研究生: |
黃向偉 |
---|---|
論文名稱: |
遊戲探索式行動導覽於博物館學習之研究-以十三行博物館為例 |
指導教授: | 蕭顯勝 |
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: | 2007 |
畢業學年度: | 95 |
語文別: | 中文 |
論文頁數: | 105 |
中文關鍵詞: | 探索式學習 、行動學習 、博物館學習 |
論文種類: | 學術論文 |
相關次數: | 點閱:439 下載:80 |
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 |
中文摘要
本研究結合行動學習、探索式學習與博物館學習,並以遊戲方式作為系統介面,發展博物館遊戲探索式行動導覽系統以及適合之教學活動,並探討「遊戲探索式行動導覽」對不同學習風格之國小學生博物館學習之學習動機與成效的影響。
本研究以台北縣八里國民小學四年級兩個班級60名學生為研究對象,採準實驗研究法,並在實驗活動前後,對學習對象進行前後測。實驗前進行展示內容理解前測、學習風格測驗;實驗結束後,以學習動機量表、學習成效測驗及學習心得發表進行後測。並在於實驗過程中拍攝影片及照片,分析遊戲探索式行動導覽方式與一般博物館人員導覽方式對不同學習風格學習者學習成效與動機所造成的影響。本研究的主要發現如下:
1. 使用遊戲探索式導覽系統學習之學生,在博物館學習成效測驗表現上明顯優於一般博物館人員解說導覽學習之學生。
2. 遊戲探索式導覽能拉近各學習者學習成效,降低各學習者在學習上的差異。
3. 使用遊戲探索式行動導覽系統學習之學生在學習過程中較多提出問題與互動討論,學習的意願較一般博物館人員解說導覽學習之學生高出了許多。
4. 不同學習風格學習者皆能跟隨探索式學習步驟學習,不會有任何一種學習風格學習者特別傾向或排斥遊戲探索式導覽學習方式。
The study of Game-based Inquiry Guided Learning System in Museum Learning - Using Shihsanhang Museum as an Example
Abstract
The research combines mobile guiding, inquiry based learning and museum learning, regarding game as the systematic interface, develop the guiding system and suitable the teaching activity. The effects of learning motivation and achievement of game-based inquiry guided system for museum learning of primary students are also studied.
This research was conducted as a quasi-experimental design. Two classes of the fourth grade's elementary school students were assigned to an experimental group and a control group, which took game-based inquiry guided learning system and a traditional guided learning respectively.
The purpose of this research was to find that students based on different learning styles with different guiding methods would show variations on their museum learning motivation, learning effect. The study reached the following conclusions︰
1. In the museum learning achievements, the students of experimental group were significant better than the students of control group.
2. Game-based inquiry guided learning system does reduce the learning achievement of every learner.
3. Using game-based inquiry guided learning system, the learners can propose more questions, interact with others, and focus on learning activities than the learning who used traditional guided learning.
4. The learners with different learning style can follow the processes of game-based inquiry guided learning system at all.
參考文獻
王盟傑(2006)。整合式學習環境下博物館行動學習系統之研究。國立台灣師範大學工業科技教育學系碩士論文,台北市。
江明涓、劉晃溢(2004)。Mobile e-Learning-延伸數位學習之無線行動力。2006年1月12日,取自經濟部工業局—數位學習產業推動與發展計畫網站 http://www.elearn.org.tw
朱靜華 (1994)。美術館推廣教育與展覽品導向的教育。台北市立美術館主編,「當代美術館的角色功能與應用」國際學術研討會論文集(183-191),台北:台北市立美術館。
余少卿(2003)。個人化行動數位導覽之互動設計探討---以故宮博物院「乾隆皇帝的文化大業特展為例」。私立元智大學資訊傳播學系碩士論文,桃園縣。
吳百薰(1998)。學習風格理論探究。國教輔導,37(5),47-53。
吳鴻慶(2003)。超博物館。台北:揚智。
吳麗玲(2000)。博物館導覽與觀眾涉入程度之研究-以達文西特展為例。臺北市立師範學院視覺藝術研究所碩士論文,台北市。
宋曜廷、張國恩、于文正(2006)。行動載具在博物館學習的應用:促進「人-機-境」互動的設計。博物館學季刊,20(1),17-34。
何青蓉(2000)。從終身學習談博物館教育。博物館學季刊,14(2),7-14。
李金泉(2001)。非同步式網路輔助教學之研究─以技職校院工業安全課程為例。彰化師範大學工業教育系碩士論文,彰化。
李寶怡、張華承採訪撰文(2003)。室內燈光設計事件。台北:麥浩斯資訊, 15-19、48-50。
林政弘、張沛華(1995)。我國博物館經驗管理之探討。台北:教育部。
林鈺婷(2003)。網路輔助教學應用於國小自然科學習領域之研究。國立屏東師範學院國民教育研究所碩士論文,屏東。
邱明嬌(1996)。博物館與學校教育之交集-建教合作。美育,78, 15-22。
邱俊宏(2004)。多媒體電腦輔助教學對國小學童學習線對稱圖形成效之研究。國立屏東師範學院數理教育研究所碩士論文,屏東。
洪赫廷 (2006)。遊戲式行動導覽系統之設計與應用。國立台灣師範大學資訊教育學系研究所碩士論文,台北市。
陳平福(2006)。情境式行動導覽系統之設計與應用-以國立歷史博物館「唐三彩」常設展為例。國立台灣師範大學資訊教育學系碩士論文,台北市。
陳盈潔(2001)。網路合作學習環境之成效探討-實地實驗研究。國立中央大學資訊管理系碩士論文,桃園。
張春興(1995)。教育心理學。東華。台北。
郭重吉(1987)。英美等國晚近對學生學習風格之研究。資優教育季刊, 22,2-8。
張君豪、楊淑卿、劉ㄧ凡(2004)。行動學習輔具融入教學情境之應用概況。資訊科技與實務研討會。私立銘傳大學資訊學院,桃園。
黃光男(1993)。美術館的導覽工程。現代美術, 46, 6-9。
游政男(2001)。學習風格與超媒體網頁架構方式對學習鐘擺週期之影響。國立東華大學教育研究所碩士論文,花蓮。
彭明輝 (1995)。畫展導覽的具體經驗。雄獅美術, 290, 74-77。
蔡秉宸、靳知勤(2004)。藉情境學習提昇民眾科學素養:以科學博物館教育為例。博物館學季刊,18(2),129-138。
孫學瑛(2002)。國立自然科學博物館科學中心互動式展示與成人學習之研究。國立暨南國際大學碩士論文,南投縣。
劉光隆(2002)。影響電子化學習績效因素之研究—以嘉義縣教育網路之非同步遠距教學為例。國立中正大學資訊管理研究所碩士論文,嘉義。
蕭翔鴻、徐純(2002)。藝術與科技裝置的結合。美育,126,32-41。
蘇麗華(2003)。無線科技融入戶外賞鳥活動之行動學習情境觀察省思-人適應科技的努力與成長。國立東華大學教育研究所碩士論文,花蓮縣。
Bekkestua (2003) . Mobile Education - A Glance at the Future. Retrieved May 1 , 2004 from http://www.dye.no/articles/a_glance_at_the_future/introduction.html
Bishop, A. P. & Bruce, B. C. (2002). Using the Web to Support Inquiry-based Literacy Development. Journal of Adolescent and Adult Literacy, 45(8), 706-714.
Bitgood, S. (1989). Deadly sins revisited: A review of the exhibit label literature. Visitor Behavior, 4(3), 4-13.
Bork, C. J., & King, K. (1998). Computer conferencing and collaborative writing tool starting a dialogue about student dialogue. In C. J. Bork & K. King (Eds.), Electronic collaborators: Learner-centered technologies for literacy apprenticeship and discourse (pp. 3-23). Mahwah, NJ: Lawrence Erlbaum.
Brophy, J. & Good, T. L. (1986). Teacher behaviors and student achievement. In M. C. Wittrock (Ed.), Third Handbook of Research on Teaching (pp. 328-375). New York : Macmillan.
Burcaw G..E(1997)。Introduction to Museum Work。America:AltaMira Press.
Canfield, A. A. (1988).Canfield learning styles inventory manuaul.LA : Western Psychological Services
Charles, C. M. (1980).Individualizing instruction. London : C. V. Mosby Company.
Chang, C. Y., Sheu J.P. & Chan, T.W. (2003). Concept and design of Ad Hoc and Mobile classrooms, Journal of Computer Assisted Learning, 19, 336-346.
Clariana, R. B. & Smith, L.,(1988). Learning style shifts in computer-assisted instructional settings. London : C. V. Mosby Company.
Dempsey, J. V., Rasmussen, K., & Lucassen. B. (1994). Instructional gaming: implication for technology. (ERIC Document Reproduction Service No. EJ368345).
Dempsey, J. V., Lucassen, B., Haynes, L., & Casey M. (1996). Instructional applications of computer games.( ERIC Document Reproduction Service No. ED394500).
DeVries, D. L. & Edwards, K.J.(1972). Learning games and student teams: Their effects on classroom processes. (ERIC Document Reproduction Service No. ED070019).
Driskell, J. E., Willis, R. P., & Cooper, C. (1992). Effect of overlearning on retention. Journal of Applied Psychology, 77, 615-622.
Dunn, R., & Dunn, K. (1978). Teaching students through their individual learning styles. Reston, VA: Reston Publishing
Dye, A. (2003). Mobile Education-A Glance at The Future Retrieved November 25, 2003 from http://www.nettskolen.com/forskning/mobile_education.pdf
Ellington, H., Adinall, E., & Percival, F.(1982). A Handbook of Game Design. London, UK: Kogan.
Entwistle, N. (1981). Styles of learning and teaching. Chicheter: Johnson Wilsey and sons.
Garger, S. & Guild, P. (1984). Learning Styles: The crucial differences.Curriculum Review, February, 9-12
Grinder, A. L., & McCoy, E. S.(1985). The good guide: A soursebook for interpreters, docents, and tour guides. Scottsdale, Arizona: Ironwood Publishing.
Harris, P. (2001). Goin Mobile. Retrieved November 25, 2003 from http://www.learningcircuits.org/2001/jul2001/harris.html
Hunt, D. E. (1979). Student learning styles, diagnosing and prescribing programs. In NASSP, Learning style and student needs: An introduction to conceptual level(pp.27-38). Reston, VA: Reston Publishing.
Jeremy,R. (2003). Keynote paper: Unlocking the learning value of wireless mobile devices. Journal of Computer Assisted Learning 19, 260-272
Keefe, J. W. (1982). Assessing student learning styles: An overview. In NASSP(Ed. ), Student learning styles and brain behavior. Reston, VA: National Association of Secondary School Principals.
Kolb, D. A. (1976). Learning style technical manual. Boston: Mcber and Company.
Kolb, D. A., & Wolfe, D. M.,(1981). Professional education and careerdevelopment:A cross sectional study of adaptive competencies inexperiential learning.(ERIC NO. ED9493).
Kolb, D. A.,(1984). Experiential learning:Experience as the source of learning anddevelopment. Prentice-Hall, Inc., Englewood Cliffs, New Jersey.
Gregorc, A. F. (1979).Learning/teaching styles:Potent forces behind them. Educational Leadership, 36(4),234-236.
Hooper-Greenhill, E. (1999). The educational role of the museum. London and New York:Routlrdge.
Haury, D. L.(1993). Teaching science through inquiry. (Eric Document Reproduction Service No. ED 359048).
Keegan, D. (2002). The future of learning: From e-learning to m-learning. Retrieved November 25, 2003 from http://www.fernuni-hagen.de/ZIFF/ZIFF_PAP_119.pdf
Looi, C. K. (1998). Interactive learning environments for promoting inquiry learning. J. Educational Technology Systems, vol. 27(1) 3-22, 1998-99.
Lord, Barry & Lord, G. D. (1997).The manual of Museum Management .London: The Stationery Office, p.114.
Malone, T W (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Technical Report CIS-7. Palo Alto: Xerox PARC.
McDermott, P. A., & Beitman, B. S. (1984). Standardization of A Scale for The Study of Children’s Learning Styles: Structure, Stability, and Criterion Validity. Psychology in the Schools, 21, 5-14.
Pask, G. (1968). A cybernetic model for some types of learning and mentation. In H.C. Oestreicher & D.R. Moore (Eds.). Cybernetic problems in bionics. London: Gordon and Breach.
Pask G.(1976), Conversation Theory: Applications in Education and Epistemology, Elsevier, Amsterdam.
Piaget, J.(1962). Play, dreams, and imitation in childhood. New York:Norton.
Prensky, M. (2001). Digital game-based learning. NY: McGraw-Hill.
Schwabe, G. & Göth, C. (2005). Mobile learning with a mobile game: design and motivational effects. Journal of computer assisted learning, 21, 204-215.
Staffan Bjo¨rk1, Jussi Holopainen2, Peter Ljungstrand1 and Regan Mandryk3.Springer-Verlag London Ltd (2002). Special Issue on Ubiquitous Games.1PLAY Studio, Interactive Institute, Sweden; 2Nokia Research Center, Finland;3Edge Lab, Simon Fraser University, Canada
Thomas, S. & Mintz, A. (Eds.),(1998). The virtual and real:media in the museum , Washington D.C.:American Association of Museum.
Tinnesand, M., & Chan, A. (1987). Step 1:Throw out the instructions. ScienceTeacher, 54(6), 43-45.
Quinn, C. (2000). mlearning:Mobile,Wireless,In-Your-Pocket Learning Retrieved November 25, 2003 from http://www.linezine.com/2.1/features/cqmmwiyp.htm
Schemeck, R. R. (1982). Inventory of learning processes. Reston VA: National Association of Secondary School Principals. 73-80.
van Scoest, D., & Kruzich, J., (1994). The influence of learning styles on student and field instructor perceptions of field placement success. Journal of Teaching in Social Work, 9, 49-69.
Walther, B. K. (2005). Atomic actions - molecular experience: theory of pervasivegaming. Computers in Entertainment, 3(3), article 4B, 1-13.