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研究生: 盧健瑋
Lu, Chien-Wei
論文名稱: 數位學習環境與引導策略對高低先備知識高中生數學遞迴學習成效與動機之影響
Effects of Digital Learning Environment, Guiding Strategy and Prior Knowledge on Senior High School Students’ Learning Performance and Motivation in Learning of Recursion
指導教授: 陳明溥
Chen, Ming-Puu
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
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 120
中文關鍵詞: 遞迴概念擴增實境虛擬實境引導策略體驗式學習先備知識
英文關鍵詞: recursive concept, augmented reality, virtual reality, guiding strategy, experiential learning, prior knowledge
DOI URL: https://doi.org/10.6345/NTNU202202447
論文種類: 學術論文
相關次數: 點閱:206下載:20
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  • 本研究旨在探討數位學習環境、引導策略及先備知識對高中生數學遞迴關係的學習成效與動機之影響。研究對象為高中二年級學生,採因子設計之準實驗研究法,有效樣本96人。自變項包含數位學習環境、引導策略及先備知識,數位學習環境分為擴增實境及虛擬實境;引導策略分為程序引導及反思引導;先備知識依學習者課前具備之能力分為高先備知識及低先備知識。依變項為學習成效與學習動機。
    研究結果顯示:(1)在學習成效方面,就知識理解而言,擴增實境學習環境組在知識理解表現優於虛擬實境學習環境組,程序引導組優於反思引導組,且高先備知識組優於低先備知識組;就知識應用而言,擴增實境學習環境組在知識應用表現優於虛擬實境學習環境組,高先備知識組優於低先備知識組,而程序引導組及反思引導組在知識應用表現則無顯著差異。(2)學習動機方面,各實驗組對學習活動皆抱持正向的學習動機;其中,在期望成功面向,擴增實境學習環境組表現優於虛擬實境學習環境組、反思引導組優於程序引導組、而在先備知識二組間則無顯著差異。

    The purpose of this study was to investigate the effects of type of digital learning environment, guiding strategy and prior knowledge on senior high school students’ learning performance and motivation in learning of recursion. A quasi-experimental design was employed and the independent variables were type of digital learning environment, guiding strategy, and prior knowledge. The participants were the eleventh graders and the effective sample size was 96. While the digital learning environments consisted of the augmented reality and the virtual reality, the guiding strategies included the procedural guidance and the reflective thinking guidance; the prior knowledge involved high and low prior knowledge. The dependent variables were the students’ learning performance and motivation.
    The results showed that: (a) for knowledge comprehension performance, the augmented reality group outperformed the virtual reality group, the procedural guidance group outperformed the reflective thinking guidance group, and the high prior knowledge group outperformed low prior knowledge group; as for the knowledge application, the augmented reality group outperformed the virtual reality group and the high prior knowledge group outperformed the low prior knowledge group, whereas there was no significant difference between the procedural guidance group and the reflective thinking guidance group; and (b) as for learning motivation, all participants showed positive motivation toward the employed learning environments; in particular, regarding learner’s expectancy for success, the augmented reality group showed more positive effect than the virtual reality group did, and the reflective thinking guidance group showed more positive effect than the procedural guidance group did while there was no significant difference between the high prior knowledge group and the low prior knowledge group.

    摘要 i Abstract ii 誌謝 iv 附表目錄 vii 附圖目錄 viii 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 3 第三節 研究範圍與限制 4 第四節 重要名詞釋義 6 第二章 文獻探討 9 第一節 數學遞迴學習 9 第二節 體驗式學習 11 第三節 數位學習環境 16 第四節 引導策略 20 第五節 先備知識 23 第三章 研究方法 24 第一節 研究對象 24 第二節 研究設計 25 第三節 實驗流程 49 第四節 研究工具 51 第五節 資料處理與分析 55 第四章 結果與討論 60 第一節 遞迴單元學習成效分析 60 第二節 數學學習動機分析 66 第五章 結論與建議 81 第一節 結論 81 第二節 建議 85 參考文獻 88 中文部分 88 英文部分 89 附錄一 程序引導組實驗學習 94 附錄二 反思引導組實驗學習單 104 附錄三 遞迴先備知識測驗卷 114 附錄四 數學遞迴單元學習成效測驗卷 116 附錄五 數學學習動機問卷 118

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