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研究生: 鄭嘉鴻
Chia-Hung Cheng
論文名稱: 數位學習環境與鷹架策略對國中凸透鏡成像單元學習成效與動機之影響
The Effects of Digital Learning Environment and Scaffolding Strategies on Junior High School Students’ Performance in and Motivation toward Learning of Convex Lens Image Forming
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 113
中文關鍵詞: 凸透鏡成像課程擴增實境鷹架策略體驗式學習
英文關鍵詞: Convex lens image forming learning, digital learning environment, scaffolding strategies, experiential learning cycle
論文種類: 學術論文
相關次數: 點閱:216下載:27
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  • 本研究旨探討在不同的數位學習環境 (擴增實境、虛擬環境)及鷹架策略(程序鷹架、反思鷹架)對於學習者在自然科凸透鏡成像單元的學習成效與學習動機之影響。本實驗研究對象為國中一年級學生,研究設計採因子設計之準實驗研究,自變項為「數位學習環境」及「鷹架策略」,有效樣本為103人。數位學習環境依照環境的不同分為「擴增實境」及「虛擬實境」;鷹架策略依照提示方式不同分為「程序鷹架」及「反思鷹架」。依變項為該單元之學習成效及學習動機。
    研究結果發現:(1) 就知識理解而言,擴增實境組學習者搭配反思鷹架在知識理解表現上優於虛擬實境組學習者搭配反思鷹架,而虛擬實境組學習者搭配程序鷹架在知識理解表現上優於虛擬實境搭配反思鷹架組學習者;就知識應用而言,學習者在擴增實境學習環境中比起虛擬實境學習環境有更好的知識應用表現,而學習者在程序鷹架策略中比起反思鷹架策略有更好的知識應用表現;(2) 在動機方面,學習者在不同的數位學習環境皆抱持正向的學習動機,其中擴增實境學習者有較高的參與動機表現。

    The purpose of this study was to investigate the effects of different digital learning environments and scaffolding strategies on junior high school students’ performances in and motivation toward learning of convex lens image forming concepts. A quasi-experimental design was employed and the independent variables were types of digital learning environments and scaffolding strategies. While the digital learning environments consisted of the augmented reality and the virtual reality environments, the scaffolding strategies were the procedural scaffolding and the metacognitive scaffolding. The dependent variables were the students’ learning performance and motivation. The participants were 113 seventh graders and the effective sample size was 103.
    The results revealed that (a) for knowledge comprehension performance, the augmented reality group outperformed the virtual reality group while using the metacognitive scaffolding, and the procedural scaffolding group outperformed the metacognitive scaffolding group while using the virtual reality environment; for knowledge application performance, the augmented reality group outperformed the virtual reality group, and the procedural scaffolding group outperformed the metacognitive scaffolding group; (b) as for learning motivation, participants showed positive motivation toward the employed learning environments and the augmented reality group revealed higher degree motivation than the virtual reality group.

    摘要 i Abstract ii 誌謝 iv 附表目錄 vii 附圖目錄 ix 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 4 第三節 研究範圍與限制 5 第四節 重要名詞釋義 7 第二章 文獻探討 10 第一節 科學學習 10 第二節 數位學習環境 15 第三節 體驗式學習 20 第四節 鷹架學習理論 24 第三章 研究方法 29 第一節 研究對象 29 第二節 研究設計 31 第三節 實驗流程 51 第四節 研究工具 53 第五節 資料處理與分析 56 第四章 結果與討論 62 第一節 凸透鏡成像單元學習成效分析 62 第二節 凸透鏡成像單元學習動機分析 69 第五章 結論與建議 82 第一節 結論 82 第二節 建議 86 參考文獻 90 中文部分 90 英文部分 92 附 錄 97 附錄一 程序鷹架組實驗學習單 98 附錄二 反思鷹架組實驗學習單 103 附錄三 凸透鏡成像學習成效測驗 107 附錄四 學習動機問卷 111

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