研究生: |
陳威宏 Chen, Wei-hong |
---|---|
論文名稱: |
促進議題認知與反思的桌遊設計與成效:以氣候變遷議題為例 The Board Game Design and Effect for Promoting Issue Awareness and Reflection: A Case Study of Climate Change |
指導教授: |
張俊彥
Chang, Chun-Yen |
口試委員: |
張俊彥
Chang, Chun-Yen 楊芳瑩 Yang, Fang-Ying 鄭秉漢 Cheng, Ping-Han |
口試日期: | 2024/01/19 |
學位類別: |
碩士 Master |
系所名稱: |
科學教育研究所 Graduate Institute of Science Education |
論文出版年: | 2024 |
畢業學年度: | 112 |
語文別: | 中文 |
論文頁數: | 65 |
中文關鍵詞: | 氣候行動 、氣候變遷教育 、反思融入 、議題桌遊 |
英文關鍵詞: | Climate action, Climate change education, Reflection integration, Issue board game |
DOI URL: | http://doi.org/10.6345/NTNU202400377 |
論文種類: | 學術論文 |
相關次數: | 點閱:89 下載:7 |
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 |
由於人類的各種活動已嚴重影響到自然環境,聯合國的永續發展目標(SDGs)其中一項「氣候行動」,指的是為了因應氣候變遷以及其影響而採取的各種緊急措施,當中提到教育是不可或缺的一個環節。然而氣候變遷議題是複雜多面向的,且學生在學習上並非只是「理解」,要能夠實際省思自己對於氣候變遷的影響,並且能夠實際做到價值觀的改變,甚至反映到日常行為上。因此本研究想得知在教學上,教學者要如何能夠培養學生此種「反思」的能力。
本研究認為「教學性桌遊」的設計是一個既能讓學生理解複雜的氣候變遷及氣候行動知識,又能在過程當中使學生達到反思,進而改變其行為。故本研究欲開發一款名為「溫度的重量」的桌遊,希望藉由桌遊機制的設計,來進行針對高中學生的氣候變遷議題教學,並且希望能夠增長學生氣候變遷相關知識、態度與技能。
本研究以桌遊為教學媒介,將此桌遊教學活動實施124名桃園某高中的學生,並以前測與後測試題及量表蒐集資料,經過統計量化分析以及質性資料內容分析討論此教學成效。研究結果顯示本研究開發之桌遊機制具有幫助學生學習氣候變遷議題的效果,學生的知識、態度與技能等面向都有所成長,並且部分學生能夠在遊戲過程中達到反思,願意於日常生活中實踐氣候行動。
Due to various human activities severely impacting the natural environment, one of the United Nations Sustainable Development Goals (SDGs) is "Climate Action," which refers to the various urgent measures taken to address climate change and its impacts. Education is considered an indispensable component in addressing this goal. However, the issue of climate change is complex and multifaceted. Students need to go beyond mere "understanding" in their learning; they should reflect on the impact of climate change and be able to bring about changes in their values, even reflecting in their daily behaviors.
Therefore, this study aims to explore how educators can cultivate students' ability to engage in such "reflection" in the teaching of climate change. The research suggests that the design of "educational board games" is a means to not only help students comprehend the complexities of climate change and climate action but also foster reflection in the process, leading to behavioral changes. The study intends to develop a board game named "Pressure of Temperature" for high school students, aiming to conduct climate change education using the mechanisms of the board game and hoping to enhance students' knowledge, attitudes, and skills related to climate change.
Using board games as a teaching medium, the study implemented this board game teaching activity with 124 students from a high school in Taoyuan. Data were collected through pre- and post-tests as well as surveys, and both quantitative and qualitative analyses were conducted to assess the teaching effectiveness. The research findings demonstrate that the board game mechanism developed in this study has an effective impact on assisting students in learning about climate change issues. Students have shown growth in various aspects such as knowledge, attitude, and skills. Furthermore, some students were able to engage in reflection during the game process and expressed willingness to practice climate actions in their daily lives.
陳介宇. (2010). 從現代桌上遊戲的特點探討其運用於兒童學習的可行性. 國教新知, 57(4), 40–45.
簡梅瑩. (2008). 促進反思教學發展與實施之行動研究. 中等教育, 59(1), 22–35.
林政輝, 郭耀昌, 張筵儀, & 曾煥君. (2022). 新北市國小學童對氣候變遷認知與調適能力之研究. 中國行政評論, 28(2), 142–164.
蔡仁哲, 陳嘉俊, 陳佩琪, 劉湘瑤, & 張俊彥. (2020). 國小生物多樣性科學桌遊設計與教學應用. 科學教育月刊, 430, 7–32.
盧秀琴, & 陳亭昀. (2018). 研發「生態總動員」桌遊教具以培養學生的環境素養. 臺中教育大學學報:數理科技類, 32(2), 79–104.
盧秀琴, & 林毓哲. (2018). 國小教師開發「昆蟲桌遊教具」以增強學童「沈浸經驗、科學過程技能」. 課程與教學, 21(1), 105–131.
盧秀琴, & 施慧淳. (2016). 玩「昆蟲大富翁」遊戲培養國小學童的科學過程技能. 科學教育學刊, 24(1), 1–30.
戚居姮. (2017). 臺灣高中學生之氣候變遷素養提升研究. 國立臺灣大學森林環境暨資源學系學位論文, 2017, 1–227.
吳如雅. (2020). 台灣高中生氣候變遷知識、希望感及氣候變遷減緩行為之研究 [M.A.].
游小旻, & 張文華. (2018). 中學階段氣候變遷議題教學之回顧:教什麼?如何教?. 科學教育學刊, 26(4), 333–352.
Bain, J., Ballantyne, R., Mills, C., & Lester, N. (2002). Reflecting on Practice: Student Teachers’ Perspectives.
Boon, H. J. (2020). Climate change? Who knows? A comparison of secondary students and pre-service teachers. Australian Journal of Teacher Education, 35(1), 104–120.
Chang, C.-H., & Pascua, L. (2016). Singapore students’ misconceptions of climate change. International Research in Geographical and Environmental Education, 25(1), 84–96.
Cheng, P.-H., Yeh, T.-K., Tsai, J.-C., Lin, C.-R., & Chang, C.-Y. (2019). Development of an Issue-Situation-Based Board Game: A Systemic Learning Environment for Water Resource Adaptation Education. Sustainability, 11(5), Article 5.
Coil, D. A., Ettinger, C. L., & Eisen, J. A. (2017). Gut Check: The evolution of an educational board game. PLoS Biology, 15(4), e2001984.
Dewey, J. (1933). How We Think: A Restatement of the Relation of Reflective Thinking to the Educative Process. D.C. Heath.
Eisenack, K. (2013). A Climate Change Board Game for Interdisciplinary Communication and Education. Simulation & Gaming, 44(2–3), 328–348.
Frick, J., Kaiser, F. G., & Wilson, M. (2004). Environmental knowledge and conservation behavior: Exploring prevalence and structure in a representative sample. Personality and Individual Differences, 37(8), 1597–1613.
Herman, B. C., Feldman, A., & Vernaza-Hernandez, V. (2017). Florida and Puerto Rico Secondary Science Teachers’ Knowledge and Teaching of Climate Change Science. International Journal of Science and Mathematics Education, 15(3), 451–471.
Kolb, D. A. (2014). Experiential Learning: Experience as the Source of Learning and Development. FT Press.
Ryan, M., & Ryan, M. (2013). Theorising a model for teaching and assessing reflective learning in higher education. Higher Education Research & Development, 32(2), 244–257.
Schön, D. A. (1987). Educating the reflective practitioner: Toward a new design for teaching and learning in the professions (xvii, 355). Jossey-Bass.
THE 17 GOALS | Sustainable Development. https://sdgs.un.org/goals