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研究生: 蓋傑富
Hugh, Gamble Jeffrey
論文名稱: 在多個學習領域以學生設計實體和數位遊戲之差異化教學培養學生21世紀關鍵能力與學習動機
Differentiated Instruction Using Student-designed Physical and Digital Games for Fostering 21st Century Skills and Learning Motivation in Multiple Domains
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: 英文
論文頁數: 269
中文關鍵詞: 21世紀關鍵能力學習動機學生設計遊戲差異化教學多元智能美術學科英文學科體育學科
外文關鍵詞: 21st century learning skills, learning motivation, student-designed games, differentiated instruction, multiple intelligence, art, English, physical education
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  • 本研究主要在探討小學生設計之實體和數位遊戲對培養其21世紀關鍵能力(創造思考、批判思考、問題解決、溝通以及團隊合作)及提升學習動機之影響。本研究進行為期30週的前、中、後測準實驗教學設計,研究對象為六個班級共168位國小五年級之學生,並隨機將其分派至實驗組、對照組與控制組,其中包含三組實驗組、兩組對照組以及一組控制組。自變項為六個層次學生設計之遊戲:學生設計美術遊戲 (實驗組一;28人)、學生設計英文遊戲(實驗組二;28人)、學生設計體育遊戲(實驗組三;28人)、數位遊戲式學習融入美術、英文和體育學科教學(對照組一;28人)、短期數位遊戲式學習融入美術、英文和體育學科教學(對照組二;28人)和未結合任何遊戲之建構式學習(控制組;28人)。使用統計方法為單因子多變量共變數分析、單因子共變數分析以及二因子變異數分析。此外教師與學生之回饋及課室觀察資料則用來適當解釋量化數據之研究發現;學生的省思報告則用內容分析法特定詞彙之出現頻率來協助量化分析所得之結果。
    主要研究結果為學生所設計之實體和數位遊戲融入課程有助提升學習成效,具體結果如下:
    1. 除了實驗組二以外,實驗組一和三在語文與圖形創造、動覺創意、溝通能力均顯著優於其他組別。
    2. 除了實驗組三以外,實驗組一和二在批判思考和複雜問題解決能力均顯著優於其他組別。
    3. 三個實驗組在團隊合作表現中均顯著優於其他組別。
    4. 兩個對照組與控制組在學習成績部分均有所提升。
    5. 兩個對照組在一開始呈現之學習動機並沒有在中測及後測實驗結果中所維持。
    在整體實驗過程中,對培養學生21世紀關鍵能力有正面影響之關鍵元素為學生設計遊戲之社會建構因素、實驗組之差異化教學以及遊戲設計的獨特要求。持續使用建構式教學策略,例如社會情境式學習、真實適性成果的建構、教師及學生間協同合作之鷹架理論教學模式等,能夠確實提升實驗組之學習成效,特別是學生之高層次思考技巧。同樣地,差異化教學模式提供學生自我學習之學習環境,並讓他們有機會能自成小組一同成長。其他和遊戲設計相關之元素,例如遊戲規則之建立、敘述旁白之使用以及遊戲者角度之考量皆為促進高層次思考及溝通合作關鍵能力提供了適當的挑戰。最後,本研究亦在文末提供未來研究方向之建議與本研究限制之探討。

    The purpose of the study was to investigate the effectiveness of student-designed games on elementary students’ 21st century skills (5Cs): creative thinking, critical thinking, complex problem solving, communication, and collaboration, as well as learning motivation. In order to evaluate the instructional intervention, a quasi-experimental design was adopted over the course of 30 weeks, including six weeks of testing at three measurement occasions (pretest, midtest and posttest). The independent variable was student-designed games with six levels: student-designed art games (XP_Art), student-designed English games (XP_Eng), student-designed physical education games (XP_PE), digital game based learning integrating Art, English, and physical education (DGBL), short term (three weeks per semester) digital game based learning combined with non-game-based constructivist learning activities (CG), and constructivist learning with no exposure to digital game play or design (CONT). The quasi-experiment took place over the course of two semesters and involved 168 fifth-grade students. Six classes were randomly assigned to the three treatments, two comparison groups or a control group. Quantitative data were analyzed using an overall MANCOVA, followed by one-way MANCOVAs for dependent variables with subscales, or one-way ANCOVAs for those without subscales. Furthermore, for dependent variables with midtest scores, two-way ANOVAs were conducted to evaluate within-group effects and between-group effects, in regards to occasion. Qualitative data, including student and teacher feedback, and class observations, were used to interpret and provide explanations for the quantitative findings, where appropriate. As well, student reflection essays were evaluated using content analysis in order to assist in the interpretation of the quantitative results, in terms of the frequency of terms relevant to the dependent outcomes of this study.
    The hypothesized advantage for student design of games over the control and comparison conditions was found for the majority of learning outcomes. The experimental groups outperformed the other conditions in terms of figural and verbal creativity, kinesthetic creativity (with the exception of XP_Eng), critical thinking and complex problem solving (with the exception of XP_PE), communication (with the exception of XP_Eng), and collaboration. This significant advantage for the experimental groups was found despite the fact that the control and comparison groups also made improvements between the pretest and posttest due to a high quality, collaborative and constructivist approach to instruction, rather than lecture-style approaches which are oftentimes adopted for control conditions. Mixed results were found for learning motivation, with initial improvements for groups which engaged in digital game play (DGBL and CG). However these improvements were not sustained between the midtest and posttest.
    Key elements of the experimental procedures which were deemed to have a positive effect on the 5C dependent variables relate to social constructivist elements of student-designed games, the differentiation of instruction for the experimental groups, and the unique requirements of game design. Sustained use of constructivist strategies, such as the social context for learning, the construction of an authentic and desirable product, and the provision of scaffolding through instructor support, tools, and collaborative learning, contributed substantially to the success of the experimental groups, particularly in terms of higher order thinking skills. Likewise, the differentiation of learning allowed learners diversity in materials and methods, a self-paced learning environment, and opportunities to form their own groups. Other elements of game design, such as the construction of rules, use of narrative, and taking the player’s perspective, provided the challenge required to promote higher order thinking, communication, and collaboration. Finally, recommendations for practitioners and limitations and suggestions for future studies are also provided.

    中文摘要 I ABSTRACT III ACKNOWLEDGMENTS VI TABLE OF CONTENTS IX LIST OF TABLES XIII LIST OF FIGURES XVIII CHAPTER ONE INTRODUCTION 1 1.1 Motivation and Objectives 1 1.1.1 Emphasis on 21st Century Skills 1 1.1.2 Childrens’ Interest in Digital Games and Apps 3 1.1.3 Learner Characteristics and Differentiated Instruction 5 1.1.4 Multiple Intelligences for Differentiating Course Design and Asssesment 7 1.1.5 The Potential of Student-Designed Games 10 1.1.6 Application of Student-Designed Games in Multiple Settings 13 1.2 Purpose of the Study 15 1.3 Research Questions 16 1.4 Definition of Key Terms 17 1.4.1 Casual Gaming and Mobile Applications (Apps) 18 1.4.2 Collaboration 18 1.4.3 Communication 19 1.4.4 Complex Problem Solving 19 1.4.5 Creative Thinking 19 1.4.6 Critical Thinking 20 1.4.7 Differentiated Instruction 20 1.4.8 Learning Motivation 21 1.4.9 Multiple Intelligences 21 1.4.10 Student-Designed Games 22 1.5 Organization of the Study 22 CHAPTER TWO LITERATURE REVIEW 24 2.1 21st Century Skills for Learning and Innovation (5Cs) 24 2.1.1 Creative Thinking 24 2.1.2 Critical Thinking 38 2.1.3 Complex Problem Solving 40 2.1.4 Communication 43 2.1.5 Collaboration 45 2.1.6 Learning Motivation 46 2.2. Differentiated Instructional Context for Learning 49 2.2.1 Principles and Purposes of Differentiated Instruction 49 2.2.2 A Multiple Intelligences Approach to Differentiated Instruction 50 2.2.3 Social Constructivist Principles 57 2.3 Student-Designed Games 62 2.3.1 Digital Game-Based Learning 62 2.3.2 Extension of Game Play to Game Design 64 2.3.3 Instructional Principles for Student-Designed Games 67 2.3.4 Student-Designed Games for Promoting Learning and Innovation 72 2.3.5 Student-Designed Games for Learning Motivation 75 2.3.6 Student Design of Digital Games 77 CHAPTER THREE METHODS 83 3.1 Research Hypotheses 83 3.2 Research Variables 84 3.2.1 Independent Variable 84 3.2.2 Dependent Variables 85 3.3 Research Procedures 85 3.3.1 Research Design 89 3.3.2 Participants 90 3.3.3 Course Content and Procedures 90 3.4 Data Collection Instruments 104 3.4.1 Creative Thinking Measures 104 3.4.2 Critical Thinking Measures 106 3.4.3 Complex Problem Solving Measures 107 3.4.4 Collaboration Measures 109 3.4.5 Communication Measures 109 3.4.6 Learning Motivation Measures 110 3.4.7 Student and Teacher Feedback 112 3.4.8 Analysis of Student Artifacts 113 3.4.9 Scorer training and establishment of inter-rater reliability (IRR) 114 3.5 Data Analysis 115 3.5.1 Quantitative 115 3.5.2 Qualitative 116 CHAPTER FOUR RESULTS 117 4.1 Quantitative Data Analysis 117 4.2 Preliminary Data Analysis 120 4.2.1 Data Screening 120 4.2.2 Testing of Assumptions 120 4.3 Evaluation of the Reseach Model 124 4.3.1 Correlations among All Variables 124 4.3.2 Analysis of the 5C Model 125 4.4 Evaluation of Research Questions 131 4.4.1 Creative Thinking 131 4.4.2 Critical Thinking 157 4.4.3 Complex Problem Solving 164 4.4.4 Communication 171 4.4.5 Collaboration 173 4.4.6 Learning Motivation 178 4.5 Qualitative Data Analysis 183 CHAPTER FIVE DISCUSSION AND CONCLUSIONS 187 5.1 Summary of Findings 187 5.2 Discussion 189 5.2.1 Creative Thinking 189 5.2.2 Critical Thinking 206 5.2.3 Complex Problem Solving 214 5.2.4 Communication 223 5.2.5 Collaboration 227 5.2.6 Learning Motivation 232 5.3 Conclusions 233 5.3.1 Implications for practitioners 234 5.3.2 Limitations and Suggestions for Future Research 237 REFERENCES 239 APPENDICES 264   List of Tables TABLE 1. 1. SEVEN MULTIPLE INTELLIGENCES (GARDNER & HATCH, 1989) 7 TABLE 2. 1. SUGGESTIONS FOR FOSTERING CREATIVITY IN THE KINESTHETIC DOMAIN 29 TABLE 2. 2. IMPLICATIONS FROM MAJOR THEORIES OF CREATIVITY FOR INSTRUCTION 36 TABLE 2. 3. KEY FINDINGS FROM THE LITERATURE REVIEW OF STUDENT-DESIGNED GAMES 81 TABLE 3. 1. RESEARCH PROCEDURES FOR THE THREE EXPERIMENTAL TREATMENTS (SEMESTER ONE) 86 TABLE 3. 2. RESEARCH PROCEDURES FOR THE THREE HXPERIMENTAL TREATMENTS (SEMESTER TWO) 87 TABLE 3. 3. RESEARCH PROCEDURES FOR THE COMPARISON AND CONTROL GROUPS (SEMESTER ONE) 87 TABLE 3. 4. RESEARCH PROCEDURES FOR THE COMPARISON GROUPS (SEMESTER TWO) 88 TABLE 3. 5. RESEARCH PROCEDURES FOR THE CONTROL GROUP (SEMESTER TWO) 88 TABLE 3. 6. A QUASI-EXPERIMENTAL DESIGN WITH THREE TREATMENTS, TWO COMPARISON GROUPS, AND A CONTROL GROUP 89 TABLE 3. 7. ILLUSTRATION OF EXPERIMENTAL GROUP PROCEDURES FOR THE FIRST SEMESTER. 91 TABLE 3. 8. EXPERIMENTAL GROUP PROCEDURES FOR THE SECOND SEMESTER IN COMPUTER CLASS. 96 TABLE 3. 9. EXPERIMENTAL PROCEDURES FOR THE SECOND SEMESTER IN THE RESEARCHER’S CLASS. 101 TABLE 3. 10. CURRICULAR LINKS TO COLLABORATIVE, STUDENT-CENTERED CONTROL GROUP ACTIVITIES 104 TABLE 3. 11. SUBSCALES AND CATEGORIES OF NTPS 108 TABLE 3. 12 PEER LEARNING AND HELP-SEEKING SUBSCALES OF THE MSLQ 111 TABLE 3. 13. LEARNING MOTIVATION AND METACOGNTIVE SELF-REGULATION SUBSCALES OF THE MSLQ 112 TABLE 4. 1. DATA ANALYSIS METHODS BY RESEARCH QUESTION 119 TABLE 4. 2. BIVARIATE CORRELATION MATRIX FOR THE 5C DEPENDENT VARIABLES 125 TABLE 4. 3. SUMMARY OF ONE-WAY MANCOVA FOR THE 5C MODEL 126 TABLE 4. 4. ABBREVIATIONS FOR RESEARCH GROUPS 126 TABLE 4. 5. SUMMARY OF SIGNIFICANT POST HOC RESULTS FROM 5C MANCOVA FOR FIGURAL CREATIVITY 127 TABLE 4. 6. SUMMARY OF SIGNIFICANT POST HOC RESULTS FROM 5C MANCOVA FOR VERBAL CREATIVITY 128 TABLE 4. 7. SUMMARY OF SIGNIFICANT POST HOC RESULTS FROM 5C MANCOVA FOR TCAM CREATIVITY 128 TABLE 4. 8. SUMMARY OF SIGNIFICANT POST HOC RESULTS FROM 5C MANCOVA FOR CRITICAL THINKING 129 TABLE 4. 9. SUMMARY OF SIGNIFICANT POST HOC RESULTS FROM 5C MANCOVA FOR PROBLEM SOLVING 129 TABLE 4. 10. SUMMARY OF SIGNIFICANT POST HOC RESULTS FROM 5C MANCOVA FOR COMMUNICATION 130 TABLE 4. 11. SUMMARY OF SIGNIFICANT POST HOC RESULTS FROM 5C MANCOVA FOR COLLABORATION – TEACHER-OBSERVED 130 TABLE 4.12. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR OVERALL FIGURAL CREATIVITY 132 TABLE 4. 13. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR OVERALL VERBAL CREATIVITY 132 TABLE 4. 14. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR OVERALL TCAM CREATIVITY 132 TABLE 4. 15. DESCRIPTIVES FOR THE FLUENCY SUBSCALE OF FIGURAL CREATIVITY 133 TABLE 4. 16. DESCRIPTIVES FOR THE ORIGINALITY SUBSCALE OF FIGURAL CREATIVITY 133 TABLE 4. 17. DESCRIPTIVES FOR THE ELABORATION SUBSCALE OF FIGURAL CREATIVITY 134 TABLE 4. 18. DESCRIPTIVES FOR THE RESISTANCE TO PREMATURE CLOSURE SUBSCALE OF FIGURAL CREATIVITY 134 TABLE 4. 19. DESCRIPTIVES FOR THE ABSTRACTNESS OF TITLE SUBSCALE OF FIGURAL CREATIVITY 134 TABLE 4. 20. SUMMARY OF ONE-WAY MANCOVA FOR THE FIGURAL CREATIVITY SUBSCALES 135 TABLE 4. 21. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE ORIGINALITY SUBSCALE 136 TABLE 4. 22. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE ELABORATION SUBSCALE 136 TABLE 4. 23. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE RESISTANCE TO PREMATURE CLOSURE 137 TABLE 4. 24. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE ABSTRACTNESS OF TITLE 137 TABLE 4. 25. SUMMARY OF TWO-WAY MIXED ANOVA FOR THE CREATIVITY INDEX OF FIGURAL CREATIVITY 138 TABLE 4. 26. BETWEEN-GROUPS POST HOC RESULTS FOR FIGURAL CREATIVITY MIDTEST SCORES 139 TABLE 4. 27. BETWEEN-GROUPS POST HOC RESULTS FOR FIGURAL CREATIVITY POSTTEST SCORES 139 TABLE 4. 28. WITHIN-GROUPS POST HOC RESULTS FOR FIGURAL CREATIVITY BY OCCASION 140 TABLE 4. 29. DESCRIPTIVES FOR THE FLUENCY SUBSCALE OF VERBAL CREATIVITY 141 TABLE 4. 30. DESCRIPTIVES FOR THE ORIGINALITY SUBSCALE OF VERBAL CREATIVITY 142 TABLE 4. 31. DESCRIPTIVES FOR THE FLEXIBILITY SUBSCALE OF VERBAL CREATIVITY 142 TABLE 4. 32. SUMMARY OF ONE-WAY MANCOVA FOR THE VERBAL CREATIVITY SUBSCALES 142 TABLE 4. 33. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE FLUENCY SUBSCALE 144 TABLE 4. 34. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE ORIGINALITY SUBSCALE 144 TABLE 4. 35. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE FLEXIBILITY SUBSCALE 145 TABLE 4. 36. SUMMARY OF TWO-WAY MIXED ANOVA FOR THE OVERALL SCORE OF VERBAL CREATIVITY 146 TABLE 4. 37. BETWEEN-GROUPS POST HOC RESULTS FOR VERBAL CREATIVITY MIDTEST SCORES 146 TABLE 4. 38. BETWEEN-GROUPS POST HOC RESULTS FOR VERBAL CREATIVITY POSTTEST SCORES 147 TABLE 4. 39. WITHIN-GROUPS POST HOC RESULTS FOR VERBAL CREATIVITY BY OCCASION 148 TABLE 4. 40. DESCRIPTIVES FOR THE FLUENCY SUBSCALE OF TCAM 150 TABLE 4. 41. DESCRIPTIVES FOR THE ORIGINALITY SUBSCALE OF TCAM 150 TABLE 4. 42. DESCRIPTIVES FOR THE IMAGINATION SUBSCALE OF TCAM 150 TABLE 4. 43. SUMMARY OF ONE-WAY MANCOVA FOR THE VERBAL CREATIVITY SUBSCALES 151 TABLE 4. 44. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE FLUENCY SUBSCALE 152 TABLE 4. 45. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE ORIGINALITY SUBSCALE 152 TABLE 4. 46. SUMMARY OF SIGNIFICANT POST HOC RESULTS FOR THE IMAGINATION SUBSCALE 153 TABLE 4. 47. SUMMARY OF TWO-WAY MIXED ANOVA FOR THE OVERALL SCORE OF TCAM CREATIVITY 154 TABLE 4. 48. BETWEEN-GROUPS POST HOC RESULTS FOR TCAM CREATIVITY MIDTEST SCORES 155 TABLE 4. 49. BETWEEN-GROUPS POST HOC RESULTS FOR TCAM CREATIVITY POSTTEST SCORES 155 TABLE 4. 50. WITHIN-GROUPS POST HOC RESULTS FOR TCAM CREATIVITY BY OCCASION 156 TABLE 4. 51. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR OVERALL CRITICAL THINKING SCORES 157 TABLE 4. 52. DESCRIPTIVES FOR THE IDENTIFICATION OF ASSUMPTIONS SUBSCALE FOR CRITICAL THINKING 158 TABLE 4. 53. DESCRIPTIVES FOR THE INDUCTION SUBSCALE FOR CRITICAL THINKING 158 TABLE 4. 54. DESCRIPTIVES FOR THE DEDUCTION SUBSCALE FOR CRITICAL THINKING 159 TABLE 4. 55. DESCRIPTIVES FOR THE EXPLANATION SUBSCALE FOR CRITICAL THINKING 159 TABLE 4. 56. DESCRIPTIVES FOR THE EVALUATION SUBSCALE FOR CRITICAL THINKING 159 TABLE 4. 57. SUMMARY OF TWO-WAY MIXED ANOVA FOR THE OVERALL SCORE OF CRITICAL THINKING 162 TABLE 4. 58. WITHIN-GROUPS POST HOC RESULTS FOR CRITICAL THINKING BY OCCASION 163 TABLE 4. 59. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR OVERALL COMPLEX PROBLEM SOLVING 164 TABLE 4. 60. DESCRIPTIVES FOR THE FINDING CAUSES SUBSCALE FOR PROBLEM SOLVING 165 TABLE 4. 61. DESCRIPTIVES FOR THE FINDING SOLUTIONS SUBSCALE FOR PROBLEM SOLVING 165 TABLE 4. 62. DESCRIPTIVES FOR THE AVOIDING PROBLEMS SUBSCALE FOR PROBLEM SOLVING 165 TABLE 4. 63. DESCRIPTIVES FOR THE FLEXIBILITY SUBSCALE FOR PROBLEM SOLVING 166 TABLE 4. 64. DESCRIPTIVES FOR THE EFFECTIVENESS SUBSCALE FOR PROBLEM SOLVING 166 TABLE 4. 65. SUMMARY OF TWO-WAY MIXED ANOVA FOR OVERALL COMPLEX PROBLEM SOLVING SCORE 167 TABLE 4. 66. BETWEEN-GROUPS POST HOC RESULTS FOR NTPS PRETEST SCORES 168 TABLE 4. 67. BETWEEN-GROUPS POST HOC RESULTS FOR NTPS PRETEST SCORES 169 TABLE 4. 68. WITHIN-GROUPS POST HOC RESULTS FOR COMPLEX PROBLEM SOLVING BY OCCASION 171 TABLE 4. 69. SUMMARY OF ONE-WAY ANCOVA FOR COMMUNICATION 172 TABLE 4. 70. BETWEEN-GROUPS POST HOC RESULTS FOR COMMUNICATION POSTTEST SCORES 172 TABLE 4. 71. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR COLLABORATION 173 TABLE 4. 72. SUMMARY OF TWO-WAY MIXED ANOVA FOR COLLABORATION 174 TABLE 4. 73. BETWEEN-GROUPS POST HOC RESULTS FOR COLLABORATION PRETEST SCORES 175 TABLE 4. 74. BETWEEN-GROUPS POST HOC RESULTS FOR COLLABORATION MIDTEST SCORES 175 TABLE 4. 75. BETWEEN-GROUPS POST HOC RESULTS FOR COLLABORATION POSTTEST SCORES 176 TABLE 4. 76. WITHIN-GROUPS POST HOC RESULTS FOR COLLABORATION BY OCCASION 177 TABLE 4. 77. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR INTRINSIC GOAL ORIENTATION 179 TABLE 4. 78. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR EXTRINSIC GOAL ORIENTATION 179 TABLE 4. 79. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR TASK VALUE 180 TABLE 4. 80. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR CONTROL OF LEARNING BELIEFS 180 TABLE 4. 81. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR SELF-EFFICACY FOR LEARNING 180 TABLE 4. 82. MEANS (M) AND STANDARD DEVIATIONS (SD) FOR EXPECTANCY FOR SUCCESS 181 TABLE 4. 83. SUMMARY OF TWO-WAY MIXED ANOVA FOR OVERALL LEARNING MOTIVATION 181 TABLE 4. 84. WITHIN-GROUPS POST HOC RESULTS FOR LEARNING MOTIVATION BY OCCASION 182 TABLE 4. 85. Χ^2 ANALYSIS OF THE OCCURRENCES OF EACH KEY WORD FROM STUDENTS’ FEEDBACK 185 TABLE 4. 86. Χ^2 ANALYSIS OF THE OCCURRENCES OF EACH KEY WORD FROM STUDENTS’ FEEDBACK 186 TABLE 5. 1. SUMMARY OF MAJOR FINDINGS BY RESEARCH QUESTION, NOT INCLUDING SUBSCALE RESULTS. 188 List of Figures FIGURE 1. 1. 21ST CENTURY STUDENT OUTCOMES AND SUPPORT SYSTEMS (PARTNERSHIP FOR 21ST CENTURY SKILLS, 2009). 2 FIGURE 2. 1. A COMPONENTIAL MODEL OF CREATIVITY. 33 FIGURE 2. 2. STERNBERG’S MODEL OF CREATIVE RESOURCES 34 FIGURE 2. 3. CHEUNG (2006) PENTAGON MODEL FOR PROBLEM SOLVING AND CREATIVE PRODUCTION. 41 FIGURE 2. 4. THE PROCESS OF GUIDED SUCCESS FROM PARTNER TO INDIVIDUAL AND COLLABORATIVE PLAY (SQUIRE, GIOVANETTO, DEVANE, & DURGA, 2005). 72 FIGURE 3. 1. ILLUSTRATION OF A GAME PROGRAMMING TASK FOR THE COMPARISON GROUPS. 100 FIGURE 3. 2. LLUSTRATION OF THE SCRATCH SOFTWARE FOR GAME CREATION. 103 FIGURE 3. 3. APP GAME PLAYING FLOW EVALUATION AND FEEDBACK FORM. 114 FIGURE 4. 1. ADJUSTED SUBSCALE SCORES FOR FIGURAL CREATIVITY BY GROUP. 135 FIGURE 4. 2. TRENDS IN FIGURAL CREATIVITY INDEX BY GROUP. 140 FIGURE 4. 3. SUBSCALE SCORES FOR VERBAL CREATIVITY BY GROUP.. 143 FIGURE 4. 4. TRENDS IN VERBAL CREATIVITY SCORE BY GROUP.. 148 FIGURE 4. 5. SUBSCALE SCORES FOR TCAM CREATIVITY BY GROUP... 151 FIGURE 4. 6. TRENDS IN TCAM OVERALL CREATIVITY SCORE BY GROUP... 156 FIGURE 4. 7. ILLUSTRATION OF TRENDS IN CRITICAL THINKING SUBSCALES BY GRADE... 160 FIGURE 4. 8. TRENDS IN CRITICAL THINKING OVERALL CREATIVITY SCORE BY GROUP... 163 FIGURE 4. 9. ADJUSTED MEANS FOR CRITICAL THINKING SUBSCALE OF FINDING CAUSES... 167 FIGURE 4. 10. TRENDS IN COMPLEX PROBLEM SOLVING OVERALL SCORE BY GROUP... 170 FIGURE 4. 11. ADJUSTED MEANS FOR COMMUNICATION POSTTEST. 173 FIGURE 4. 12. TRENDS IN COLLABORATION SCORE BY GROUP... 177 FIGURE 4. 13. ILLUSTRATION OF GROUPS AVERAGES BY POSTTEST SUBSCALE SCORES... 179 FIGURE 4. 14. TRENDS IN COLLABORATION SCORE BY GROUP.. 183

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