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研究生: 陳胤丞
Chen, Yin-Cheng
論文名稱: 探討不同先備知識學生使用程式教學遊戲之行為意圖
To explore students with different prior knowledge in using coding games, their behavioral intentions.
指導教授: 黃悅民
Huang, Yueh-Min
學位類別: 碩士
Master
系所名稱: 工學院 - 工程科學系碩士在職專班
Department of Engineering Science (on the job class)
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 62
中文關鍵詞: 程式設計遊戲式學習先備知識差異化教學科技接受模型
外文關鍵詞: Computer Programming, Game-based Learning, Prior Knowledge, Differentiated Instruction, Technology Acceptance Model
相關次數: 點閱:162下載:16
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  • 隨著大學多元入學方案的實施,普通高中畢業生可以透過學測成績申請進入技職大學就讀。技職大學也逐年增加對普通高中畢業生的招生名額。在這樣的環境下,普通高中畢業生沒有專業科目的先備知識,進入技職大學後容易對專業科目感到恐懼。技職大學的教師更面臨學生先備知識不一致,準備課程的困難度增加,尤其以專業科目課程更為明顯。而程式設計課程相較於其他專業科目,其學習門檻更高,容易使沒有先備知識的學生感到困難並降低其學習意願。本研究的目的在於針對技職大學內的程式設計課程,透過遊戲式學習(Game-based Learning)進行差異化教學(Differentiated Instruction),探討不同先備知識學生使用程式教學遊戲的行為意圖,並運用科技接受模型(Technology Acceptance Model, TAM)探究其差異因素。

    With universities' implementation of multi-entrance program, ordinary high school graduates can apply for admission to technical and vocational colleges through general scholastic ability test. The University of Science and Technology has also increased the enrollment quota for ordinary high school graduates every year. In such an environment, these school graduates do not have the professional knowledge of the subjects. After entering these vocational and technical colleges do they start feeling frightened of these professional subjects.Teachers in technical and vocational colleges also face increasing difficulties in preparing courses for students with different prior knowledge, especially in professional subjects. Compared to other professional subjects, the programming course has a higher learning threshold, which makes it difficult for students who do not have prior knowledge to move on, thus reducing their willingness to learn.The purpose of this study is to research the different programming courses available at the University of Science and Technology and explore the behavioral intention of students, who use different types of game-based learning for differentiated instructions.And use technology acceptance model to inquire into the differentiation factors.

    摘要 ……………………………………………………………………… i Extend Abstract …………………………………………………… ii 致謝 ……………………………………………………………………… v 章節目錄 ……………………………………………………………… vi 表目錄 ………………………………………………………………… vii 圖目錄 ………………………………………………………………… viii 第一章 緒論 ………………………………………………… 1   第一節 研究背景 …………………………………… 1 第二節 研究動機 …………………………………… 2 第三節 研究目的 …………………………………… 3   第四節 研究問題 …………………………………… 3   第五節 研究步驟 …………………………………… 4   第六節 論文架構 …………………………………… 5 第二章 文獻探討 ………………………………………… 6 第一節 程式設計學習 ………………………………… 6   第二節 遊戲式學習 …………………………………… 7 第三節 差異化教學 …………………………… 8 第四節 科技接受模型 ……………………… 10 第三章 研究方法 …………………………………………12 第一節 研究假設 …………………………………12 第二節 遊戲介紹 …………………………………14 第三節 研究設計 …………………………………23 一、研究設計架構圖 ………………………………………23 二、問卷設計 ………………………………………………24 三、實驗流程 ………………………………………………27 第四章 研究分析 ………………………………………34 第一節 問卷信度與效度分析 ………………………34 第二節 假設分析 ………………………………………38 一、問題一分析 …………………………………………38 二、問題二分析 …………………………………………42 三、問題三分析 …………………………………………49 四、研究結果總結 ………………………………………52 第五章 結論與建議 ……………………………………54 第一節 結論 ………………………………………………54 第二節 研究貢獻 ………………………………………55 第三節 研究限制 ………………………………………56 第四節 未來研究建議 ………………………………56 參考文獻 ……………………………………………………57 附錄一、實驗研究問卷 …………………………………61

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