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研究生: 李子蓮
Lee, Tzu-Lien
論文名稱: 探討影響學生使用遊戲式學習系統動機之因素:依據遊戲品質、資訊回饋及自我決定理論觀點為基礎
Exploring factors that affect students’ motivation to use the Game-Based Learning system:Based on Game Quality, Information Feedback and Self-Determination Theory
指導教授: 王維聰
Wang, Wei-Tsong
學位類別: 碩士
Master
系所名稱: 管理學院 - 資訊管理研究所
Institute of Information Management
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 142
中文關鍵詞: 遊戲式學習自我決定理論遊戲品質資訊回饋學習成效
外文關鍵詞: Game-based Learning, Self-Determination Theory, Game Quality, Information Feedback, Learning Effectiveness
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  • 隨著科技的日新月異,人們對於網路的高黏著度以及學習者的學習方式改變這兩者的關聯正逐漸受到關注,也因此遊戲式學習成為一個熱門的主題。遊戲除了提供娛樂之外,更可引發學習者的學習動機,且根據自我決定理論,遊戲對於學習者的吸引力是因為遊戲滿足學習者的基本心理需求,自主性、勝任感以及歸屬感。但遊戲對於學習的有效性仍然是不確定的,因此本研究將綜合資訊回饋和遊戲品質兩者作為控制變項,再加入相對自主性指標 (RAI) 來衡量自主性 (內在) 動機的傾向程度,提出整合性的理論架構,藉以觀察遊戲式學習中何者為影響學習者之基本心理需求的關鍵因素,並透過遊戲式學習系統增強學習者的內在動機和學習成效。
    本研究以問卷發放為研究方法,共回收443份問卷,並透過結構方程模式 (SEM) 進行資料分析。研究結果發現資訊回饋以及遊戲品質皆顯著正向影響基本心理需求以及學習成效、基本心理需求顯著正向影響相對自主性指標、相對自主性指標正向影響學習成效以及學習成效正向影響持續使用意圖,但相對自主性指標不會直接影響持續使用意圖。故本研究結果突顯學習成效為持續使用意圖的重要影響因子,意即若欲讓學習者持續使用遊戲式學習系統,則必須提升學習者在學習系統中的學習效果,而遊戲品質、資訊回饋以及基本心理需求皆顯著影響學習成效,進而提升學習者願意且持續使用遊戲式學習系統之意願。

    Technology has advanced with years, and people have higher tendencies to learn via internet. Therefore, game-based learning becomes a hot issue. Games are designed for entertainment and trigger learning motivation of the users as well. In addition, according to self-determination theory, people love to learn via the games because they can obtain basic psychological needs, which cover autonomy, competence and relatedness. However, the effectiveness of the game for learning is still uncertain. Therefore, this study integrates information feedback with game quality as control variables to measure the tendency of autonomy (intrinsic) motivation via relative autonomy index (RAI). Additionally, we propose theoretical structure to investigate how game-based learning impacts learners and enhance the intrinsic motivation of learners and learning effectiveness through game-based learning system.
    This study used a survey research approach for data collection. Data collected from 443 respondents was analyzed using SPSS and SmartPLS. The results show that information feedback and game quality have their positive effects on basic psychological needs and learning effectiveness; basic psychological needs significantly have their positive effects on relative autonomy index; relative autonomy index significantly influences learning effectiveness and learning effectiveness has a positive effect on the intention to continuance use. However, our research results also show that relative autonomy index has no direct effect on the intention to continuance use.
    Therefore, the results of this study validate learning effectiveness is the determinant for the intention to continuance use. In addition, game quality, information feedback, and basic psychological needs all significantly influence learning effectiveness. In other words, if users have higher learning effectiveness, they are more likely to continue to use gamed-based learning system.

    摘要 I Abstract II 誌謝 V 目錄 VI 表目錄 IX 圖目錄 XI 第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 3 第三節 研究範圍與限制 3 第四節 研究流程 4 第貳章 文獻探討 6 第一節 數位遊戲式學習 (Digital Game-based Learning, DGBL) 6 2.1.1數位遊戲式學習模型 7 2.1.2遊戲品質及設計元素 9 第二節 資訊回饋 (Information Feedback) 11 2.2.1結果回饋 (Outcome Feedback) 12 2.2.2前饋控制 (Feedforward) 13 2.2.3認知回饋 (Cognitive Feedback) 13 第三節 自我決定理論 (Self-Determination Theory, SDT) 14 2.3.1基本心理需求理論 (Basic Psychological Needs Theory) 18 第四節 學習成效 (Learning Effectiveness) 20 第參章 研究方法 26 第一節 研究架構 26 第二節 研究假說 28 第三節 系統介紹 33 3.3.1系統架構 33 3.3.2系統介面 36 第四節 問卷設計 41 3.4.1遊戲品質 41 3.4.2資訊回饋 43 3.4.3相對自主性指標 44 3.4.4基本心理需求 46 3.4.5學習成效 46 3.4.6持續使用意圖 48 第五節 前測與資料分析 48 3.5.1前測 48 3.5.2資料蒐集 58 第六節 資料分析方法 59 第肆章 資料分析與結果 62 第一節 敘述性統計分析 62 4.1.1問卷回收狀況 62 4.1.2基本資料敘述性統計 62 4.1.3研究變項敘述性統計 65 4.1.4同質性檢定 71 4.1.5研究變項常態性檢定 79 第二節 信度分析 85 第三節 結構方程模式衡量模型 90 4.3.1收斂效度 91 4.3.2區別效度 95 第四節 結構方程模式之結構模型 97 4.4.1路徑分析 97 第伍章 結論與建議 99 第一節 研究發現與結論 99 第二節 研究貢獻 101 第三節 研究限制與未來研究方向 103 5.3.1研究限制 103 5.3.2未來研究方向 104 參考文獻 105 附錄一 正式問卷 113 附錄二 數位遊戲式學習系統操作情境 120

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