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研究生: 陳均齊
Chen, Chun-Chi
論文名稱: 在運算思維遊戲“Comput-Up”的利他行為、心流、遊戲焦慮、學習價值、持續玩的意圖之相關研究
Using "Comput-Up" -- A Computational Thinking Game to Explore the Correlates between Altruism, Flow Experience, Gameplay Anxiety, Perceived Learning Value, and Continuing Intention to Play
指導教授: 洪榮昭
Hong, Jon-Chao
口試委員: 陳學志
Chen, Hsueh-Chih
蔡其瑞
Tsai, Chi-Ruei
洪榮昭
Hong, Jon-Chao
口試日期: 2021/07/12
學位類別: 碩士
Master
系所名稱: 工業教育學系
Department of Industrial Education
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 136
中文關鍵詞: Comput-Up運算思維於利他行為心流遊戲焦慮學習價值持續玩的意圖
英文關鍵詞: Board game, computational thinking, math strategy, altruism, flow, gameplay anxiety, learning value, continue intention to play
研究方法: 參與觀察法
DOI URL: http://doi.org/10.6345/NTNU202101508
論文種類: 學術論文
相關次數: 點閱:120下載:30
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  • 本研究旨在探討「運算思維遊戲Comput-Up」中引導學生能對數學產生興趣,透過活動之參與,達到積極練習,遊戲中透過使用平板中的「運算思維遊戲Comput-Up App」作為實驗之規劃之一。
    本研究非隨機立意取樣方式,以臺北市某國民小學五年級學生。在遊戲中,需要一邊透過抽取的數字牌來進行四則運算,取得自己滿意的步數,一邊搭配平板的「運算思維遊戲Comput-Up App」來輸入四則運算式並計算出答案,遊戲時間為兩節課。在遊戲結束後,皆以問卷填答,用以探討學生於利他行為、認知乏、遊戲焦慮、心流、學習價值、持續玩的意圖之差異,回收問卷整理後,有效樣本為159人。研究結果表明:(1)利他行為對心流呈現正向影響;(2)利他行為對遊戲焦慮沒有明顯影響;(3)心流對學習價值呈現正向影響;(4)遊戲焦慮對學習價值呈現負向影響;(5)學習價值對持續玩的意圖呈現正向影響。
    根據研究發現,「運算思維遊戲Comput-Up」對學生可以培養學生互助合作利他利己之精神,並且能提升學生之學習意願,「運算思維遊戲Comput-Up」具有學習價值,學生對於「運算思維遊戲Comput-Up」之持續玩的意圖提高,更可以利用此遊戲來訓練學生之運算思維能力。

    To enhance students’ computational thinking is an essential issue in elementary educational setting. How to develop this type of thinking ability with meth strategies, has not been particular studied, thus, the present study used a game, named Comput-Up, which developed by the Digital game-based learning lab of National Taiwan Normal University for studentst to play. To explore how to explore students’ cognitive and affective factor change in playing that game, this study adapted a non-random sampling method, to invite fifth-grade students from an elementary school in Taipei City. In the game, participants need to perform four arithmetic operations through the drawn digital cards to get number of steps for moving their own flags with math strategies. The time for playing was 30 minutes and four students were formed in a cooperative-competitive scheme to play 2 vs.2. After the game was over, questionnaires were delivered to investigate the differences among students in altruistic behavior, cognitive loading, gameplay anxiety, flow experience, perceived learning value, and continueous intention to playing. After collecting the questionnaires, the effective returns were 159. The research results show that: (1) Altruism is positively related to flow experience; (2) Altruism is not significantly related to gameplay anxiety; (3) flow experience is positively related to perceived to perceived learning value; (4) gameplay anxiety is negatively related realted to perceived learning value; (5) perceived learning value is positively related to continueous intention to play. According to research findings, "Comput-Up" can develop students' value perception by flow experience as using this game can be used to train students' computational thinking ability.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 4 第三節 研究問題 5 第四節 研究範圍與限制 6 第五節 名詞解釋 7 第二章 文獻探討 13 第一節 桌遊的探討 13 第二節 桌遊融入數學教學與學習的相關研究 21 第三節 利他行為 31 第四節 桌遊對認知與情意的影響 34 第五節 運算思維與桌遊之探討 38 第三章 研究設計與實施 41 第一節 研究方法與架構 41 第三節 研究假設與模式 59 第四節 研究流程與研究對象 62 第五節 問卷工具 66 第六節 資料處理與分析 74 第七節 研究倫理 75 第四章 研究結果 77 第一節 樣本特徵分析 77 第二節 項目分析 79 第三節 構面信度與效度分析 93 第四節 研究模式驗證 97 第五節 間接效應分析 99 第五章 結論與建議 101 第一節 研究結論 101 第二節 研究建議 106 第三節 研究限制 108 第四節 未來研究建議 109 參考文獻 111 附錄一 125 附錄二 133

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