研究生: |
李京翰 Jing-Han Li |
---|---|
論文名稱: |
數位學習環境之回饋策略與性別對國中生化學酸鹼中和單元學習之影響 The Effects of Digital Learning Environment, Feedback Strategies and Gender on Junior High Learners’ Performances and Attitudes of Chemistry Acid-base Course |
指導教授: |
陳明溥
Chen, Ming-Puu |
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: | 2012 |
畢業學年度: | 100 |
語文別: | 中文 |
論文頁數: | 108 |
中文關鍵詞: | 數位式遊戲學習 、圖文式網頁 、回饋策略 、學習成效 、學習態度 |
英文關鍵詞: | learning digital game, the graphics web, feedback strategies, learning outcome, learning attitude |
論文種類: | 學術論文 |
相關次數: | 點閱:176 下載:10 |
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 |
本研究旨在探討使用不同的學習策略(績效性回饋、資訊性回饋)、並在不同數位學習環境(角色扮演遊戲、圖文式網頁)下,針對不同性別(男、女)的國中二年級學生,學習化學酸鹼中和知識概念的學習成效(知識理解、知識應用),暨其學習態度之影響。研究樣本為台北市某國中二年級學生,隨機抽選八個班參與本次之教學實驗活動。該校所有班級皆為常態編班,所有學生均接受過電腦相關課程,且具備基本的電腦操作技能。
研究結果顯示:(1)使用角色扮演遊戲的環境下,學習化學酸鹼中和單元在知識理解向度之學習成效低於使用圖文式網頁的學習效果;(2)使用資訊性回饋策略,學習化學酸鹼中和單元在知識理解向度之學習成效高於使用績效性回饋策略之學習成效;(3)男性學生對於學習化學酸鹼中和單元課程之學習表現高於女性學生之學習表現;(4)學生在角色扮演遊戲學習環境進行化學酸鹼中和單元,比在圖文式網頁學習環境具有較高的學習態度;(5)無論是接受績效性或資訊性回饋的學生,對於化學酸鹼中和單元教學活動皆持有正面且肯定的態度;(6)男性學生對於學習學習化學酸鹼中和單元課程之學習態度相較於女性學生具有較高且正面的學習態度。
The purpose of this study was to investigate the effects of learning acid-base neutralization in Chemistry lessons using various learning strategies on both genders under different digital learning environments. Participants in the study were eight classes of eighth grade students which were randomly selected. All students received computer-related courses, and have basic computer skills.
The results revealed that (a) graphic web environment facilitated students’ understanding in chemical acid-base unit better than role-playing game environment, (b) using information feedback strategy was better than using performance feedback strategies in the learning outcomes in knowledge and understanding dimension of chemical acid-base unit, (c) male students had better learning outcomes than female students in the chemical acid-base unit, (d) role-playing game learning environment had more positive impacts on students’ learning attitude than graphic web environment, (e) students had same positive attitude toward the chemical acid-base unit no matter which feedback strategies they adopted, and (f) male students had more positive learning attitude than female students in chemical acid-base unit.
中文部分
朱則剛(1996)。建構主義知識論對教學與教學研究的意義。教育研究雙月刊,49,39-45。
吳世彬(1993)。新文化事業電腦多媒體。自動化科技,111,62-65。
吳沂木(1999)。淺談資訊教育融入學科教學。班級經營,4(1),47-52。
吳明隆、涂金堂(2005)。SPSS與統計應用分析(第一版)。臺北:五南。
吳明隆、涂金堂(2009)。SPSS與統計應用分析(第二版)。臺北:五南。
李天生(2008)。應用回饋提示型網路形成性評量對學生自然科自然科「協調作用」單元學業成就影響之行動研究。國立彰化師範大學科學教育研究所,未出版,彰化市。
李永吟(1984)。教學理論與策略。臺北:大洋。
李坤崇(1990)。修訂Bloom認知分類及命題實例。教育研究月刊,122,98-127。
李建華(2007)。創造思考教學對高職資料處理科網頁設計課程學生學習成效之影響。國立臺灣師範大學工業教育學系碩士論文,未出版,臺北市。
林湘玲(2008)。部落格融入校園植物教學之課程設計。科學教育月刊,313,25-37。
林錦雪(1995)。CAI與傳統教學對不同學習風格知國小學生學習自然科學成就和態度之影響。國立台南師範學院初等教育學系碩士論文,未出版,台南市。
邱美虹(2000)。概念改變研究的省思與啟示。科學教育學刊,8(1),1—34。
邱皓政(2002)。量化研究與統計分析:SPSS中文視窗版資料分析範例解析。臺北:五南。
邱皓政(2008)。結構方程模式的檢定力分析與樣本數決定。量化研究學刊,2(1),139-172。
洪振方、蔡智文(2007)。概念發展等同於概念範疇發展:以國中一年級學生酸鹼中和概念發展為例。高雄師大學報,22,39-62。
翁凱昕(2005)。線上遊戲式學習對創造力之影響。未出版碩士論文,國立臺灣師範大學工業科技教育學系,臺北市。
張春興(2004)。現代心理學。臺北:東華書局。
張春興(1996)。教育心理學-三化取向的理論與實踐。台北市:台灣東華。
教育部(2008)。97年國民中小學九年一貫課程綱要(100學年度實施)。臺北市:教育部。
陳定邦(2003)。鷹架教學概念在成人學習歷程上應用之研究─以空大《統計學》課輔教學為例。國立臺灣師範大學社會教育研究所碩士論文,未出版,臺北市。
陳明溥(1992)。CAI之發展趨勢-多媒體電腦輔助教學。資訊與教育雜誌,28,5-11。
彭月茵(2001)。目標層次、回饋訊息對數學工作表現與學習動機之效果:考量國中生的控制信念。國立成功大學教育研究所碩士論文,未出版,臺南市。
曾明勤(2002)。應用網際網路輔助建構是鷹架教學之研究:以「研究方法」課程為例。國立高雄第一科技大學資訊管理系碩士論文,未出版,高雄。
游朝煌(1994)。多媒體在電腦輔助教學之應用現況與發展趨勢。資訊與教育,44,42-44。
程似錦(1997)。CAL再國中生物科「遺傳」單元補救教材之研究。國立高學師範大學科學教育研究所碩士論文,未出版,高雄市。
黃淑敏(2001)。電腦網路學習對學生學習成效之後設分析。新竹師範學院國民教育研究所碩士論文,未出版,新竹市。
鍾崇燊(2005)。創造思考教學:道耳吞原子說。取自http://chem.kshs.kh.edu.tw/teachshare/teach15-9608.pdf
關永馨(1987)。科系角色適切性、性別角色態度、個人現代性與逃避成功傾向的關係。政治大學心理學研究所碩士論文,未出版,臺北市。
英文部分
Amory, A., Naicker, K., Vincent, J., & Adams, C. (1999). The use of computer games as an educational tool: Identification of appropriate game types and game elements. British Journal of Educational Technology, 30(4), 311-321.
Anderman, E. M., & Young, A. J. (1994). Motivation and strategy use in science: Individual differences and classroom effects. Journal of Research in Science Teaching, 31, 811–831.
Anderson, C. A. (1989). Temperature and aggression: Ubiquitous effects of heat on occurrence of human violence. Psychological Bulletin, 106, 74-96.
Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, D., Zuiker, S. J., & Warren, S. (2009). Transformational play as a curricular scaffold: using videogames to support science education. Journal of Science Education Technology, 18, 305-320.
Barcena, J., & Crespo, A. (2006). Game based learning: A research on learning content management educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Education Tech. Research Dev., 56, 511-537, DOI=10.1007/s11423-007-9073-2.
Carolyn, B. D. (1997). Ethnomethodological studies of talk in educational settings'. In: B. Davies, D. Corson (eds.), Oral Discourse and Education. Volume 3, Encylopedia of Language and Education. Dordrecht: Kluwer Academic: 43-52
Casazza K., & Ciccazzo M. (2006). Improving the dietary patterns of adolescents using a computer-based approach. Journal of School Health, 76, 43-46.
Chen, S. Y. (2005). Evaluating the learning effectiveness of using web-based instruction: An individual differences approach. International Journal of Information and Communication Technology Education, 1(1), 69-82
Conati, C. (2002). Probabilistic assessment of users emotions in educational games. Journal of Applied Artificial Intelligence, 16(7-8), 555-575.
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: The experience of play in work and games. San Francisco: Jossey-Bass.
De Vos, W., Bulte, A. M. W., & Pilot, A. (2002). Chemistry curricula for general education: Analysis and elements of a design. In J. K. Gilbert, O. De Jong, R. Justi, D. F. Treagust & J. H. Van Driel (Eds.), Chemical Education: Towards Research-based Practice, 101-124. Dordrecht, the Netherlands: Kluwer Academic Press.
Dede, C. (2009). Immersive interfaces for engagement and learning. Science 323(66), 66-69. Doi:10.1126/science.1167311.
Demirbas, O. O., & Demirkan, H. (2007). Learning styles of design students and the relationship of academic performance and gender in design education. Learning and Instruction, 17, 345-359.
Dickey, M. D. (2007). Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Education Tech Research, 55.
Finley F. N. (1991). Why Students Have Trouble Learning from Science Texts?, Science Learning: Process and Application. I.R.A..
Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation Gaming, 33, 441-467.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan. health and physical education: A literature review. Computers and Education, 53(3), 603-622.
Herron, J. D. (1975). Piaget for chemists. Journal of Chemical Education, 52(3), 146-150.
Kafai, Y. (2001). The educational potential of electronic games: From games-to-teach to games-to-learn. Retrieved June 27, 2012, from http://culturalpolicy.uchicago.edu/conf2001/papers/kafai.html
Karakus, T., Inal Y., & Cagiltay K. (2008). A descript tive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24, 2520-2529.
Ke, F. F. (2008). Alternative goal structures for computer game-based learning. Computer-Supported Collaborative Learning, 3(4), 429–445.
Kiili. K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13-24.
Klawe, M. (1999). Computer games, education and interfaces: The E-GEMS project. In Proceedings of the graphics interface conference (pp. 36-39). Ontario, Canada.
Lepper, M. R., & Cordova, D. I. (1992). A desire to be taught: Instructional consequences of intrinsic motivation, Motivation and Emotion, 16, 187-208.
Malone, T. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL Symposium and the 1st SIGPC Symposium (pp. 162–169). Palo Alto, USA.
Malone, T. (1981). What makes computer games fun? Byte, 6(12), 258-277.
Martens, R. L., Gulikers, J., & Bastiaens, Th. J. (2004). The Impact of intrinsic motivation on e-learning in authentic computer tasks. Journal of Computer Assisted Learning, 20, 368-376.
McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. TEEM (Teachers Evaluating Educational Multimedia). Retrieved August 27, 2007, from http://www.teem.org.uk/publications/teem_gamesined_full.pdf
Morris, B.A., Randel, J. M., Wetzel, C. D. & Whitehill, B. V. (1992). The effectiveness of games for educational purpose: A review of recent research. Simulation and Gaming, 23(3), 261-275.
Morrison, T., Bryan, G. & Chilcoat, G. (2002). Using student-generated comic books in the classroom. Journal of Adolescent & Adult Literacy, 45(8), 758-767.
Nakhleh, M. B., & Krajcik, J. S. (1994). Influence of levels of information as presented by different technologies on students understanding of acid, base, and pH concepts. Journal of Research in Science Teaching, 34(10), 1077-1096.
Norton, B. (2003). The motivating power of comic books: Insights from Archie comic readersi. International Reading Association, 57(2), 140-147.
O¨ zmen, H. (2008). The influence of computer-assisted instruction on students’ conceptual understanding of chemical bonding and attitude toward chemistry: A case for Turkey. Computers & Education, 51(1), 423–438.
Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 2004(8), 1-18.
Osborne, J., & Collins, J. (2001). Pupils' views of the role and value of the science curriculum: A focus-group study. International Journal of Science Education, 23(5), 441-467.
Papastergiou, M. (2008). Are computer science and information technology still masculine fields? High school students’ perceptions and career choices. Computer and Education, 51(2), 594-608.
Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computer and Education, 53(3), 603-622.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1(1), 1-4.
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21-25.
Prensky, M. (2008). Programming: The new literacy. Edutopia Magazine. Retrieved Feburary 23, 2008, from http://www.edutopia.org/programming.
Robertson, J., & Howells, C. (2008). Computer game design: Opportunity for successful learning. Computer & Education, 50, 559-578.
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., & Flores, P. (2002). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40, 71-94.
Ryan R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25, 54-67.
Ryan, R. M., & Stiller, J. (1991). The social contexts of internalization: Parent and teacher influences on autonomy, motivation and leaming. In P. R. Pintrich & M. L. Maehr (Eds.), Advances in motivation and achievement: Vol. 7. Goals and self-regulatory processes (pp. 115-149). Greenwich, CT: JAI.
Solsona, N., Izquierdo, M., & de Jong, O. (2003). Exploring the development of students’ conceptual profiles of chemical change. International Journal of Science Education, 25(1), 3-12.
Squire, K., Barnett, M., Grant, J., & Higginbotham, T. (2004). Electromagnetism supercharged! learning physics in simulated worlds. The International Conference of the Learning Sciences: Conference Proceeding. Lawrence Erlbaum Publications.
Tabachnick, B. G., & Fidell, L. S. (2006). Using Multivariate Statistics (5th ed.). Pearson International Edition: Allyn and Bacon.
Tharp, R. G., & Gallimore, R. (1991). The Instructional Conversation: Teaching and Learning in Social Activity. National Center for Research on Cultural Diversity and Second Language Learning, 13(1), 1-10.
Tharp, R., & Gallimore, R. (1991). The instructional conversation: Teaching and learning in social activity. Washington, D.C.: Office of Educational Research and Improvement.
Tsaparlis, G. (1997). Atomic and molecular structure in chemical education: A critical analysis from various perspectives of science education. Journal of Chemical Education, 74(8), 922-925.
Tseng, C. H., Tuan, H. L., & Chin, C. (2010). Investigating the influence of motivational factors on conceptual change in a digital learning context using the dual-situated learning model. International Journal of Science Education, 32(14), 1853-1875.
Vygotsky, L. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Wang, L. C., & Chen, M. P. (2008). Enhancing ICT learning by matching type of instruction and individual difference. Proceeding of the Society for Information Technology and Teacher Education International Conference (pp. 2272-2278). Las Vegas: Society for Information Technology and Teacher Education International Conference.
Watson, R., & Dillon, J. (1996). Progression in pupil’s understanding of combustion. In G. Welford, J. Osborne, & P. Scott (Eds.), Research in Science Education in Europe: Current Issues and Themes (pp. 243-253). London: Falmer Press.
Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry, 17(2), 89-100.
Yager, R. E. (1993). Science technology society as reform. School Science and Mathematics, 93(3), 145-151.
Yarroch, W. L. (1985). Student understanding of chemical equation balancing. Journal of Research in Science Teaching, 22(5), 449-459.