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研究生: 賴佳琳
Lai, Chia-Lin
論文名稱: 數位科技融入STEAM PBL於自然與生活科技課程對學生科學自我效能及科學素養之探討——以臺南市國小六年級學生為例
The Study of Integrating Digital Technology into STEAM PBL in Natural Science and Life Technology Curriculum: Its Effects on Sixth-Grade Students' Science Self-Efficacy and Scientific Literacy in Tainan City
指導教授: 郭旭展
Kuo, Hsu-Chan
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: 2026
畢業學年度: 114
語文別: 中文
論文頁數: 294
中文關鍵詞: 數位科技STEAM PBL專題導向學習科學自我效能科學素養
外文關鍵詞: Digital Technology, STEAM PBL, Project-Based Learning, Science Self-Efficacy, Scientific Literacy
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  • 本研究旨在探討將數位科技融入STEAM專題導向學習 (Project-Based Learning, PBL) 應用於國小自然與生活科技課程中,對於國小六年級學生在「科學自我效能」及「科學素養」之影響。本研究採用準實驗研究法搭配混合研究設計,以臺南市某國小六年級學生為研究對象,共計56人,分為實驗組(28人)與控制組(28人)。實驗組實施為期18週、結合設計思考 (Design Thinking)的三階段DT-PBL課程(包含鷹架與訓練、設計與實施、測試與改進)(Chang et al., 2023),並融入虛擬實境(VR)、人工智慧(AI)、CoSpaces及平板電腦等數位科技工具;控制組則採行傳統講述式教學。
    本研究透過量化問卷「科學學習自我效能問卷」與改編之「全球科學素養問卷」進行前後測資料蒐集,並輔以焦點團體訪談之質性資料進行三角驗證與深入分析。研究結果歸納如下:
    一、科學自我效能方面:實驗組學生在「概念理解」、「高階認知技能」、「實作工作」、「日常應用」及「科學溝通」等五個面向的後測表現均達顯著水準,且顯著優於控制組。
    二、科學素養方面:實驗組學生在「思考習慣」、「品格與價值觀」、「努力追求科學」及「後設認知與自我引導」等四個面向的後測成績均有顯著提升。
    三、質性分析發現:訪談結果支持量化數據,顯示數位科技(如VR的沉浸感)能提供新穎的學習體驗,將抽象科學概念具象化,提高學習動機。學生在實作過程中,展現出從被動接收轉為主動探究的學習態度,並能用科技工具解決問題。唯學生的自信心仍具情境依賴性,需透過持續的成功經驗加以穩固。
    綜上所述,本研究證實以設計思考為架構的科技融入STEAM PBL課程,對於提升國小學童的科學自我效能與科學素養具有正向成效。本研究亦針對教學設計、科技應用及未來研究方向提出具體建議,以供教育工作者及後續研究參考。

    This study aims to explore the impact of digital technology-integrated STEAM Project-Based Learning (PBL) on six-graders’ science self-efficacy and scientific literacy within the "Science and Technology” course. A quasi-experimental design with a mixed-methods approach was adopted. The participants were 56 sixth-grade students (age 11-12) from a primary school in Tainan City, divided into an experimental group (n=28) and a comparison group (n=28). The experimental group participated in an 18-week, three-stage DT-PBL course (Scaffolding and Training, Design and Implementation, Testing and Improvement) based on the Design Thinking-PBL framework. This curriculum integrated digital tools such as Virtual Reality (VR), Artificial Intelligence (AI), CoSpaces, and tablets. The comparison group received traditional lecture-based instruction.
    Quantitative data were collected using the "Science Learning Self-Efficacy Questionnaire" and an adapted "Global Scientific Literacy Questionnaire," while qualitative data from focus group interviews were used for triangulation and in-depth analysis. The research findings are summarised as follows:
    (1) Science Self-Efficacy: The experimental group achieved significant improvement in the post-test scores across five dimensions: conceptual understanding, higher-order cognitive skills, practical tasks, everyday application, and science communication.
    (2) Scientific Literacy: The experimental group showed significant growth in four dimensions: habits of mind, character and values, the pursuit of science, and metacognition and self-direction.
    (3) Qualitative Findings: Interview results supported the quantitative data, indicating that digital technologies (such as the immersive nature of VR) provide novel learning experiences, visualise abstract scientific concepts, and enhance learning motivation. During the hands-on process, students shifted from passive digital consumers to active inquirers, demonstrating the ability to solve problems using digital tools. However, students' self-confidence remained context-dependent, suggesting a need for sustained successful experiences to solidify self-belief.
    In conclusion, this study confirms that a technology-integrated STEAM PBL curriculum based on the Design Thinking-PBL (DT-PBL) framework effectively enhances science self-efficacy and scientific literacy among primary students. Based on these findings, recommendations are provided regarding instructional design, technology application, and future research directions for educators and researchers.

    中文摘要 I SUMMARY II 目錄 VII 表目錄 IX 圖目錄 X 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與待答問題 14 第三節 名詞解釋 16 第二章 文獻探討 22 第一節 專題導向學習 (PROJECT-BASED LEARNING,PBL) 22 第二節 科學自我效能 39 第三節 科學素養 43 第四節 PBL與科學自我效能、科學素養的實證研究 53 第五節 研究貢獻 76 第三章 研究方法 80 第一節 本研究哲學基礎:實用主義 80 第二節 研究方法:混合研究法 83 第三節 研究架構 85 第四節 研究場域 86 第五節 研究對象 87 第六節 研究流程與課程設計 88 第七節 科技融入的課程設計 99 第八節 資料搜集方法 105 第九節 研究流程 109 第十節 資料分析 110 第十一節 效度、信度,與三角驗證 111 第四章 研究結果與分析 113 第一節 科技融入STEAM PBL於自然與生活科技課程之實施成果 113 第二節 量化統計結果 128 第三節 質性資料分析結果 134 第五章 研究結果與討論 157 第一節 研究結果統整 157 第二節 數位科技融入STEAM PBL教學對學生科學自我效能之影響 158 第三節 數位科技融入STEAM PBL教學對學生科學素養之影響 166 第四節 研究限制與未來研究方向 174 第五節 研究建議 176 第六節 研究結論 179 參考文獻 180 中文文獻 180 外文文獻 182 附錄 192 附錄一、科學素養及科學自我效能問卷 192 附錄二、STEAM PBL融入自然課程教案範 195

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