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研究生: 蘇育琳
論文名稱: 應用模擬式遊戲於理財教育對國小學童理財學習成效及動機之影響
The Effect of Applying Simulation Game to Financial Education on Learning Outcome and Motivation of Elementary Students.
指導教授: 張國恩
Chang, Kuo-En
宋曜廷
Sung, Yao-Ting
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: 2011
畢業學年度: 100
語文別: 中文
論文頁數: 175
中文關鍵詞: 遊戲式學習網頁式學習理財教育情境模擬經驗學習
英文關鍵詞: game-based learning, web-based learning, financial education, situated learning, experitial learning
論文種類: 學術論文
相關次數: 點閱:180下載:41
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  • 本研究依據kolb的經驗學習模型(Experiential Learning Model),分別設計理財教育的模擬遊戲式教材與多媒體互動網頁式教材,並比較兩種不同教學模式對不同性別學生在理財學習成效及動機之影響。並進一步探討不同遊戲經驗、遊戲偏好的學習者,在學習後的成效與動機之差異情形。研究對象為國小六年級學生,有效樣本為90人,實驗教學活動為期4週,共160分鐘。本研究採「準實驗設計之不等組前、後測設計」,自變項為教學模式,分為「模擬遊戲式教材」和「多媒體互動網頁式教材」;背景變項為性別、遊戲經驗和遊戲偏好;依變項為理財學習成效、學習動機與系統滿意度。

    研究結果發現:(1)經驗學習模型(Experiential Learning Model)對於理財教育是有效的教學策略;(2)「模擬遊戲式教材」較有助於理財態度的培養,「多媒體互動網頁式教材」較有助於理財知識的建立;(3)不同性別、遊戲經驗與遊戲偏好的學生,在「模擬遊戲式教材」中皆獲得不錯的學習成效;(4)使用「模擬遊戲式教材」的學生,有較高的學習動機;(5)不同性別、遊戲經驗與遊戲偏好的學生,在「模擬遊戲式教材」中皆有不錯的學習動機;(6)不同性別的學生對本研究開發的教材皆有不錯之評價,尤其是女性對系統的「介面設計」評價較高。

    This study is based on kolb's Experiential Learning Model to design two different learning materials for financial education. One is ‘simulation game,’ and the other is ‘multimedia interaction website.’ The purpose of this study is to compare the effects of different teaching methods on different gender students' learning performance and learning motivation. And further, it discusses the differences between students who have different game experiences and game preferences.

    There are 90 sixth-grade subjects participating in the four-week financial learning activity. The ‘pretest-posttest nonequivalent groups of the quasi-experimental designs’ is employed in the study. The independent variable is teaching method, including ‘simulation game’ and ‘multimedia interaction website’; the background variables include gender, game experiences and game preferences; the dependent variables include learning achievement, learning motivation and learning satisfaction.

    The results show that (a) ‘Experitial Learning Model’ is a suitable strategy for financial education ; (b) ‘simulation game’ can improve financial attitude better, and ‘multimedia interaction website’ can enrich financial knowledge better; (c) regardless of gender, game experience and game preference, all students have great learning achievement after using ‘simulation game’; (d) ‘simulation game’ can promote learning motivation much more than ‘multimedia interaction website’ ; (e) regardless of gender, gaming experience and gaming preference, all students have great learning motivation after using ‘simulation game;’ (f) both girls and boys have great learning satisfaction toward two materials, especially girls have higher evaluation to the design of interface.

    附表目錄................vi 附圖目錄................ix 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......6 第三節 名詞解釋...........7 第二章 文獻探討...........9 第一節 模擬遊戲式學習........9 第二節 模擬遊戲式學習之相關理論...19 第三節 多媒體電腦輔助式學習.....24 第四節 國小理財課程的內涵與實施現況.33 第三章 系統設計與發展........49 第一節 學習內容架構.........49 第二節 系統設計原則.........53 第三節 系統架構與內容........60 第四章 研究方法...........77 第一節 實驗對象...........77 第二節 實驗設計...........78 第三節 實驗工具...........82 第四節 實驗程序...........90 第五節 資料處理與分析........93 第五章 研究結果與討論........95 第一節 理財學習成效.........95 第二節 理財學習動機.........104 第三節 系統滿意度..........112 第四節 綜合討論...........117 第六章 結論與建議..........126 第一節 結論.............126 第二節 建議.............128 參考文獻................132 附錄一 學習動機量表(實驗組)....144 附錄二 學習動機量表(對照組)....148 附錄三 系統滿意度量表(實驗組)...152 附錄四 系統滿意度量表(對照組)...154 附錄五 【理財知多少】學習單.....156 附錄六 情境故事與學習目標對應表...169

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    江冠儀(2004)。導覽人物之圖像複雜度在幼兒電腦多媒體教材之研究(未出版碩士論文)。國立臺灣藝術大學多媒體動畫藝術研究所,台北縣。
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    林依璇(2007)。以心象模型為基礎之電腦輔助教學研究-以中學物理光學折射為例(未出版碩士論文)。國立臺北教育大學教育傳播與科技研究所,台北市。
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