研究生: |
林祐安 Lin,Yu-An |
---|---|
論文名稱: |
桌遊對演化與遺傳學學習成效與學生看法之影響 The Effects of Board Games on Evolution and Genetics learning efficiency and Student's opinion |
指導教授: |
張俊彥
Chang, Chun-Yen |
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: | 2019 |
畢業學年度: | 107 |
語文別: | 中文 |
論文頁數: | 68 |
中文關鍵詞: | 科學桌遊 、演化 、遺傳學 、學習成效 |
英文關鍵詞: | board games, evolution, genetics, learning efficiency |
DOI URL: | http://doi.org/10.6345/NTNU201900435 |
論文種類: | 學術論文 |
相關次數: | 點閱:221 下載:57 |
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 |
本研究選用桌遊作為教學工具,針對桌遊特點與優勢,對應至演化與遺傳學中三種不同的知識層次-「遺傳物質的定義與特性」、「遺傳的機制」以及「遺傳對於巨觀世界的影響-生物族群的演化」分別對應至「科學名詞」、「多重概念」、「知識結構」的三個階層以設計出一款科學桌遊,並納入各種桌遊類型與遊戲機制應用,協助學生藉由了解「基因與性狀的關係」等基本遺傳概念,並且將此概念延伸至在十二年國教自然領綱中七年級至九年級的學習內容中「演化與延續」的主軸中,最後將對新北市立某國中之七年級生進行施測,研究方法採前後測,以演化與遺傳學桌遊作為教學介入,最後經由數據分析,並提出研究結果並歸納結論以探討桌遊之學習形式是否能夠提升學生對於演化與遺傳學的學習成效以及了解其對於此概念之看法為何,同時也將探討上述研究結果是基於桌遊中的何種因素所影響。
The purpose of this study is to use board games as a teaching tool for the characteristics and advantages of board games, corresponding to three different levels of knowledge in evolution and genetics - "the definition of gene ", "the mechanism of genetics" and " The influence of the world-the evolution " corresponds to the three levels of knowledge of "scientific nouns", "multiple complex concepts", and "complete knowledge architecture" to design a scientific board game. Assist students in understanding the basic concepts of genetics and linking this concept to the “evolution and continuation” of the learning content of the seventh to ninth grades of the 12-year National Education Guide. This study will test the seventh-grade students. The evolution and genetics board games will be used as teaching tool. Finally, Explore the influence of this board game on students' evolution and genetic learning efficiency, also student’s opinion on this concept will further explore the above consequences based on what factors in the board game.
參考文獻
Alvermann, G. Q., Donna E. (2000). Relationship between epistemological beliefs and conceptual change learning. Reading & Writing Quarterly, 16(1), 59-74.
Banet, E., & Ayuso, E. (2000). Teaching genetics at secondary school: a strategy for teaching about the location of inheritance information. Science education, 84(3), 313-351.
Bishop, B. A., & Anderson, C. W. (1990). Student conceptions of natural selection and its role in evolution. Journal of research in science teaching, 27(5), 415-427.
Collins, A. M., & Quillian, M. R. (1970). Facilitating retrieval from semantic memory: The effect of repeating part of an inference. Acta Psychologica, 33, 304-314.
Dewey, E. (2005). The Relationship Between Teacher Attitudes Toward Florida History And The Methods And Materials The Teachers Use To Teach Florida History.
Downie, J., & Barron, N. (2000). Evolution and religion: attitudes of Scottish first year biology and medical students to the teaching of evolutionary biology. Journal of biological Education, 34(3), 139-146.
Elena, S. F., & Lenski, R. E. (2003). Microbial genetics: evolution experiments with microorganisms: the dynamics and genetic bases of adaptation. Nature Reviews Genetics, 4(6), 457.
Fisher, K., Wandersee, J. H., & Moody, D. E. (2001). Mapping biology knowledge (Vol. 11): Springer Science & Business Media.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.
Hogan, K., & Fisherkeller, J. (1996). Representing students' thinking about nutrient cycling in ecosystems: Bidimensional coding of a complex topic. Journal of Research in Science Teaching: The Official Journal of the National Association for Research in Science Teaching, 33(9), 941-970.
Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective.
Hsieh, C.-H., Chang, Y.-H., & Wu, S.-M. (2018). Application of Team-Based Games in the Classroom: Teaching Medical Terminology as an Example. Hu Li Za Zhi, 65(6), 111-116.
Huang, L.-Y., & Yeh, Y.-c. (2016). Mediated enactive experience versus perceived mastery experience: An enhancing mechanism versus a mediator of character attachment and internal political efficacy in serious games. Computers in Human Behavior, 55, 1085-1096.
Huxley, J. (1942). Evolution. The modern synthesis. Evolution. The Modern Synthesis.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13-24.
King, P. M., & Kitchener, K. S. (1994). Developing Reflective Judgment: Understanding and Promoting Intellectual Growth and Critical Thinking in Adolescents and Adults. Jossey-Bass Higher and Adult Education Series and Jossey-Bass Social and Behavioral Science Series: ERIC.
Klymkowsky, M. W., Garvin-Doxas, K., & Zeilik, M. (2003). Bioliteracy and teaching efficacy: what biologists can learn from physicists. Cell Biology Education, 2(3), 155-161.
Kornfeld, R., & Kornfeld, S. (1985). Assembly of asparagine-linked oligosaccharides. Annual review of biochemistry, 54(1), 631-664.
Kurt, H., Ekici, G., Aktaş, M., & Aksu, Ö. (2013). On the concept Microscope: Biology student teachers cognitive structure. Educational Research and Reviews, 8(19), 1859-1874.
Larkin, J., McDermott, J., Simon, D. P., & Simon, H. A. (1980). Expert and novice performance in solving physics problems. Science, 208(4450), 1335-1342.
Li, W. (1997). Molecular evolution: Sinauer associates incorporated.
Passey, B. H., Levin, N. E., Cerling, T. E., Brown, F. H., & Eiler, J. M. (2010). High-temperature environments of human evolution in East Africa based on bond ordering in paleosol carbonates. Proceedings of the National Academy of Sciences, 201001824.
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
Shavelson, R. J., & Stanton, G. C. (1975). Construct validation: Methodology and application to three measures of cognitive structure. Journal of Educational Measurement, 12(2), 67-85.
Soskine, M., & Tawfik, D. S. (2010). Mutational effects and the evolution of new protein functions. Nature Reviews Genetics, 11(8), 572.
Tang, S., Hanneghan, M., & El Rhalibi, A. (2009). Introduction to games-based learning Games-based learning advancements for multi-sensory human computer interfaces: Techniques and effective practices (pp. 1-17): IGI Global.
Vygotsky, L. S. (1986). Thought and language (A. Kozulin, trans.): Cambridge, ma: mit Press.
Yeh, Y.-c., Lai, S. C., & Lin, C.-W. (2016). The dynamic influence of emotions on game-based creativity: An integrated analysis of emotional valence, activation strength, and regulation focus. Computers in Human Behavior, 55, 817-825.
丁信中(2007)。高中生對科學競爭理論侷限的覺察與社會性科學議題理論抉擇模式之研究-以全球氣候暖化議題為例 (新制多年期第 2 年)。研究報告(計畫編號:NSC95-2511-S-041-002-MY2)。行政院國家科學委員會。
王淑玲(2009)。數位遊戲特質與環境對學習歷程影響的整合研究-子計畫二---個人動機與團體動機對遊戲中之學習歷程與表現之影響。研究報告(計畫編號:NSC96-2520-S011-002-MY3)。行政院國家科學委員會。
余民寧、陳嘉成、潘雅芳(1996)。概念構圖法在測驗教學上的應用。測驗年刊,43,195-212。
吳百興、張耀云、吳心楷(2010)。科學探究活動中的科學推理。Research and Development,56,53-74。
吳若媺、蔡顯麞(2017)。測驗對國中生遺傳學單元概念學習之探討。雙溪教育論壇,6,169-190。
吳振鋒、蘇淑真(2019)。應用桌遊於引導式教學法成功因素之探討。管理資訊計算,8(1),1-10。
吳穎沺、蔡今中 (2005)。建構主義式的科學學習活動對國小高年級學生認知結構之影響-以 “電與磁” 單元為例。科學教育學刊,13(4),387-411。
李光烈、劉嘉茹、江新合(2010)。模型化活動模組對國小學童科學推理能力之促進效果。教育心理學報, 41(4),751-772。
李婉瑜(2016)。融入生物知識的創意桌遊。師友月刊,590,100-102。
辛怡瑩、邱美虹 (2010)。以概念演化樹探討跨年級學生演化概念之發展。科學教育學刊,18(2),131-153。
林元媛(2015)。桌遊應用在不同學習風格之國小低年級學童英語學習動機之研究。國立臺北教育大學數位科技設計學系 (碩博班論文) 。取自:https://hdl.handle.net/11296/9c8j62
邱垂昌(2008)。運用概念圖作為中級會計學補救教學與評量之輔助工具研究。新竹教育大學教育學報,25(1),127-154。
侯采伶(2016)。用桌遊來翻轉學習-以國中數學質數為例。臺灣教育評論月刊,5(5),132-137。
洪文東(2006)。以創造性問題解決教學活動設計提升學生解決問題能力。科學教育研究與發展季刊,43,26-42。
洪振方、林裕仁、魏子婷 (2010)。專精教師與生手教師經營論證教學的分析與比較。科學教育學刊,18(3),205-227。
范瑞東(2005)。概念構圖教學策略對學習成效影響的後設分析(碩博士論文)。取自:https://hdl.handle.net/11296/kn4gn8
茬家續(2006)。高一學生生物演化概念分析與概念改變教學之研究(碩博士論文)。 取自:https://hdl.handle.net/11296/7qgp78
許于仁、楊美娟 (2016)。運用數位化桌遊探討理性情緒信念。同理心與情緒決策風格之關係。教育傳播與科技研究,115,59-72。
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。
陳奕蒲(2009)。結合遊戲與模擬特性之教學情境判斷測驗(碩博士論文)。取自:https://hdl.handle.net/11296/s9br44
陳姿津、佘曉清 (2006)。網路互動學習研究-促進國中生電學概念之建構與推理能力(碩博士論文)。取自:https://ir.nctu.edu.tw/handle/11536/77468
陳容瑋、許育光(2016)。桌遊媒材在家族遊戲治療中的應用初探。輔導季刊, 52(3),36-46。
黃台珠(1990)。中學生遺傳相關概念錯誤類型的探討。科學教育月刊,133,34-53。
黃茂在、陳文典 (2004)。 [問題解決] 的能力。科學教育月刊,273,21-41。
楊坤原(2004)。發展和應用二段式診斷工具來偵測國中一年級學生之遺傳學另有概念。科學教育學刊,12(1),107-131。
楊坤原(2004)。遺傳學迷思概念之文獻探討及其在教學上的啓示。科學教育學刊,12(3),365-398。
楊坤原(2005)。問題本位學習的理論基礎與教學歷程。中原學報, 33(2),215-235。
萬文隆(2004)。深度訪談在質性研究中的應用。生活科技教育月刊,37(4),17-23。
劉育忠(2015)。淺談桌遊學習的療癒功能: 找回世界的童心。慧炬,20-23。
蔡佳玲、連心瑜 (2014)。運用概念圖於護理教學之探討。長庚科技學刊,20, 13-21。
賴旭亮、李德治(2013)。幽默,工作玩興與工作創新關聯性之研究(碩博班論文)。取自: https://hdl.handle.net/11296/2t8nt8
薛靜瑩、 林陳涌 (1999)。 學生對遺傳先前概念之探討。科學教育月刊,217,2-16。