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研究生: 郭映汝
Ying-Ru Guo
論文名稱: 提示策略與學習風格對國中生板塊運動擴增實境學習之影響
Effects of Prompting Strategies and Learning Styles on Junior High School Student’s Performances in Learning Plate Tectonics Concepts
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: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 94
中文關鍵詞: 擴增實境鷹架提示策略學習風格板塊運動體驗式學習
英文關鍵詞: augmented reality, prompting scaffolding strategy, learning style, plate tectonics, experiential learning
論文種類: 學術論文
相關次數: 點閱:164下載:13
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  • 本研究旨在探討不同提示策略(系統控制、學習者控制)對於不同學習風格(感覺型、直覺型)之學習者以擴增實境遊戲式教材學習板塊運動概念之學習成效及學習滿意度影響。研究對象為國中八年級學習者,其樣本為新北市某國中八年級學習者共117人。研究採因子設計之準實驗研究,自變項包括提示策略及學習風格,提示策略分為「系統控制」及「學習者控制」;學習風格分為「感覺型」及「直覺型」。依變項則包含板塊運動課程學習成效(知識理解、知識應用)及板塊運動擴增實境遊戲式學習滿意度(學習意願、教材內容、教材連結能力、教材易用性及學習動機)。
    研究結果依板塊運動課程學習成效及擴增實境遊戲式學習滿意度兩個依變項,綜合歸納如下:(1)將程序性之提示策略融入擴增實境遊戲中,可提升學習者的知識理解及知識應用表現,而系統控制組的學習者在知識理解成效上,顯著優於學習者控制組的學習者;(2)在擴增實境遊戲式學習環境中,不同程序性之提示策略對於學習者的學習滿意度造成顯著影響,其中,系統控制組的學習者在學習滿意度上,顯著優於學習者控制組之學習者;(3)不同學習風格的學習者在擴增實境遊戲式學習環境中,皆抱持正向態度。

    The purpose of this study was to investigate the effects of different learning strategies and learning styles on junior high school students’ learning of plate tectonics in Earth Science lessons using an augmented reality game-based learning environment. Participants were four classes of eighth-grade students randomly selected. All students have used tablets before, and have basic computer skills.
    The results revealed that (a) the system-control prompting strategy facilitated students’ understanding of plate tectonics better than the learner control prompting strategy, (b) the system-control prompting strategiy facilitated students’ learning attitude toward the augmented reality game-based learning environment better than the learner control prompting strategy, and (c) both sensing and intuitive learning styles students showed similar positive learning attitude.

    中文摘要 i Abstracts ii 誌謝 iii 表目錄 vi 圖目錄 vii 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 4 第三節 研究範圍與限制 6 第四節 名詞解釋 9 第二章 文獻探討 12 第一節 地球科學教育 12 第二節 擴增實境學習環境 16 第三節 提示策略 20 第四節 學習風格 24 第三章 研究方法 28 第一節 研究對象 28 第二節 研究設計 30 第三節 研究工具 48 第四節 資料處理與分析 50 第四章 結果與討論 53 第一節 板塊運動課程學習成效分析 53 第二節 擴增實境遊戲式學習滿意度分析 57 第五章 結論與建議 63 第一節 結論 63 第二節 建議 66 參考文獻 69 中文部分 69 英文部分 71 附錄一 板塊運動概念先備知識測驗卷 78 附錄二 學習風格問卷 83 附錄三 板塊運動學習成效測驗卷 87 附錄四 擴增實境遊戲式學習活動滿意度問卷 92

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