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研究生: 王麗君
Li-Chun Wang
論文名稱: 體驗式遊戲策略與個別差異對初學者程式語言學習之探討
The Effects of Experiential Gaming Strategies and Individual Differences on Novices’ Learning to Program
指導教授: 陳明溥
Chen, Ming-Puu
學位類別: 博士
Doctor
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2010
畢業學年度: 98
語文別: 中文
論文頁數: 123
中文關鍵詞: 程式語言學習數位遊戲學習流暢經驗個別差異體驗式學習循環體驗式遊戲策略
英文關鍵詞: programming learning, digital game-based learning, flow experience, individual differences, experiential learning cycle, experiential gaming strategy
論文種類: 學術論文
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  • 本研究旨在探討體驗式遊戲策略與個別差異(性別、學習風格、資訊處理與遊戲偏好)對初學者學習程式語言之學習動機、流暢經驗感受與學習成效之影響並探討學習者對數位遊戲學習之感受。研究之對象為國中七年級學習者,共410人參與實驗教學。體驗式遊戲學習實驗教學活動設計以Kolb體驗式學習循環為理論架構,共分成遊戲情境、遊戲遊玩與專題實作,目的在幫助學習者藉由體驗式學習活動歷程中增強學習動機及學習成效。實驗處理自變項依照遊戲策略之差異,分成挑戰及配對挑戰遊戲策略,目的在探討概念澄清之配對遊戲是否可以幫助抽象概念之理解。本研究結果依學習動機、流暢經驗感受與學習成效三個構面,綜合歸納如下: (1)體驗式遊戲策略有助學習者之正向學習動機及流暢經驗感受; (2)學習者在數位遊戲學習環境中感受高學習動機及高流暢經驗,並未提高學習成效; (3)高資訊處理學習者,在體驗式遊戲學習活動中,對程式語言學習動機、流暢前經驗及學習理解成效顯著優於低資訊處理學習者; (4)同化型及聚斂型學習風格學習者對程式語言學習之學習理解成效顯著高於發散型及調適型學習風格學習者、調適型學習風格學習者對程式語言學習之學習理解成效顯著高於發散型學習風格學習者; (5)遊戲策略與學習者偏好之遊戲是否配對,並未顯著影響學習者在體驗式遊戲學習活動之學習動機、流暢經驗感受及學習成效。

    This study investigated the effects of type of game strategy and individual difference on novices’ learning to program from an experiential gaming activity. Four hundred and ten seven-graders participated in the experimental activity. The experiential gaming activity was implemented in 3 learning stages, including game scenario, game-play and project production. The results revealed that a) experiential gaming strategies have positive impacts on learner’s motivation and flow experience, b) high motivation and high flow experience did not enhance learning performance, c) the high information processing learners revealed higher motivation, flow antecedent and comprehension performance than the low information processing learners, d) for comprehension performance, the converging learners and the assimilating learners outperformed the diverging learners and the accommodating learners, and the accommodating learners outperformed the diverging learners, e) matching or mismatching learners’ preference with challenge game did not affect their motivation, flow experience and performance.

    附表目錄..................................................................................................................... .Ⅶ 附圖目錄.......................................................................................................................Ⅸ 第一章 緒論.................................................................................................................1 第一節 研究動機與背景.....................................................................................1 第二節 研究目的與待答問題.............................................................................4 第三節 研究範圍與限制.....................................................................................5 第四節 名詞解釋.................................................................................................7 第二章 文獻探討.......................................................................................................11 第一節 程式語言學習.......................................................................................11 第二節 數位遊戲學習.......................................................................................16 第三節 個別差異...............................................................................................26 第四節 體驗式學習循環...................................................................................35 第三章 研究方法.......................................................................................................41 第一節 研究對象...............................................................................................41 第二節 研究設計...............................................................................................43 第三節 研究程序...............................................................................................54 第四節 研究工具...............................................................................................57 第五節 資料處理與分析...................................................................................65 第四章 研究結果.......................................................................................................67 第一節 學習動機...............................................................................................67 第二節 流暢經驗感受.......................................................................................75 第三節 學習成效...............................................................................................81 第四節 學習者對數位遊戲學習之感受...........................................................90 第五章 結論與建議...................................................................................................92 第一節 結論.......................................................................................................92 第二節 建議.......................................................................................................99

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