簡易檢索 / 詳目顯示

研究生: 張智鈞
Chang, Chih-Chun
論文名稱: 以大型多點觸控螢幕進行數位遊戲式協同學習活動之研究
The research of using large multi-touch screen in a digital game-based collaborative learning activity
指導教授: 蕭顯勝
Hsiao, Hsien-Sheng
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: 2011
畢業學年度: 99
語文別: 中文
論文頁數: 127
中文關鍵詞: 大型多點觸控螢幕協同學習數位遊戲式學習學習成效學習保留活動理論
英文關鍵詞: Large Multi-Touch Screen, Collaborative Learning, Digital Games-Based Learning, Learning achievement, Learning retention, Activity theory
論文種類: 學術論文
相關次數: 點閱:177下載:8
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
  • 大型多點觸控螢幕能夠讓多人同時於一個顯示螢幕上進行操作。而若大型多點觸控螢幕結合數位遊戲運用在教學上,不僅可以吸引學習者的注意力,有效增加學習者動機、更可以在悅趣化的學習中實現協同學習。
    在數位遊戲協同學習活動的設計上,使用活動理論作為框架能夠以更社會文化的角度切入觀察整個活動的進行,因為從活動理論的觀點進行數位遊戲設計能夠包含此遊戲活動中遊戲與環境的各項因素。因此本研究以活動理論為活動設計之基礎,建置一數位遊戲協同學習系統。並以準實驗設計進行教學實驗。除探討學習者之學習成效及學習保留外,並且將學習者之學習行為紀錄以探討學習行為與學習成效與保留之相關,以深入了解於此活動進行學習之情況。
    研究結果表明,透過大型多點觸控螢幕進行數位遊戲式的協同學習將能夠讓學習者有更多討論互動的機會,並且彼此在遊戲中經過面對面的討論及探索獲得知識,並且因此對學習者在電學上的學習成效及學習保留有所幫助。

    Large multi-touch screen allows multi-users operate computer in the same screen at the same time. And if use a large multi-touch screen with digital games in education, it can not only attract the attention of students, even can effectively increase student’s motivation and interest, and implementing collaborative learning in joyful-learning society.
    In the digital game-based collaborative learning activity design, using activity theory as a framework can set the activity in a more socio-culture vision, because in the activity theory vision, we can build the digital game including the key factors of activity content and environment. Therefore, this research uses activity theory as a basis to build a digital game-based collaborative learning activity, and implementing study experiment.
    In this research, we not only discussed learning achievement and learning retention, and recorded students learning behavior to explore the relation of learning behavior, learning achievement, and learning retention.
    The results showed that students could have more chances to discuss problems, get knowledge in the process of discussion and exploration in the digital-game collaborative learning activity by the large multi-touch screen, and it could raise the achievement and retention of electricity learning.

    目次 謝誌 i 中文摘要 ii 英文摘要 iii 目次 iv 表次 vii 圖次 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 6 第三節 待答問題 7 第四節 研究範圍與限制 8 第五節 研究流程 9 第六節 名詞釋義 11 第二章 文獻探討 13 第一節 大型多點觸控螢幕(Large Multi-Touch Screen) 13 第二節 數位遊戲式學習(Digital Game-Based Learning) 17 第三節 協同學習(Collaborative Learning) 23 第四節 活動理論(Activity Theory) 28 第五節 學習保留(Learning Retention) 32 第六節 文獻評析 36 第三章 研究方法 37 第一節 研究架構 37 第二節 研究對象 38 第三節 研究設計與實施 39 第四節 教學活動設計 43 第五節 數位遊戲學習系統 52 第六節 研究工具 59 第七節 資料分析 61 第四章 研究結果與討論 63 第一節 各組資料之敘述統計資料 63 第二節 不同教學方式之間學習成效與學習保留之影響 65 第三節 不同教學方式在電學學習成效的差異 67 第四節 不同教學方式在電學學習保留的差異 69 第五節 活動滿意度問卷分析 71 第六節 不同教學方式的學習行為之差異 78 第七節 學習行為與學習成效及學習保留關聯之討論 88 第五章 結論與建議 93 第一節 結論 93 第二節 建議 97 參考文獻 101 附錄一 110 附錄二 114 附錄三 117 附錄四 121 附錄五 126

    王麗君(2010)。體驗式遊戲策略與個別差異對初學者程式語言學習之探討。國立台灣師範大學資訊教育研究所博士論文,未出版,台北市。
    李貞穎(2008)。以線上遊戲實施創造力教學與評量之研究。國立台灣師範大學工業科技教育學系碩士論文,未出版,台北市。
    李昆璟(2008)。具形成性評量機制行動式英語字彙學習系統之研究。國立台灣師範大學工業科技教育學系論文,未出版,台北市。
    胡博閔(2010)。數位遊戲學習對學習者創造力與實作技能影響之研究。國立台灣師範大學科技應用與人力資源發展學系碩士論文,未出版,台北市。
    高嬿婷(2008)。多點觸控操作介面開發與研究:以算算數電腦輔助教學遊戲為例。國立台北教育大學碩士論文,未出版,台北市。
    翁凱昕(2005)。線上遊戲式學習對創造力之影響。國立台灣師範大學工業科技教育研究所網路教學組碩士論文,未出版,台北市。
    孫春在、林珊如(2007)。網路合作學習:數位時代的互動學習環境、教學與評量。台北:心理。
    張春興(1996)。教育心理學:三化取向的理論與實踐。台北:東華。
    張春興、林清山(1998)。教育心理學(十二版)。台北:東華。
    曾聖評(2010)。創新科技教室中實施英語字彙學習之研究。國立台灣師範大學科技應用與人力資源發展系碩士論文,未出版,台北市。
    蔡福興(2008)。線上遊戲式學習在知識獲取與學習遷移成效之研究。國立台灣師範大學工業科技教育學系博士論文,未出版,台北市。
    鍾鳳香(2005)。合作學習對國小學習者閱讀表現之影響。國立屏東師範學院教育心理與輔導研究所碩士論文,未出版,台北市。
    Alessi, S. M., & Trollip, S. R. (2001). Multimedia for learning: Methods and development (3nd ed). Boston: Allyn and Bacon.
    Atkinson, R. C., & Shiffrin, R. M. (1968). Human memory: A proposed system and itscontrol processes. In K. W. Spence & J. T. Spence (Eds.), The psycholoy of learning and motivation (vol 2, pp. 89–195). New York: Academic Press.
    Bakeman, R. (1986). Observing interaction : an introduction to sequential analysis. New York: Cambridge University.
    Bakeman R., & Gottman J. M. (1997). Observing interaction: An introduction to sequential analysis (2nd Ed). UK: Cambridge University.
    Barros, B., Verdejo, M. F., Read, T., & Mizoguchi, R. (2002). Applications of a collaborative learning ontology. Micai 2002: Advances in Artificial Intelligence: Second Mexican International Conference on Artificial Intelligence, Mexico, 301-310.
    Beauchamp, G., & Kennewell, S. (2010). Interactivity in the classroom and its impact on learning. Computers & Education, 54(2), 759–766.
    Bruffee, K. A. (1999). Collaborative learning: Higher education, interdependence, and the authority of knowledge (2nd ed.). Baltimore, MA: The John Hopkins University Press.
    Butts, B., & Smith, R. (1987). What do students perceive as difficult in H.S.C. chemistry. Australian Science Teachers Journal, 32(4), 45-51.
    Chen, M. P., & Lee, C. Y. (2009). A computer game as a context for non-routine mathematical problem solving: The effects of type of question prompt and level of prior knowledge. Computers & Education 52(3), 530–542.
    Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Hillsdale,NJ: Lawrence Erlbaum.
    Cole, M., & Engestrom, Y. (1993) A cultural-historical approach to distributed cognition,In G.Salomon (Ed.), Distributed cognitions: Psychological and educational considerations (pp. 1-46), New York: Cambridge University Press.
    Dale, E. (1969). Audio-Visual Methods in Teaching (3rd ed.). New York: Holt.
    Ebbinghaus, H. (1985). Memory: A contribution to experimental psychology. New York: Dover Publications.
    Egenfeldt-Nielsen, A. (2006). Overview of research on the educational use of video games. Digital Kompetanse, 1(3), 184-213.
    Engestrom, Y. (1987). Learning by expanding. An activity-theoretical approach to developmental research. Helsinki: Orienta-Konsultit Oy.
    Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: a research and practice model. Simulation & Gaming, 33(4), 441-467
    Gentile, D. A., & Gentile, J. R. (2005). Violent games as exemplary teachers. Paper presented at the biennial meeting of the society for research in child development. Atlanta, GA.
    Gros, B. (2003). The impact of digital games in education. First Monday, 8(7), 6-26.
    Hillman, D. C., Willis, D. J., & Gunawardena, C. N. (1994). Learner- interface interaction in distance education: An extension of contemporary models and strategies for practitioners. The American Journal of Distance Education, 8(2), 30-42.
    Holmberg, B. (1983). Guided didactic conversation in distance education. In D. Sewart, D. Keegan, & B. Holmberg (Eds). Distance Education, International Perspectives (pp.114-122). New York: Routledge, Chapman & Hall.
    Janssen, J., Erkens, G., Kirschner, P. A., Kanselaar, G. (2010). Effects of representational guidance during computer-supported collaborative learning. Instructional Science, 38(1), 59-88.
    Johnson, R. T., & Johnson, D. W. (1986). Action research: Cooperative learning in the science classroom. Science and children, 24(1), 31-32.
    Johnson, R. T., & Johnson, D. W. (1989). Cooperation and competition: Theory and research. Edina, MN: Interaction Book Company.
    Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55(2), 427-443.
    Kuutti, K. (1996). Activity theory as a potential framework for human-computer interaction research. In B. Nardi (Ed.), Context and consciousness: Activity theory and human computer interaction (pp. 17–44). Cambridge, MA: MIT Press.
    Lowyck J., & Poysa J. (2001). Design of collaborative learning environments. Journal of Computer in Human Behavior, 17(5), 507-516.
    Manninen, T. (2003). Interaction forms and communicative actions in multiplayer games. The International Journal of Computer Game Research, 3(1), 5-10.
    Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University.
    Mitchell, A., & Savill, S., C. (2004). The use of computer and video games for learning: A review of the literature. In M. Fancett (Ed.), Learning and skills development agency (pp. 25-41). London.
    Moore, M. G. (1989). Three types of interaction. The American Journal of Distance Education, 3(2), 1-6.
    Paivio, A. (1986). Mental representations: a dual coding approach. England: Oxford University.
    Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education. 52(1), 1-12.
    Paraskeva F., Mysirlaki S., & Papagianni A. (2009). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education. 54(2), 498-505.
    Passey, D., Rogers, C., Machell, J., & McHugh, G. (2004). The motivational effect of ICT on pupils. London: University of Lancaster.
    Piper, A. M., Brien, E. O., Morris, M. R., & Winograd, T. (2006). SIDES: A cooperative tabletop computer game for socialskills development. Proceedings of CSCW ’06, New York, 1-10.
    Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
    Puntambekar, S. (2006). Analyzing collaborative interactions: Divergence, shared understanding and construction of knowledge. Computers and Education, 47(3), 332-351.
    Rick, J., Harris, A., Marshall, P., Fleck, R., Yuill, N. and Rogers, Y. (2009) Children designing together on a multi-touch tabletop: an analysis of spatial orientation and user interactions. Proceedings of Interaction Design and Children, Italy, 106-114.
    Rick, J., Rogers, Y., Haig, C., & Yuill, N. (2009). Learning by doing with shareable interfaces. Children, Youth and Environments, 19(1), 321–342.
    Roblyer, M. D. (2003). Integrating educational technology into teaching (3rd ed.). Columbus, OH: Merrill Prentice Hall.
    Scardamalia, M. (2002). Collective cognitive responsibility for the advancement of knowledge. In B. Smith (Ed.), Liberal education in a knowledge society (pp. 67-98), Chicago: Open Court.
    Scott, S. D., Mandryk, R. L., & Inkpen, K. M. (2003). Understanding children’s collaborative interactions in shared environments. Journal of Computer Assisted Learning , 19(1), 220-228.
    Simsek, A. (1992). The effects of cooperative learning achievement and attitude. Minnesota: University of Minnesota.
    Slavin, R. E. (1990). Cooperative learning: Theory, research, and practive. Needham Heights, MA: Allyn & Bacon.
    Springer, L., Stanne, M. E., & Donovan, S. S. (1999). Effects of small-group learning on undergraduates in science, mathematics, engineering, and technology: A meta-analysis. Review of Educational Research, 69(1), 21-51.
    Squire, K. D. (2002). Cultural framing of computer/video games.Game Studies. The International Journal of Computer Game Research, 1(2). Retrieved March, 2011, from http://www.gamestudies.org/01 02/squire/
    Stice, J. E. (1987). Using Kolb's learning cycle to improve student learning. Engine ering education, 77(5), 291-296.
    Stanton, D., & Neale, H. R. (2003). The effects of multiple mice on children’s talk and interaction. Journal of Computer Assisted Learning, 19(2), 229-238.
    Tüzüna, H., Yılmaz-Soylua, M., Karakuşb, T., İnalb, Y., & Kizilkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Compters & Education, 52(1), 68-77.
    Vetter, R. K. (1994). The learning connection:Talk-throughs. Arithmetic Teacher, 40(3), 167-168.
    Webb, N. M., Troper, J., & Fall, J. R. (1995). Constructive activity and learning in collaborative small groups. Journal of Educational Psychology, 87(1), 406-423.

    下載圖示
    QR CODE