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研究生: 蔡承哲
Cheng-Che Tsai
論文名稱: 擴增實境與鷹架教學策略 對高中數學空間單元學習成效與動機之影響
The Effects of Augmented Reality and Scaffolding Strategies on Senior High School Students’ Performance and Motivation of Learning Spatial Lessons
指導教授: 陳明溥
Chen, Ming-Puu
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 97
中文關鍵詞: 空間能力鷹架教學策略擴增實境體驗式學習學習成效學習動機
英文關鍵詞: Spatial ability, Scaffolding strategies, Augmented Reality, experiential learning cycle, learning performance, learning motivation
論文種類: 學術論文
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  • 本研究旨在探討讓高中一年級學習者在教學者不同的教學策略(程序鷹架教學策略、後設認知鷹架教學策略)之下,經由不同學習環境(擴增實境學習環境、講授式學習環境)進行立體空間座標系與空間向量的數學題目演練,對學生在高中數學課綱中,學習空間知識與觀念之單元的學習成效與學習動機之影響。研究對象為普通高中一年級學習者,常態編班之中隨機抽取四個班級共181人參與實驗教學,學習內容參考教育部公佈之高中數學課綱中之「空間座標系」與「空間向量」單元。本實驗採用因子設計之準實驗研究法,自變項包含學習環境以及鷹架教學策略。學習環境依照教學過程所在的環境分為「擴增實境」與「講授式教學」兩種環境;鷹架教學策略則分為「程序鷹架教學策略」以及「後設認知鷹架教學策略」。依變項包含單元學習成效以及學習動機。研究結果顯示: (1)學習者在擴增實境學習環境中比起講述式學習環境組有更好的空間座標系與向量學習成效表現; (2)學習者在擴增實境學習環境中比起講述式學習環境組有更好的學習動機; (3)擴增實境學習環境下,使用後設認知鷹架教學策略的學習者會有較高的外部目標導向; (4)講述式學習環境下,使用程序鷹架教學策略的學習者會有較高的外部目標導向。

    The purpose of this study was to investigate the effects of Augmented Reality (AR) technology and different scaffolding strategies on senior high school students’ performance in learning spatial lessons. There were four classes, including 181 tenth graders participating in the learning activity, and the methodology of this study is designed according to the experiential learning cycle. The independent variables of this research are learning environment and scaffolding strategy, the learning environments include the Augmented Reality learning and the traditional lecturing learning; and the scaffolding strategies are the procedural scaffolding and the metacognitive scaffolding. The dependent variables are learning performance and learning motivation toward mathematics.
    The results revealed that (a) the Augmented Reality learning environment facilitated learner’s performance better than the traditional lecturing learning environment; (b) Learners in the Augmented Reality learning environment showed more positive learning motivation than those in the traditional lecturing learning environment; (c) In the Augmented Reality learning environment, the metacognitive scaffolding group revealed more positive effect on learner’s extrinsic goal orientation than the procedural scaffolding group; and (d) In the traditional lecturing learning environment, the procedural scaffolding group showed more positive effect on learner’s extrinsic goal orientation than the metacognitive scaffolding group.

    中文摘要 i Abstracts ii 誌謝 iv 表次 vii 圖次 viii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與待答問題 3 第三節 研究範圍與限制 4 第四節 重要名詞釋義 6 第二章 文獻探討 8 第一節 空間能力教育 8 第二節 擴增實境 13 第三節 鷹架教學理論 18 第三章 研究方法 24 第一節 研究對象 24 第二節 研究設計 26 第三節 實驗流程 48 第四節 研究工具 50 第五節 資料處理與分析 52 第四章 資料分析與討論 58 第一節 空間座標系與空間向量學習成效分析 58 第二節 數學學習動機分析 64 第五章 結論與建議 75 第一節 結論 75 第二節 建議 78 參考文獻 81 中文部分 81 英文部分 82 附錄一 空間座標系與空間向量學習單 89 附錄二 空間座標系與空間向量單元學習成效測驗卷 94 附錄三 數學學習動機問卷 96  

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