簡易檢索 / 詳目顯示

研究生: 李偉旭
Li Wei-Hsu
論文名稱: 電腦遊戲學習軟體與內在動機因素-以英語幼教光碟的學習為例
A Case Study of Game-Based Learning Software and Intrinsic Motivation
指導教授: 吳正己
Wu, Cheng-Chih
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
畢業學年度: 87
語文別: 中文
論文頁數: 91
中文關鍵詞: 電腦遊戲Malone定理內在動機
英文關鍵詞: computer games, Malone's theory, intrinsic motivation
論文種類: 學術論文
相關次數: 點閱:280下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • Malone認為電腦遊戲趣味化的三項內在動機要素,分別是挑戰性、奇幻性和好奇心,Malone的說法雖為眾多學者所認同與引用,但缺乏相關的實證研究。本研究以質的研究方法,探討電腦遊戲學習軟體如何引起學習者的內在動機。研究的進行是以國小四年級的37位學童為觀察對象,實地觀察學生使用英語幼教光碟的情形,資料蒐集以錄影、錄音及問卷調查的方式,最後並訪談學生、教師及軟體製作人。研究結果發現使用幼教光碟的挑戰性、奇幻性及好奇心確實能夠引起小朋友的內在動機,並根據這三項因素,進而提出電腦遊戲學習軟體設計的原則。
    關鍵詞:電腦遊戲、Malone定理、內在動機

    Malone suggested challenge, fantasy, and curiosity are the three key factors that make computer games fun. In this study, we employed a qualitative research method to investigate the characteristics of game-based learning software that motivates elementary students to learn. Thirty-seven fourth grade students who used an English learning CD-title in a two-hour learning session were observed. Questionnaires, audio/video taping, and interviewing were conducted after the learning session to collect information regarding the intrinsic motivating factors of the learning software. The analysis results showed that challenge, fantasy, and curiosity exhibited by the software were the factors that made the learning fun. We concluded the thesis with several design guidelines for game-based learning software.
    Keywords: computer games, Malone's theory, intrinsic motivation

    附表目錄 III 附圖目錄 IV 第一章 緒論 1 第一節 研究動機及背景 1 第二節 研究目的 4 第三節 研究範圍與限制 4 第四節 名詞釋義 4 第二章 文獻探討 6 第一節 電腦遊戲與學習 6 第二節 遊戲與內在學習動機 10 第三節 MALONE的內在學習動機理論 16 第四節 MALONE理論相關的研究 22 第三章 研究方法 25 第一節 研究設計 25 第二節 研究樣本 25 第三節 研究工具 26 第四節 實施步驟 31 第五節 預試 35 第四章 結果與討論 37 第一節 調查對象背景資料 37 第二節 問卷結果分析 41 第三節 挑戰性分析 44 第四節 奇幻性分析 53 第五節 好奇心分析 55 第六節 其他發現 60 第五章 結論與建議 64 第一節 結論 65 第二節 未來研究建議 69 參考文獻 70 附錄一 阿毛的ABC新樂園 75 附錄二 正式實驗問卷題目 79 附錄三 田野札記觀察記要 81 附錄四 個別訪談問題 87 附錄五 教師訪談問題 89 附錄六 軟體製作人訪談問題 90 附錄七 預試問卷主要結果分析表 91 附表目錄 表2-1 學習過程的四個階段 14 表2-2 Malone 的內在動機遊戲設計架構 17 表2-3 Myers的Q敘述 23 表4-1 樣本性別的統計 37 表4-2 樣本玩過其他電腦遊戲的經驗 38 表4-3 樣本玩電腦遊戲的頻率 38 表4-4 樣本參加校外美語補習的情況 39 表4-5 樣本在封閉式問題作答情形 42 附圖目錄 圖3-1 阿毛ABC新樂園第二輯 26 圖3-2 實施步驟流程 31

    李明淑(民82):具教學目標的電動玩具-模擬式電腦輔助教學的設計。國教之友,44卷,第1期,頁60-64。
    洪榮昭、許書務、劉明洲(民86):建構取向的遊戲式MUD學習環境研究。第六屆國際電腦輔助教學研討會論文集,頁341-347。中華民國電腦輔助教學學會。
    陳月華(民74):角色扮演法對國小兒童的輔導效果之研究。國立台灣師範大學教育與心理輔導所論文。
    黃瑞琴(民 83):幼稚園的遊戲課程。台北:心理出版社。
    蔣靜靜(民 87):電玩軟體會教壞孩子嗎? http://www.istec.iii.org.tw/childchl/lecture/happypc9.htm
    蔣靜靜(民 87):如何為孩子選購適合的軟體? http://www.istec.iii.org.tw/childchl/lecture/happypc5.htm
    Alessi, S. M. & Trolloip, S. R. (1985). Computer-based instruction : Methods and development. New Jersey: Prentice-Hall.
    Baltra, A. (1986). Computer adventure game: Toys as tools for teaching. (ERIC Document Reproduction Service No. ED271024)
    Baltra, A. (1990). Language learning through computer adventure games. Simulation & Games, 21(4), 445-452.
    Betz, J. A. (1995). Computer games: Increase learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems, 24(2), 195-205
    Boocock, Sarane S. & Schild, E.O. (1968). Simulation games in learning. (ERIC Document Reproduction Service No. ED026857)
    Carroll, J. M. (1982). The adventure of getting to know a computer. IEEE Computer, 15(11), 49-58.
    Condry, J. & Koslowski, B. (1977). Can education be made "intrinsically interesting" to children? (ERIC Document Reproduction Service No. ED153706)
    Deci, E. L. (1973). Sex differences, positive feedback and intrinsic motivation. (ERIC Document Reproduction Service No. ED076904)
    DeLamarter, W. A. & Krepps, P. E. (1980). Intrinsic motivation and self-reinforcement: the role of task interest. (ERIC Document Reproduction Service No. ED193584).
    Dempsey, J. V. , Lucassen, B. , Haynes, L. , & Casey M. (1996). Instructional applications of computer games. (ERIC Document Reproduction Service No. ED394500).
    Dempsey, J. V. , Rasmussen, K., & Lucassen. B. (1994). Instructional gaming: implication for technology. (ERIC Document Reproduction Service No. EJ368345).
    DeVries, D. L. & Edwards, K. J.(1972). Learning games and student teams: Their effects on classroom processes. (ERIC Document Reproduction Service No. ED070019).
    Driskell, J. E. & Dwyer, D. J. (1984). Microcomputer video game based training. Educational Technology, 24, 11-17
    Duffield, J. A. (1990). Designing computer software for problem-solving instruction. Educational Technology Research & Development, 39 (1), 52-60.
    Ellington, H. , Adinall, E., & Percival, F. (1982). A Handbook of Game Design. London, UK: Kogan
    Grundy, S. (1991). A computer adventure game as a worthwhile educational experience. Interchange, 22(4), 41-65.
    Hsu, E. (1989). Role-event gaming simulation in management education. Simulation & Games, 20(4), 409-438.
    Kafai Y. B., Ching C. C. (1997). Making games for learning: The development of integrated fraction understanding. http://www.gseis.ucla.edu/faculty/Kafai
    Karsenti, T. P. & Thibert, G. (1994). What type of motivation is truly related to school achievement? A look at 1428 high school students. (ERIC Document Reproduction Service No. ED391783).
    Klein, J. D. (1991). Effects of using an instructional game on motivation and performance. Journal of Educational Research, 84(5), 303-307.
    Lepper, M. R. (1985). Microcomputers in education: Motivational and social issues. American Psychologist, 40, 1-18.
    Lepper, M. R. & Malone, T. W. (1983). Intrinsic motivation and instructional effectiveness in computer-based education. In R. E. Snow & M. J. Farwr(Eds.). Aptitude, Learning, and Instruction: III. Cognition and affective process analysis. NJ: Erlbaum.
    Little, D. (1985). Adventure games in the reading curriculum: Problems and potential. (ERIC Document Reproduction Service No. ED265491).
    Malone, T. W. (1980). What makes things fun to learn ? A study of intrinsically motivating computer games. (ERIC Document Reproduction Service No. EJ255512).
    Malone, T. W. (1981). Toward a theory in intrinsically movtivating instruction. Cognitive Science, 4, 333-369.
    Myers, D. (1981). A Q-Study of game player aesthetics. SIMULATION & GAMING, 21(4), 375-396.
    Randel, J. M., Morris B. A., Wetzel, C. D., & Whitehill B. V. (1992). The effectiveness of games for educational purpose: A review of recent research. SIMULATION & GAMING, 23(3), 261-276.
    Renolds, A. J. W. (1987). Evaluation of a design for an educational computer game: Learning outcome and attitude response. New Mexico. (ERIC Document Reproduction Service No. EJ256312).
    Rezabek, R. H. (1994). Utilizing intrinsic motivation in the design of instruction. (ERIC Document Reproduction Service No. ED373751).
    Rotto, L. I. (1994). Curiosity, motivation, and "flow"in computer-based instruction. (ERIC Document Reproduction Service No. ED373755).
    Rowe, A.(1983). A new kind of language learning. Creative Computing. April 1983:190-200.
    Taylor H. A., Renshaw C. E., & Jensen M. D.(1997). Effects of comupter-based role-playing on decision making skills. J. Educational Computing Research, 17(2), 147-164.
    Terrell S. & Rendulic, P.(1996). Using computer-managed instructional software to increase motivation and achievement in elementary school children. Journal of Research on Computing in Education, 26(3), 403-414.

    無法下載圖示
    QR CODE