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研究生: 張智鈞
Chang, Chih-Chun
論文名稱: 以大型多點觸控螢幕進行數位遊戲式協同學習活動之研究
The research of using large multi-touch screen in a digital game-based collaborative learning activity
指導教授: 蕭顯勝
Hsiao, Hsien-Sheng
學位類別: 碩士
Master
系所名稱: 科技應用與人力資源發展學系
Department of Technology Application and Human Resource Development
論文出版年: 2011
畢業學年度: 99
語文別: 中文
論文頁數: 127
中文關鍵詞: 大型多點觸控螢幕協同學習數位遊戲式學習學習成效學習保留活動理論
英文關鍵詞: Large Multi-Touch Screen, Collaborative Learning, Digital Games-Based Learning, Learning achievement, Learning retention, Activity theory
論文種類: 學術論文
相關次數: 點閱:144下載:8
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  • 大型多點觸控螢幕能夠讓多人同時於一個顯示螢幕上進行操作。而若大型多點觸控螢幕結合數位遊戲運用在教學上,不僅可以吸引學習者的注意力,有效增加學習者動機、更可以在悅趣化的學習中實現協同學習。
    在數位遊戲協同學習活動的設計上,使用活動理論作為框架能夠以更社會文化的角度切入觀察整個活動的進行,因為從活動理論的觀點進行數位遊戲設計能夠包含此遊戲活動中遊戲與環境的各項因素。因此本研究以活動理論為活動設計之基礎,建置一數位遊戲協同學習系統。並以準實驗設計進行教學實驗。除探討學習者之學習成效及學習保留外,並且將學習者之學習行為紀錄以探討學習行為與學習成效與保留之相關,以深入了解於此活動進行學習之情況。
    研究結果表明,透過大型多點觸控螢幕進行數位遊戲式的協同學習將能夠讓學習者有更多討論互動的機會,並且彼此在遊戲中經過面對面的討論及探索獲得知識,並且因此對學習者在電學上的學習成效及學習保留有所幫助。

    Large multi-touch screen allows multi-users operate computer in the same screen at the same time. And if use a large multi-touch screen with digital games in education, it can not only attract the attention of students, even can effectively increase student’s motivation and interest, and implementing collaborative learning in joyful-learning society.
    In the digital game-based collaborative learning activity design, using activity theory as a framework can set the activity in a more socio-culture vision, because in the activity theory vision, we can build the digital game including the key factors of activity content and environment. Therefore, this research uses activity theory as a basis to build a digital game-based collaborative learning activity, and implementing study experiment.
    In this research, we not only discussed learning achievement and learning retention, and recorded students learning behavior to explore the relation of learning behavior, learning achievement, and learning retention.
    The results showed that students could have more chances to discuss problems, get knowledge in the process of discussion and exploration in the digital-game collaborative learning activity by the large multi-touch screen, and it could raise the achievement and retention of electricity learning.

    目次 謝誌 i 中文摘要 ii 英文摘要 iii 目次 iv 表次 vii 圖次 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 6 第三節 待答問題 7 第四節 研究範圍與限制 8 第五節 研究流程 9 第六節 名詞釋義 11 第二章 文獻探討 13 第一節 大型多點觸控螢幕(Large Multi-Touch Screen) 13 第二節 數位遊戲式學習(Digital Game-Based Learning) 17 第三節 協同學習(Collaborative Learning) 23 第四節 活動理論(Activity Theory) 28 第五節 學習保留(Learning Retention) 32 第六節 文獻評析 36 第三章 研究方法 37 第一節 研究架構 37 第二節 研究對象 38 第三節 研究設計與實施 39 第四節 教學活動設計 43 第五節 數位遊戲學習系統 52 第六節 研究工具 59 第七節 資料分析 61 第四章 研究結果與討論 63 第一節 各組資料之敘述統計資料 63 第二節 不同教學方式之間學習成效與學習保留之影響 65 第三節 不同教學方式在電學學習成效的差異 67 第四節 不同教學方式在電學學習保留的差異 69 第五節 活動滿意度問卷分析 71 第六節 不同教學方式的學習行為之差異 78 第七節 學習行為與學習成效及學習保留關聯之討論 88 第五章 結論與建議 93 第一節 結論 93 第二節 建議 97 參考文獻 101 附錄一 110 附錄二 114 附錄三 117 附錄四 121 附錄五 126

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