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研究生: 張聖淵
Chang, Sheng-Yuan
論文名稱: 遠距體適能競賽之相關研究
The Relation of Physical Fitness in Remote Competition
指導教授: 洪榮昭
Hong, Jon-Chao
洪聰敏
Hong, Tsung-Min
口試委員: 曾慶裕
Tseng, Ching-Yu
陳永盛
Chen, Yung-Sheng
鄭志富
Cheng, Chih-Fu
洪聰敏
Hong, Tsung-Min
洪榮昭
Hong, Jon-Chao
口試日期: 2023/01/03
學位類別: 博士
Doctor
系所名稱: 工業教育學系
Department of Industrial Education
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 154
中文關鍵詞: 競爭焦慮持續意圖做運動的動機成績進步量趣味性價值運動遊戲
英文關鍵詞: Competitive Anxiety, Continuous Intention, Exercise Motivation, Exercise Progress, Hedonic Value, Exercise game
研究方法: 實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202300216
論文種類: 學術論文
相關次數: 點閱:151下載:16
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  • 數位科技不斷創新已對日常生活帶來了許多變化,也導致動態生活方式減少及影響學生的體適能表現。然而,大多數學生不能自我進行體能鍛鍊,針對此問題,本研究以成就情緒的控制-價值理論為基礎,探討「做運動的動機」、「生理焦慮」、「認知焦慮」、「趣味性價值」、「成績進步量」與「持續意圖」在作仰臥起坐訓練的遠距同步競技運動遊戲中的相關性。在遠距同步競技運動遊戲中作為仰臥起坐運動,為了實現遠程和同步比賽,應用了名為 「Fun-Fitness」 的設備, 「Fun-Fitness」 結合了一種應用程序和嵌入腰帶的壓力感測器,當玩家練習仰臥起坐時,應用程序接收壓力頻率,然後,以兔子作為化身並在智慧手機或 iPad 上的銀幕中呈現出動態跳躍動作
    本研究採用單組實驗研究和心理量表調查法,抽樣8個班級,8次研究實驗,為期8週。有效樣本數247位,並經由 SPSS 23 和 AOMS 20 進行驗證性因素、結構方程模式及相關統計分析,結果顯示:(1)參與者的做運動的動機可以負向預測生理焦慮和認知焦慮。(2)參與者的生理焦慮和認知焦慮可以負向預測趣味性價值。(3)參與者的趣味性價值可以正向預測持續意圖。
    根據研究結果,對課程設計、即時遠距競技運動遊戲及未來發展提出以下建議:(1)遠距同步競賽可以增加運動動機,但要減少生理和認知焦慮,在未來體育教師可以將 Fun-Fitness 設備納入體育教學規劃。(2)為促進學生持續鍛煉的意願,本研究設計了仰臥起坐的比賽,未來的研究可能將該裝置應用到身體肌肉能收縮達到目標的其它肌群部位。

    The continuous innovation of digital technology has brought many changes to daily life and has led to a decrease in dynamic lifestyles, which has affected students' physical fitness performance. However, most students cannot self-propelled to do exercises, to address this issue, this study uses the control-value theory of achievement emotions as the basis for its thesis, to explore the correlates between "Exercise Motivation", "Somatic anxiety", "Cognitive anxiety", "Hedonic Value", "Exercise Progress", and "Continuity" in a real-time and remote competitive sports games as sit-up exercise. To achieve the remote and synchronized competition, a device, named “Fun-Fitness” was applied. Fun-Fitness combines an App with pressure sensor which embedded in a belt, as players exercise sit-up and the App receiving the pressure frequency, then, the rabbit as avatar jumping in field was presented in a lithographic link on smartphones or iPads.
    The study was conducted using single group quasi-experimental study and questionnaire survey method, with a cluster sampling of 8 classes for 8 practicing sessions over 8 weeks. Useful 247 data were analyzed by SPSS 23 and AOMS 20 for validated factor analysis and structural equation model analysis. The results showed that: (1) Participants’ Exercise Motivation can negatively predict Somatic anxiety and Cognitive anxiety. (2) Participants’ Somatic anxiety and Cognitive anxiety can negatively predict Hedonic Value. (3) Participants’ Hedonic Value can positively predict Continuous Intention. Based on the findings of the study, the following recommendations were made for the curriculum design and future
    research of the real-time competitive sports game: (1) Remote and synchronized competition can increase exercise motivation, but decrease somatic and cognitive anxiety, this implies physical education teachers can incorporate the Fun-Fitness device into the physical education. (2) To promote students to continuous intention to do exercise, this study designed the competition with sit-up, future study may apply the device to other body parts as long as the muscle can be contraction with their achievement goal orientation structure.

    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5 第三節 名詞釋義7 第四節 研究範圍與限制10 第二章 文獻探討13 第一節 成就情緒理論13 第二節 運動遊戲22 第三節 做運動的動機與競爭焦慮25 第四節 競爭焦慮與趣味性價值34 第五節 趣味性價值、持續意圖與成績進步量38 第三章 研究設計與實施47 第一節 研究方法47 第二節 研究架構47 第三節 研究對象48 第四節 研究工具48 第五節 研究假設54 第六節 競賽遊戲介紹60 第七節 研究步驟62 第八節 研究環境、教學流程與競賽流程64 第九節 資料處理與分析66 第四章 研究結果71 第一節 研究樣本分析71 第二節 描述性統計分析79 第三節 量表項目分析87 第四節 信效度分析92 第五節 整體適配度分析99 第六節 路徑分析102 第七節 間接效果分析105 第八節 差異性分析106 第九節 結果與討論111 第五章 結論與建議117 第一節 研究結論117 第二節 研究貢獻120 第三節 研究限制與未來建議121 參考文獻125 附  錄153

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