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研究生: 陳奕樺
Chen, I-Hua
論文名稱: 數位遊戲式注意力訓練與專注力生理訊號回饋對注意力、課室專注力與學業成就之影響
The Effectiveness of Digital Game Based Attention Training and Neurofeedback on Attention, Course Concentration, and Academic Achievement
指導教授: 楊雅婷
Yang, Ya-Ting
學位類別: 博士
Doctor
系所名稱: 社會科學院 - 教育研究所
Institute of Education
論文出版年: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 138
中文關鍵詞: 數位遊戲式注意力訓練專注力生理訊號回饋視覺注意力課室專注力學業成就
外文關鍵詞: attention training with digital games, neurofeedback, visual attention, concentration in classrooms, academic achievement
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  • 近年來數位遊戲式注意力訓練與專注力生理訊號回饋的研究逐漸興起,分別認為透過讓受試者從事數位遊戲與給予專注力生理訊號回饋的方式,可達成提升視覺注意力與培養專注力的效果。然而,非常少研究曾檢驗這兩種訓練活動對於教育場域變項的遷移效果。因此,本研究聚焦在數位遊戲式注意力訓練與專注力生理訊號回饋對於學生課室學習的影響。為了能在課室中實施專注力生理訊號回饋,研究者應用較能簡易安裝於課室教師教學情境的心電訊號感測器。本研究主要探討兩個主題:(1)分析學生課室情境中心率變異性非線性分析參數SD2(非線性分析中龐卡萊圖X2軸向上資料分布的標準差)與其主觀課室專注力之關連;(2)探討數位遊戲式注意力訓練與專注力生理訊號回饋對於學生視覺注意力、課室專注力與學業成就之影響。本研究以高雄市一所家商一年級四個班級學生為對象,隨機分派為不接受實驗操弄組(對照班)、給予專注力生理訊號回饋組(實驗班一)、進行數位遊戲式注意力訓練組(實驗班二)與給予專注力生理訊號回饋再加上進行數位遊戲式注意力訓練組(實驗班三),人數依序為34人、32人、34人與42人。針對兩個研究主題,以對照班資料進行研究主題一之分析,而針對研究主題二的部分,研究者依據2(數位遊戲式注意力訓練:分成進行數位遊戲式注意力訓練與未進行訓練兩個水準)×2(專注力生理訊號回饋,分成給予專注力生理訊號回饋與未給予回饋兩個水準)的架構進行準實驗研究。數位遊戲式注意力訓練於課後進行,學生需完成每週2.8 小時,總計3 週,共 8.5 小時的數位遊戲式注意力訓練。專注力生理訊號回饋是在每堂物理課開始時,以小組競賽的型式,給予專注力生理訊號回饋卡,並依回饋卡上的數值進行競賽。透過皮爾森積差相關分析,研究主題1的結果顯示:學生心率變異性非線性分析參數SD2值與學生主觀課室專注力的相關值為0.38,SD2值對於主觀課室專注力之解釋量為14%;透過三因子混合變異數分析與二因子變異數分析的統計檢定,研究主題2的結果顯示:(2-1)視覺注意力部分:進行數位遊戲式注意力訓練的學生在後測與延後測,均高於未進行數數位遊戲式注意力訓練組。(2-2)課室專注力部分:進行數位遊戲式注意力訓練的學生在課室專注力第一次中測得分高於未進行訓練組,而給予專注力生理訊號回饋的學生在三次課室專注力中測的分數均高於未給予回饋組。(2-3)學業成就部分:就數位遊戲式注意力訓練的影響而言,在未給予專注力生理訊號回饋的條件下,未進行數位遊戲式注意力訓練學生的學業成就分數高於進行訓練組,但是在給予專注力生理訊號回饋的條件下,進行數位遊戲式注意力訓練學生的學業成就分數高於未進行訓練組。就專注力生理訊號回饋的影響而言,在未進行數位遊戲式注意力訓練的條件下,專注力生理訊號回饋對於學業成就沒有顯著影響,但是在進行數位遊戲式注意力訓練的條件下,給予專注力生理訊號回饋組的學業成就分數高於未給予回饋組。總結而言,本研究的結果發現數位遊戲式注意力訓練能顯著提升學生視覺注意力,專注力生理訊號回饋能顯著增進學生課室專注力,而數位遊戲式注意力訓練需配合給予專注力生理訊號回饋才能對於學業成就產生正向影響。本研究依據結果進行討論與提出未來研究建議。

    In recent years, the studies of attention training with digital games and neurofeedback for concentration are growing gradually. These studies consider that the function of visual attention can be improved after receiving the attention training with digital games and the concentration can be enhanced by providing neurofeedback for particular behaviors. However, previous studies did not investigate the effect transferred from the above two activities to the context of classrooms. To bridge this gap, our study apply ECG sensor which can be easily settled down in the classroom and focus on the influences of attention training with digital gams and neurofeedback on students’ learning during physical class. Two main topics are: (a) To analyze the relation between SD2 parameter and the concentration in classroom of students; (b) To examine the effect of attention training with digital games and neurofeedback for concentration on students’ visual attention, concentration in classrooms, and academic achievement. The participants from four class in one vocational high school was chosen in this study. Four classes were randomly assigned as control group (34 students), group 1 (32 students, provided neurofeedback for concentration), group 2 (34 students, receiving attention training with digital games), group 3 (42 students receiving attention training as well provided neurofeedback for concentration). Data from the control group was used for topic 1. In terms of topic 2, two-factor factorial designed was used that were attention training (including two levels: attention training and without receiving attention training) and neurofeedback for concentration (including two levels: neurofeedback and without being provided neurofeedback). The participants were asked to exercise attention training with digital games after school and neurofeedback integrated with group competition was provided during physical class in which students were provided a feedback card regarding the degree of concentration at the last physical class. The result of topic 1 showed that the relation between SD2 parameter and the concentration in classroom of students was 0.38. The variance of the concentration in classroom explained by SD2 parameter was 14%. The results of topic2 were (a) visual attention: The participants receiving attention training with digital games had higher visual attention than the participants without receiving attention training; (b) concentration in classroom: The participants who were provided neurofeedback for concentration had higher concentration in classroom than the participants without being provided for neurofeedback; (c) Academic achievement: Attention training with digital games and neurofeedback for concentration had interaction effect on the academic achievement. In the condition of without being provided neurofeedback for conctentration, attention training with video games lowered students’ academic achievement. However, in the condition of being provided neurofeedback for concentration, attention training with video games enhanced students’ academic achievement; In the condition of without receiving attention training with digital game, neurofeedback did not have significant influence on students’ academic achievement. However, in the condition of students receiving attention training, neurofeedback enhanced students’ academic achievement. In sum, this study found that attention training with digital games can enhance students’ visual attention, and neurofeedback improved students’ concentration in classrooms. As for the academic achievement, only students who both received attention training with digital games and were provided neurofeedback can have the best academic achievement. Based on the results, several suggestions for the future studies and the implications for teaching were provided.

    目錄 第一章 緒論.................................................................................................................1 第一節 研究動機與目的......................................................................................1 壹、 台灣學生專注力的問題現況………………………………….. …….1 貳、 注意力與課室專注力………………………………………...……….2 參、 研究主題一:課室專注力的測量—心率變異性分析的應用………3 肆、 研究主題二:數位遊戲式注意力訓練對視覺注意力、課室專注力與學業成就之影響……………………………………………………4 伍、 研究主題二:專注力生理訊號回饋對視覺注意力、課室專注力與學業成就之影響………………………………………………………8 陸、 研究主題二:數位遊戲式注意力訓練與專注力生理訊號回饋對課室專注力與學業成就之影響……………………….……………… 10 柒、 研究目的……………………………………………………………..11 第二節 待答問題……....................................................................................... 12 第三節 名詞釋義……....................................................................................... 13 壹、 課室專注力..........................................................................................13 貳、 視覺注意力..........................................................................................13 參、 數位遊戲……………………………………………………………..14 肆、 數位遊戲式注意力訓練……………………………………………..14 伍、 心率變異性分析……………………………………………………..15 陸、 專注力生理訊號回饋………………………………………………..15 柒、 學業成就……………………………………………………………..16 第二章 文獻探討........................................................................................................17 第一節 心率變異性分析在專注力上的測量....................................................17 壹、 心率變異性的意涵..............................................................................17 貳、 心率變異性分析流程..........................................................................18 參、 心率變異性分析在專注力測量的研究……………………………..20 第二節 數位遊戲式注意力訓練........................................................................22 壹、 數位遊戲式注意力訓練意涵………………………………………..22 貳、 數位遊戲式注意力訓練的實徵研究………………………………..23 參、 小結......................................................................................................29 第三節 專注力生理訊號回饋….......................................................................32 壹、 生理訊號回饋的意涵..........................................................................32 貳、 專注力生理訊號回饋的實徵研究......................................................32 參、 小結......................................................................................................34 第四節 數位遊戲式注意力訓練與專注力生理訊號回饋對課室專注力與學業成就之交互作用影響……………………………………………………..........37 壹、 數位遊戲式注意力訓練與專注力生理訊號回饋之遷移效果……..37 貳、 數位遊戲式注意力訓練對教育場域遷移效果的獨特性………….38 參、 專注力生理訊號回饋可能具有催化數位遊戲式注意力訓練在教育場域的遷移效果…………………………………………………….38 第三章 研究方法.......................................................................................................40 第一節 研究假設………………………….......................................................40 第二節 研究場域與對象………………...........................................................42 壹、 研究場域…………………………………………………………….42 貳、 研究對象…………………………………………………………….43 第三節 研究設計……………….......................................................................45 壹、 研究架構…………………………………………………………….45 貳、 研究流程…………………………………………………………….50 第四節 訓練活動內容……………...................................................................53 壹、 數位遊戲式注意力訓練…………………………………………….53 貳、 專注力生理訊號回饋……………………………………………….60 第五節 研究工具……………...........................................................................62 壹、 高級中等學校能力測驗……...........................................................62 貳、 課室專注力量表…….........................................................................62 參、 課室專注力程度量表…….................................................................63 肆、 心率變異性分析…………………………………………………….63 伍、 褚氏注意力測驗…….........................................................................63 陸、 物理學業成就測驗………………………………………………….64 柒、 物理月考測驗…….............................................................................64 第六節 資料分析……………...........................................................................65 壹、 量化分析…….....................................................................................65 貳、 質性分析…….....................................................................................67 第四章 研究結果.......................................................................................................68 第一節 研究主題一…………………...............................................................68 壹、 描述性統計量…………….................................................................69 貳、 皮爾森積差相關分析結果….............................................................69 第二節 研究主題二…………………...............................................................70 壹、 描述性統計量…………….................................................................70 貳、 數位遊戲式注意力訓練與專注力生理訊號回饋對視覺注意力之影響. 72 參、 數位遊戲式注意力訓練與專注力生理訊號回饋對課室專注力之影響……………………………………………………………………..75 肆、 數位遊戲式注意力訓練與專注力生理訊號回饋對學業成就影響..80 第五章 討論................................................................................................................95 第一節 研究主題一…………………................................................................95 第二節 研究主題二………………..................................................................96 壹、 數位遊戲式注意力訓練與專注力生理訊號回饋對視覺注意力之影響 .96 貳、 數位遊戲式注意力訓練與專注力生理訊號回饋對課室專注力之影響…………………………………………………………………....104 參、 數位遊戲式注意力訓練與專注力生理訊號回饋對學業成就影響108 第六章 結論與建議..................................................................................................117 第一節 研究結論…………………..................................................................117 壹、 研究主題一:心率變異性非線性分析參數SD2無法完全代表學生課室中的專注情況…………………………………………………117 貳、 研究主題二:數位遊戲式注意力訓練能顯著增進個體視覺注意力……………………………………………………………………118 參、 研究主題二:專注力生理訊號回饋對於課室專注力有顯著的正向影響…………………………………………………………………118 肆、 研究主題二:數位遊戲式注意力訓練與專注力生理訊號回饋對於學業成就具有交互作用的影響效果………………………………119 第二節 研究限制與未來研究建議..................................................................120 壹、 增加其他的心率變異性分析參數與生理訊號分析種類…………120 貳、 增加平常有進行數位遊戲習慣學生的樣本資料………………....120 參、 實驗設計上可增加對照組參與平衡活動…………………………121 肆、 區辨非即時專注力生理訊號回饋與小組競賽元素帶來的影響效果以及比較即時與非即時專注力生理訊號回饋的效果……………121 伍、 增加學業成就測驗中高層次認知層次的題目……………………122 陸、 增加給予專注力生理訊號回饋的次數,檢驗其對於學業成就與注意力功能的影響效果………………………………………………123 柒、 檢驗性別對於數位遊戲式注意力訓練成效的影響………………123 捌、 對於教師教學的啟示……………………………………………....124 第三節 結語………………………..................................................................125 參考文獻…………………………………………………………………………....126 附件一 課室專注歷程度量表……………………………………………………..134 附件二 課室專注力量表…………………………………………………………..135 附件三 成大醫院人體試驗委員會同意人體研究證明書………………………..137 附件四 親子天下雜誌針對學生課室專注力的學習調查抽樣方式……………..138  

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