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研究生: 王美智
Wang, Mei-Chih
論文名稱: 紙本與AR桌遊運用於反毒教學成效之探討:以某市高中職生為例
A study on the effectiveness of applying board games and Augmented reality board games to anti-drug education among senior high-school students
指導教授: 郭鐘隆
Guo, Jong-Long
李子奇
Lee, Tzu-Chi
學位類別: 碩士
Master
系所名稱: 健康促進與衛生教育學系
Department of Health Promotion and Health Education
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 105
中文關鍵詞: 桌上遊戲擴增實境藥物濫用高中職學生
英文關鍵詞: Table game, Augmented Reality (AR), Prevention for illegal drug use, High school students
DOI URL: http://doi.org/10.6345/NTNU202000075
論文種類: 學術論文
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  • 本研究目的以沒有吸食毒品習慣之高中職學生為對象,透過紙本與AR桌遊課程教學來提升學生學習動機,以提升學生毒品基本識能、態度、生活技能、主觀規範、自己對拒絕毒品的知覺行為控制以及不用藥的行為意圖,以有效達成反毒行為。
    本研究共招募600位高中職學生,其有效樣本為578人,並分為三組,194人接受紙本桌遊課程介入;194人接受AR桌遊課程介入;對照組190人,介入時間為2堂課,共計100分鐘,三組在桌遊課程前一週進行前測問卷,於教學介入後立即後測。使用SPSS for Windows version 23.0 進行分析,採用描述性統計、配對t檢定、多變量檢定及廣義估計方程式分析介入前後之變化差異。
    研究結果顯示以桌遊結合擴增實境(AR)教學之學生在毒品基本識能、生活技能、主觀規範、知覺行為控制以及行為意圖皆顯著進步,學生也表示桌遊課程有助於藥物濫用學習並提升學習成效。
    本研究顯示使用紙本及AR桌遊教學皆可提升高中職學生毒品基本識能、生活技能、主觀規範、知覺行為控制以及行為意圖,可強化國內反毒之深度並加以推廣,建議學校往後可以參考本藥物濫用桌遊教學,以提升學生藥物濫用相關識能。

    Under the context of the prevalence of illegal drugs among students in high schools, an augmented reality (AR) table game incorporated anti-drug course was designed for adolescents who did not have a problem with illegal drug use to increase their anti-drug literacy, attitude, skills, social norms, perceived behavioral control, and intention of refusing drugs.
    Six-hundred students were recruited as participants, and the effective sample size was 578, which were randomly assigned to one of the three groups as follows: the group with AR board games, the group with regular board games, and the control group. The course was comprised of two sessions. Questionnaires were administered before and after the course. Descriptive statistics "paired t-tests" multivariate approach and Generalized Estimating Equations (GEE) were used to examine the improvements in the pre- and post-tests with SPSS in Windows version 23.0.
    The results showed that the students who used the incorporated board games and augmented reality (AR) teaching had significant progress in literacy, life skills, social norms, perceived behavioral control, and intention. The students also stated that the board game course could help drug abuse learning and improve learning effectiveness.
    In conclusion, the effectiveness of the board games and AR board games teaching can improve student’s literacy, life skills, social norms, perceived behavioral control, and intention among senior high school students, and strengthen the understanding of anti-drug and even promote it. It’s suggested that schools could modify courses with AR board games and apply them to other drug-use prevention programs.

    第一章 緒論 1 第一節 研究動機與重要性 1 第二節 研究目的 4 第三節 研究問題 4 第四節 研究假設 4 第五節 名詞界定 6 第二章 文獻探討 11 第一節 青少年藥物濫用現況及其危害 11 第二節 桌遊在教學上的運用及成效 16 第三節 擴增實境於教學上的運用及成效 21 第四節 計畫行為理論應用於介入之研究 26 第三章 研究方法 31 第一節 研究對象 31 第二節 研究設計與流程 32 第三節 研究方法與工具 34 第四節 資料處理與統計分析 39 第四章 研究結果 41 第一節 社會人口學資料 41 第二節 桌遊課程教學介入對高中職學生相關變項的成效 44 第三節 桌遊課程教學介入對藥物濫用成效分析 48 第四節 AR桌上遊戲過程評價 57 第五章 結論與建議 59 第一節 討論 59 第二節 研究限制 68 第三節 結論 68 第四節 建議 69 參考文獻 75 附件一 85 附件二 91 附件三 桌遊課程上課情形 105

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