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研究生: 高建斌
Kao, Chien-Pin
論文名稱: 數位遊戲式學習對國中生學習動機、問題解決能力與學科成就之影響
The Effectiveness of Digital Game-Based Learning on Junior High School Students' Learning Motivation, Problem Solving, and Academic Achievement
指導教授: 楊雅婷
Yang, Ya-Ting
學位類別: 碩士
Master
系所名稱: 社會科學院 - 教育研究所
Institute of Education
論文出版年: 2009
畢業學年度: 97
語文別: 英文
論文頁數: 210
中文關鍵詞: 學科成就問題解決能力學習動機數位遊戲式學習
外文關鍵詞: academic achievement, learning motivation, digital game-based learning, problem-solving
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  • 本研究旨在探討傳統教學與數位遊戲式學習兩種不同的教學策略對學生的學習動機、問題解決能力以及學科成就的影響。本研究採用前後測準實驗設計,以國中三年級兩個班級共44位學生為研究對象,進行為期二十四週的實驗教學。自變項為教學策略,分成兩種-傳統教學(對照組)與數位遊戲式學習(實驗組)。依變項為學生的學習動機、問題解決能力以及學科成就。本研究使用ANCOVA、MANCOVA與MANOVA來分析兩組學生在接受不同的教學方法後,在依變項上是否有所差異。此外,實驗結束後分別針對實驗組學生與授課老師進行訪談以探討其對數位遊戲式學習的想法。
    主要研究結果發現如下:
    一、在學習動機方面,傳統教學組與數位遊戲式學習組兩組間達到顯著差異,其中數位遊戲式學習組高於傳統教學組,顯示實驗操弄對學生的學習動機產生影響。
    二、在問題解決能力方面,傳統教學組與數位遊戲式學習組兩組間達到顯著差異,其中數位遊戲式學習組高於傳統教學組,顯示實驗操弄對學生的問題解決能力產生影響:
    (一)傳統教學組與數位遊戲式學習組兩組間在界定原因上沒有達到顯著差異,顯示實驗操弄對學生的界定原因沒有影響。
    (二)傳統教學組與數位遊戲式學習組兩組間在解決方法、預防問題、變通性與有效性上達到顯著差異,其中數位遊戲式學習組高於傳統教學組,顯示實驗操弄對學生的解決方法、預防問題、變通性與有效性產生影響。
    三、在學科成就方面,傳統教學組與數位遊戲式學習組兩組間在學科成就上沒有達到顯著差異,顯示實驗操弄對學生的學科成就沒有影響。
    四、訪談結果:實驗組學生與授課老師認為數位遊戲式學習的優點包括專注學習、給予機會討論與比較遊戲任務的策略、學習知識以及體驗真實世界的問題。
    本研究依據研究結果提出建議,以提供未來研究之參考。

    The purpose of this study was to investigate the effectiveness of different methods of instructional strategy (traditional instruction and digital game-based learning) on students’ learning motivation, problem solving, and academic achievement. A pretest and posttest quasi-experimental design was used for this study. The participants were 44 ninth-grade students in two classes. This experiment was conducted for 24 weeks. ANCOVA, MANCOVA, and MANOVA were employed to examine whether there is a difference between the two research groups on the dependent variables after receiving different methods of instructional strategy. In addition, interviews were conducted to know students’ and the instructor’s perspectives on DGBL after the study.
    The results of this study were as follow:
    1. Students who received DGBL had higher learning motivation than students who received traditional instruction.
    2. Students who received DGBL had higher level of problem solving than students who received traditional instruction.
    (1)Students who received DGBL did not have higher level of finding causes than students who received traditional instruction.
    (2)Students who received DGBL had higher level of finding solutions, avoiding problems, flexibility, and effectiveness than students who received traditional instruction.
    3. Students who received DGBL did not have higher academic achievement than students who received traditional instruction.
    4. Students and the instructor felt that the benefits of DGBL include engaged learning, opportunities for discussing and comparing strategies for gaming tasks, learning knowledge, and experiencing real-world problems.
    Finally, suggestions for further research were provided based on the study findings of the study.

    TABLE OF CONTENTS VI LIST OF TABLES IX LIST OF FIGURES XI CHAPTER ONE INTRODUCTION 1 Statement of Problem 1 Mismatch Between Teaching and Learning 1 Digital Game-Based Learning (DGBL) 3 Learning Motivation 5 Problem Solving 6 Academic Achievement 7 Purpose of the Study 8 Definition of Key Terms 10 Instructional Strategy 10 Learning Motivation 11 Problem Solving 11 Academic Achievement 12 Organization of the study 13 CHAPTER TWO LITERATURE REVIEW 14 Overview 14 Digital Game-Based Learning (DGBL) 14 Advantages of Digital Game-Based Learning 15 Principles for Implementing Digital Game-Based Learning 16 Empirical Researches on Digital Game-Based Learning 18 Constructivism 22 Social Constructivism 23 Situated Learning Theory 25 Learning Motivation 28 Social Cognitive Model of Motivation 28 Task Value 29 Self-Efficacy for Learning 30 Problem Solving 32 CHAPTER THREE METHOD 36 Overview 36 Research Design 38 Independent Variable 41 Dependent Variables 42 Participants 43 Training Sessions for the Instructor 43 Research Procedure 44 Comparison Group 44 Experimental Group 46 Data Collection Instruments 59 Demographics Survey 59 Motivated Strategies for Learning Questionnaire: Motivation Scales (MSLQ-MS) 59 New Test of Problem Solving (NTPS) 60 Civics and Society Test (CST) 62 Interviews 62 Data Analysis 63 Quantitative Analysis 63 Qualitative Analysis 64 CHAPTER FOUR DATA ANALYSES AND RESULTS 65 Overview 65 Descriptive Statistics of Participants 65 Demographics of Participants 65 Computer Using and Gaming Experience 66 Background of Computer and Civics and Society Learning 67 Results of Students’ Learning Motivation 68 Results of Students’ Problem Solving 71 Overall Performance of Problem Solving 71 Three Subscales of Problem Solving 73 Two Categories of Problem Solving 75 Results of Students’ Academic Achievement 78 Overall Performance of Academic Achievement 78 Two Topics of Academic Achievement 80 Results of Interviews 82 Interviews with Experimental Group Students 82 Interviews with the Instructor 87 CHAPTER FIVE DISCUSSION AND RECOMMENDATIONS 94 Overview 94 Summary and Discussion of Research Results 94 Learning Motivation 95 Problem Solving 99 Academic Achievement 104 Benefits of DGBL 106 Limitation of the Study and Recommendations for the Future Research 108 Generalization of Research Results 108 Design of Data Collection Instruments 108 Combined Teaching 108 Learning Styles 109 Other Higher Order Thinking 109 Conclusion 110 REFERENCES 113 English Part 113 Chinese Part 120 APPENDICES 121 Appendix A Instructional Plans 121 Appendix B Handouts 161 Appendix C Criteria of Theme Report 179 Appendix D Demographics Survey 181 Appendix E Motivated Strategies for Learning Questionnaire Motivation Scales 184 Appendix F Agreement for New Test of Problem Solving 186 Appendix G Civics and Society Test 187 Appendix H Interview Questions 190 Appendix I Transcription of Interviews with Experimental Group Students 192 Appendix J Transcription of Interviews with the instructor 204 LIST OF TABLES Table Page Table 2.1 Learning Objective and Appropriate Games 17 Table 2.2 Empirical Researches on DGBL since 2000 20 Table 3.1 Quasi-Experimental Design with Two Research Groups 39 Table 3.2 Comparison of Two Research Groups 42 Table 3.3 Training Sessions for the Instructor 44 Table 3.4 Comparison Group Procedure 45 Table 3.5 Experimental Group Procedure 46 Table 3.6 Questions of Two Subscales for MSLQ-MS 59 Table 3.7 Definition of Subscales and Categories for NTPS 61 Table 4.1 Demography of Participants for Each Experimental Setting 66 Table 4.2 Students’ Computer Using Hours Each Day 66 Table 4.3 Students’ Gaming Experience 67 Table 4.4 Students’ Additional Computer Learning 67 Table 4.5 Students’ Additional Civics and Society Learning 68 Table 4.6 Descriptive Statistics of Mean, Standard Deviations, and Adjusted Mean in Learning Motivation Between Two Research Groups 69 Table 4.7 Analysis of Covariance for Instructional Strategies 70 Table 4.8 Results of the 95% Confidence Intervals of Differences of Learning Motivation Between Two Research Groups 70 Table 4.9 Descriptive Statistics of Mean, Standard Deviations, and Adjusted Mean in Problem Solving Between Two Research Groups 71 Table 4.10 Analysis of Covariance for Instructional Strategies 72 Table 4.11 Results of the 95% Confidence Intervals of Differences of Problem Solving Between Two Research Groups 72 Table 4.12 Descriptive Statistics of Mean, and Standard Deviations in Three Problem Solving Subscales Gain Scores 73 Table 4.13 Multiple Analysis of Variance for Instructional Strategies 74 Table 4.14 Results of the 95% Confidence Intervals of Differences of Three Subscales of Problem Solving Between Two Research Groups 75 Table 4.15 Descriptive Statistics of Mean, Standard Deviations, and Adjusted Mean in Two Problem Solving Categories Posttest 75 Table 4.16 Multiple Analysis of Covariance for Instructional Strategies 76 Table 4.17 Results of the 95% Confidence Intervals of Differences of Two Categories of Problem Solving Between Two Research Groups 77 Table 4.18 Means and Standard Deviation of Pretest and Posttest scores in Academic Achievement Between Two Research Groups 78 Table 4.19 Analysis of Covariance for Instructional Strategies 79 Table 4.20 Results of the 95% Confidence Intervals of Differences of Academic Achievement Between Two Research Groups 80 Table 4.21 Descriptive Statistics of Mean, Standard Deviations, and Adjusted Mean in Two Academic Achievement Topics Posttest 80 Table 4.22 Multiple Analysis of Covariance for Instructional Strategies 81 Table 4.23 Preferable Topics and Corresponding Game in DGBL Course 83 Table 4.24 Benefits of Using DGBL to Learn Civics and Society 84 Table 4.25 Difficulties in Using DGBL to Learn Civics and Society 85 Table 4.26 Differences Between Traditional Learning and DGBL 86 Table 5.1 DGBL Course and Students’ Task Value 97 Table 5.2 DGBL Course and Students’ Self-Efficacy for Learning 99 Table 5.3 Comparison of Scores in Problem Solving Between Two Research Groups 99 Table 5.4 Comparison of Scores in Academic Achievement Between Two Research Groups 104 LIST OF FIGURES Figure Page Figure 2.1 History of instructional design 22 Figure 2.2 Constitutive elements of situated learning in interactive multimedia 27 Figure 2.3 A general framework for self-efficacy, engagement, and learning 31 Figure 3.1 Research design 38 Figure 3.2 Gaming Task Two of Topic I 48 Figure 3.3 Students’ problem solving in Gaming Task Two of Topic I: phase one 50 Figure 3.4 Students’ problem solving in Gaming Task Two of Topic I: phase two 51 Figure 3.5 Students’ theme report of Topic I 52 Figure 3.6 Gaming Task Two of Topic II 53 Figure 3.7 Students’ problem solving in Gaming Task Two of Topic II: phase one 55 Figure 3.8 Students’ problem solving in Gaming Task Two of Topic II: phase two 56 Figure 3.9 Students’ problem solving in Gaming Task Two of Topic II: phase three 57 Figure 3.10 Students’ theme report of Topic II 58 Figure 5.1 In-class observation: learning motivation 96 Figure 5.2 In-class observation: problem solving 100 Figure 5.3 An analysis of CST based on Bloom’s taxonomy of learning domains 105

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