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研究生: 林思汝
Szu-Ju Lin
論文名稱: 擴增實境遊戲式學習與編碼策略對國小學生槓桿原理學習之影響
The Effects of Augmented Reality on Game-based Learning and Encoding Strategy in the Learning of Lever Principle for Elementary Students
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 141
中文關鍵詞: 槓桿原理遊戲式學習擴增實境數位模擬編碼策略
英文關鍵詞: lever principle, game-based learning, augmented reality, digital simulation, encoding strategy
論文種類: 學術論文
相關次數: 點閱:116下載:7
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  • 本研究旨在探討不同學習環境與編碼策略對於國小中年級學習者在槓桿原理學習成效及自然科學習動機之影響。研究對象為四年級學生,樣本為台北市某國小111位學生,剔除未全程參與5人和極端值8人,有效樣本為98人。實驗教學活動為期四週,共計160分鐘。本研究採因子設計之準實驗研究,自變項包括學習環境與編碼策略,「學習環境」依據虛擬資訊結合觸覺感受或動畫模擬之互動差異,分為擴增實境和數位模擬;「編碼策略」依據力矩概念的編碼方式為圖像或文字之呈現差異,分為類比編碼和符號編碼。依變項包括「槓桿原理學習成效」及「自然科學習動機」。共變項為「先備知識」。
    研究結果依槓桿原理學習成效與自然科學習動機兩個面向,綜合歸納如下:(1)學生使用「擴增實境遊戲」教材學習槓桿原理,學習成效優於使用「數位模擬遊戲」教材;而學生使用「類比編碼策略」教材學習槓桿原理,學習成效優於使用「符號編碼策略」教材;(2)學生運用學習環境與編碼策略學習槓桿原理皆可提升學習動機;特別是「擴增實境遊戲」和「類比編碼策略」之內在動機表現較佳,而「數位模擬遊戲」和「符號編碼策略」之外在動機表現較佳。

    The purpose of this study was to investigate the effects of game-based learning environment and encoding strategy in the learning of lever principle for elementary students. A quasi-experimental research design was employed in the study and the participants were 98 fourth-grade elementary students. The independent variables were game-based learning environment (the augmented reality game vs. the digital simulation game) and encoding strategy (the analogy representation vs. the abstract representation). The dependent variables were learning performance in and motivation towards the lever principle learning activity.
    The results revealed that (a) the augmented reality game was able to facilitate the performance of understanding with learners and was better than the digital simulation game. On the other hand, the analogy representation could improve the performance in application and was better than the abstract representation. (b) Both the game-based learning environment and encoding strategy had positive impacts on learners’ motivation. The augmented reality game and the analogy representation affected more on the intrinsic motivation. However, the digital simulation game and the abstract representation caused more effect on the extrinsic motivation.

    附表目錄 VI 附圖目錄 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 5 第四節 重要名詞釋義 6 第二章 文獻探討 9 第一節 槓桿原理學習 9 第二節 數位遊戲學習 15 第三章 研究方法 25 第一節 研究對象 25 第二節 研究設計 26 第三節 研究工具 49 第四節 資料處理與分析 53 第四章 結果與討論 57 第一節 槓桿原理學習成效分析 57 第二節 自然科學習動機分析 63 第五章 結論與建議 75 第一節 結論 75 第二節 建議 78 參考文獻 81 中文部分 81 英文部分 83 附錄一 槓桿原理學習成效測驗 93 附錄二 自然科學習動機問卷 99 附錄三 「擴增實境-類比編碼組」學習單 103 附錄四 「擴增實境-符號編碼組」學習單 113 附錄五 「數位模擬-類比編碼組」學習單 123 附錄六 「數位模擬-符號編碼組」學習單 133

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