心障礙者就業訓練歷程中工作自我效能之初探。網路社會學通訊,74。
蘇照雅(2005)。行動學習—開創學習的新里程碑。生活科技教育月刊,7(38)。
柳金佑、朱益賢(2010)。國中生與高中生在班級科技競賽中之參賽表現與問題解決能力差異之研究。台東大學教育學報,21(1),31-55。
二、外文部分
Aiken, L. S., & S. G. West (1991). Multiple Regression: Testing and Interpreting Interactions, Newbury Park, CA: Sage Publications.
Al Tayeb, A., Alghatani, K., El-Seoud, S., & El-Sofany, H. (2013). The impact of cloud computing technologies in e-learning. International Journal of Emerging Technologies in Learning, 8, 37-43.
Alizadeh, M., Abolfazli, S., Zamani, M., Baharun, S., & Sakurai, K. (2015). Authentication in mobile cloud computing: A survey. Journal of Network and Computer Applications, 61, 59-80.
Alotaibi, K. N. (2016). Psychometric properties of creative self-Efficacy inventory among distinguished students in saudi arabian universities. Psychological Reports, 118(3), 902-917.
Arrigo, M., Kukulska-Hulme, A., Arnedillo-Sanchez, I., & Kismihok, G. (2013). Metaanalyses from a collaborative project in mobile lifelong learning. British ducational Research Journal, 39(2), 222-247.
Aymerich, F.M., Fenu, G., & Surcis, S. (2008). An approach to a cloud computing network. In Applications of Digital Information and Web Technologies, pp.113-118.
Bildosola, I., Río-Belver, R., Cilleruelo, E., & Garechana, G. (2015). Design and implementation of a cloud computing adoption decision tool: generating a cloud road. PLoS, ONE 10(7): e0134563. doi:10.1371/journal.pone.0134563
Butoi, A., Tomai, N., & Mocean, L. (2013). Cloud-based mobile learning. Informática Economicâ, 17(2), 27-40.
Byrge, C., & Tang, C. (2015). Embodied creativity training: effects on creative self-efficacy and creative production. Thinking Skills and Creativity, 16, 51-61.
Chan, J., Bruce J., & Gonsalves. R. (2015). Seeking and finding: creative processes of 21st century painters. Poetics, 48, 21-41.
Cheng, C. J., Shiu, S. C., & Chuang, C. F. (2012). The relationship of college students’ process of study and creativity: creative self-efficacy as a mediation. International Journal of Advanced Computer Science, 2(3), 105-109.
Chen, S., Lin, M., & Zhang, H. (2011). Research of mobile learning system based on cloud computing. In Proceedings of the 2011 International Conference on e-Education, Entertainment and e-Management (ICEEE '11), 121-123.
Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. John Wiley & Sons.
Choudhary, V., & Vithayathil, J. (2013). The impact of cloud computing: should the IT department be organized as a cost center or a profit center? Journal of Management Information Systems, 30(2), 67-100.
Chang, V. (2016). Review and discussion: E-learning for academia and industry. International Journal of Information Management, 36(3), 476-485.
Cropley, D. H., & Cropley, A. J. (2000). Fostering creativity in engineering undergraduates. High Ability Studies, 11(2), 207-219.
Davis, G. A. (1986). Creativity is forever. Iowa : Kendall/Hunt Publishing Company.
Daly, S. R., Mosyjowski, E. A., Oprea, S. L., Huang-Saad, A., & Seifert, C. M. (2016). College students’ views of creative process instruction across disciplines. Thinking Skills and Creativity, 22, 1-13.
Feldhusen, J. F., & Treffinger, D. J. (1980). Creative thinking and problem solving in gifted education. Dubuque, Kendall/Hunt Publishing Company.
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error, Journal of Marketing Research, 18(1), 39-50.
Fox, H. H. (1963). A critique on creativity in science. In Coler, M. A. (Eds) Essays on creativitv in the sciences. New York: New York University Press.
Galenson, D. (2001). Painting outside the lines: patterns of creativity in modern art. Enterprise & Society, 3(4), 735-737.
Galih, S. (2013). Mobile cloud based learning material repository using android and google drive application. In The Second International Conference on Digital Enterprise and Information Systems (DEIS2013) (pp. 80-83). The Society of Digital Information and Wireless Communication.
Guilford, J. P. (1958). Creative intelligence in education, Los Angeles: Los Angeles County Office of Superintendent of Schools.
Guo, C., Liu, Y., & Huang, M. (2015). Obtaining evidence model of an expert system based on machine learning in cloud environment. Journal of Internet Technology, 7(16), 1339-1350.
Hartley, K. A., Plucker, J. A., & Long, H. (2016). Creative self-efficacy and teacher ratings of student creativity in Chinese elementary classrooms. Thinking Skills and Creativity, 22, 142-151.
Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2013). A primer on partial least squares structural equation modeling (PLS-SEM). Thousand Oaks: Sage.
Hair, J. F. Jr., Anderson, R. E., Tatham, R. L., & Black, W. C. (1998). Multivariate Data Analysis (5th Ed.). Englewood Cliffs, NJ: Prentice-Hall.
Hong, J. C. (1997). An explorative analysis of technological creativity, Presented at The International Conference on Creativity Development in Technical Education and Training, Taiwan, R. O. C, December 2-3 .
Hong, E., & Ditzler, C. (2013). Incorporating technology and web tools in creativity instruction. Creativity and Giftedness, 5, 17-37.
Howard, T. J., Culley, S. J., & Dekoninck, E. (2008). Describing the creative design process by the integration of engineering design and cognitive psychology literature. Design Studies, 29(2), 160-180.
Howe, R. P. (1992). Uncovering the creative dimensions of computer‐graphic design products. Creativity Research Journal, 5(3), 233-243.
Huang, L., Krasikova, D. V., & Liu, D. (2016). I can do it, so can you: The role of leader creative self-efficacy in facilitating follower creativity. Organizational Behavior and Human Decision Processes, 132, 49-62.
Huang, Y. M., & Chiu, P. S. (2015). The effectiveness of a meaningful learning‐based evaluation model for context‐aware mobile learning. British Journal of Educational Technology, 46(2), 437-447.
Hung, S. P. (2012). Validating creative self-efficacy scale with rasch measurement. Paper presented at the 2012 International Objective Measurement Workshop, Vancouver, Canada.
Ionescu, A. (2015). Resource Management in Mobile Cloud Computing. Informatica Economica, 19(1), 55.
Jackson, E. A. (2015). M-learning devices and their impact on postgraduate researchers scope for improved Integration in the research community. TOJNED, 6(1), 104-113.
Jaiswal, N. K., & Dhar, R. L. (2015). Transformational leadership, innovation climate, creative self-efficacy and employee creativity: A multilevel study. International Journal of Hospitality Management, 51, 30-41.
Johnson, L., Adams, S., & Cummins, M. (2012). NMC horizon report: 2012 K–12 edition. Austin, TX: The New Media Consortium.
Kaganer, E., Giordano, G. A., Brion, S., & Tortoriello, M. (2013). Media tablets for mobile learning. Communications of the ACM, 56(11), 68-75.
Kao, C. C., Chiu, P. S., Chen, T. S., & Hou, T. W. (2015). AHP-based evaluation model for context-aware mobile learning system. Jornal of Internet Techlogy, 16(2), 267-275.
Karwowski, M. (2011). It doesn't hurt to ask… But sometimes it hurts to believe: Polish students' creative self-efficacy and its predictors. Psychology of Aesthetics, Creativity, and the Arts, 5(2), 154.
Khan, A. N., Mat Kiah, M. L., Khan, S. U., & Madani, S. A. (2012). Towards secure mobile cloud computing: A survey. Future Generation Computer Systems, 29, 1278-1299.
Lim, G., Lee, D., & Suh, S. B. (2015). Cloud-based content synchronization method for collaborative learning environment. International Journal of Advanced Corporate Learning, 8(1), 24-30.
Liu, S. H., & Lee, G. G. (2013). Ipad infuse creativity in solid geometry teaching. The Turkish Online Journal of Educational Technology, 12(2), 177-192.
Landrum, T. J., & McDuffie, K. A. (2010). Learning styles in the age of differentiated instruction. Exceptionality, 18(1), 6-17.
Ma, M., & Van Oystaeyen, F. (2015). A measurable model of the creative process in the context of a learning process. Journal of Education and Training Studies, 4(1), 180-191.
Mathisen, G. E., & Bronnick, K. S. (2009). Creative self-efficacy: An intervention study. International Journal of Educational Research, 48(1), 21-29.
Marquis, E., & Vajoczki, S. (2012). Creative differences: teaching creativity across the disciplines. International Journal for the Scholarship of Teaching and Learning, 6(1), 6.
Mayer, R. E. (1999). Fifty years of creativity research. In R. J. Sternberg (Ed.), Handbook of creativity (pp. 449-460). Cambridge: Canbrudge University Press.
Mikroyannidis, A., Okada, A., Scott, P., Rusman, E., Specht, M., Krassen, S., & Hetzner, S. (2012). A cloud-based approach for personal and social inquiry. Paper presented at the WCLOUD 2012 Workshop on Cloud Education Environments, Guatemala.
Mikroyannidis, A., Okada, A., Scott, P., Rusman, E., Specht, M., Stefanov, K., Protopsaltis, A., Held, P., & Hetzner, S. (2012). weSPOT: a cloud-based approach for personal and social inquiry. 1st International Workshop on Cloud Education Environments, 15-16 November 2012, Antigua, Guatemala.
Petrina, S. (2007). Advanced teaching methods for the technology classroom. Hershey, PA: Information Science Publishing.
Plucker, J. A., & Beghetto, R. A. (2004). Why creativity is domain general, why it looks domain specific, and why the distinction does not matter. In Sternberg R.J., Lautrey J., Lubart T.I. (Eds.), Creativity from potential to realization (pp. 153-167). Washington, DC: American Psychological Association.
Pirouz, D. M. (2006). An overview of partial least squares. Retrieved December 12, 2016, from http://www.merage.uci.edu/~dpirouz04/research/pls/PLS.pdf.
Pimmer, C., Mateescu, M., & Gröhbiel, U. (2016). Mobile and ubiquitous learning in higher education settings. A systematic review of empirical studies. Computers in Human Behavior, 63, 490-501.
Poulos, A., & Mahony, M. J. (2008). Effectiveness of feedback: The students’ perspective. Assessment & Evaluation in Higher Education, 33(2), 143-154.
Robisch, P., Kirsininkas, R. J., & Wang, M. (2015). Extending Cloud Computing and Learning for Mobility. In Zhuang, (Eds.) Proceedings of the 19th International Conference on Computers (pp. 92-96). Greece: Zakynthos Island.
Sangsuka, P., & Siriparpb, T. (2015). Confirmatory factor analysis of a scale measuring creative self-efficacy of undergraduate students. Procedia – Social and Behavioral Sciences, 171, 1340–1344.
Scott, G., Leritz, L. E., & Mumford, M. D. (2004). The effectiveness of creativity training: A quantitative review. Creativity Research Journal, 16(4), 361-388.
Soni, P., & Gupta, P. (2013). E-learning through cloud computing: Shaping the future of learning for learner of tomorrow. In 2012 International Conference on Information Technology and Management Science (ICITMS 2012) Proceedings (pp. 481-486). Springer Berlin Heidelberg.
Stojanova, B. (2010). Development of creativity as a basic task of the modern educational system. Procedia - Social and Behavioral Sciences, 2(2), 3395-3400.
Steese, S., Dollette, M., Phillips, W., & Hossfeld, E. (2006). Understanding girls' circle as an intervention on perceived social support, body image, self-selfefficacy, locus of control, and self-esteem. Adolescence, 41(16), 55-74.
Tan, A. G., Li, J., & Rotgans, J. (2011). Creativity self-efficacy scale as a predictor for classroom behavior in a Chinese student context. The Open Education Journal, 4, 90-94.
Tabachnick B. G., Fidell L. S. (2006). Using Multivariate Statistics (5th Edition), Allyn & Bacon, Inc., Needham Heights, MA.
Tenenhaus, M., Amato, S., & Esposito Vinzi, V. (2004). A global goodness-of-fit index for PLS structural equation modelling. In Proceedings of the XLII SIS scientific meeting (Vol. 1, pp. 739-742).
Tierney, P., & Farmer, S. M. (2011). Creative self-efficacy development and creative performance over time. Journal of Applied Psychology, 96(2), 277.
Wang, M., & Ng, J. W. P. (2012). Intelligent mobile cloud education: smart anytime-anywhere learning for the next generation campus environment. Paper presented at the Intelligent Environments (IE), 2012 8th International Conference on, Mexico.
Wang, J., Lv, Y., Jou, M., & Zhang, J. (2016). Research on the effects of cloud-based pedagogy for creative talents: A case study on Chinese High School. Computers in Human Behavior, 63, 229-239.
Wang, M., Chen, Y., & Khan, M. J. (2014). Mobile cloud learning for higher education: A case study of Moodle in the cloud. in The International Review of Research in Open and Distributed Learning, 15(2), 254-267.
Weiss, A. (2007). Computing in the clouds, netWorker, 11(4), 16-22.
West, M. (1990). The social psychology of innovation in groups. In M. West & J. Farr (Eds.), Innovation and Creativity at work: Psychological and organizational strategies, (pp. 309-334). Chichester, England: John Wiley and Sons.
Wetzels, M., Odekerken-Schröder, G., & Van Oppen, C. (2009). Using PLS path modeling for assessing hierarchical construct models: Guidelines and empirical illustration. MIS quarterly, 33(1), 177-195.
Yu, C. (2013). An empirical examination of a four-component of creative self-efficacy among undergraduate students. Journal of Applied Sciences, 13(19), 4092-4095.
Zhong, L., Xue, Q., Liu, H., & Yuan, J. (2010, November). Research on 3G mobile learning based on cloud service. Paper presented at the E-Product E-Service and E-Entertainment (ICEEE).