| 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 |
| 相關次數: | 點閱:154 下載:19 |
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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.
English Part
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