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研究生: 歐宛兒
Wan Erh Ou
論文名稱: 遊戲策略對國小學生磁力概念學習的影響
The Impact of Gaming Strategy on Elementary Students’ Magnetism Concept Learning
指導教授: 邱貴發
Chiou, Guey-Fa
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: 2012
畢業學年度: 100
語文別: 中文
論文頁數: 90
中文關鍵詞: 遊戲學習策略磁力概念學習自然科學學習
英文關鍵詞: gaming strategy, magnetism concept learning, science learning
論文種類: 學術論文
相關次數: 點閱:134下載:8
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  • 本研究旨在設計一針對國小三年級自然與生活科技領域磁力單元的學習
    遊戲,探討研究參與者使用遊戲策略學習磁力概念的成效、對所使用之學習遊戲
    的態度與對自然科學學習的態度。
    研究採準實驗設計,研究參與者為台北市某公立國小三年級的學生共51名,
    控制組25 人使用自學策略、實驗組26 人使用遊戲策略進行磁力概念的學習,其
    所有參與研究的三年級學生先前皆並未有關於「磁力的概念」的學習經驗。研究
    工具有研究者設計之磁島大冒險遊戲、自編的遊戲問卷與自然科學學習問卷,另
    學習成就測驗則選自康軒國小三年級自然與生活科技領域測驗題庫,並請五位專
    家進行審題後編製完成。
    研究結果顯示無論使用何種學習策略學習磁力概念,控制組與實驗組學生於
    成就測驗上都有顯著的進步,但兩組間無顯著差異;另實驗組學生給予磁島大冒
    險遊戲正向的回饋,且兩組學生對於自然科學的學習都持正向態度。

    The purpose of this research was to develop a science learning game focusing on magnetism concept learning, to examine the impact of gaming strategy on elementary
    students’ magnetism concept learning, and to investigate students’ attitude toward the science learning game and science learning.

    Research used quasi-experiment design. There were 25 students in the control group using the self-learning strategy, while 26 students in the experimental group using
    gaming strategy to learn the magnetism concept. Neither groups of student have any
    prior knowledge about magnetism concept. Research instruments included science learning game, achievement test, game learning questionnaire and science learning
    questionnaire.

    The research results indicate that both groups have the significant improvement on the achievement test, but have no difference between groups. According to the survey, experiment group student gave positive feedback to science game, and both group hold positive attitude toward the science learning.

    附表目錄 ................................................ V 附圖目錄.................................................. VI 第一章 緒論................................................ 1 第一節、研究背景............................................ 1 第二節、研究目的與待答問題.................................... 2 第三節、名詞釋義 ........................................... 3 第四節、研究限制 ........................................... 4 第二章 文獻探討 ........................................... 5 第一節 數位遊戲學習特性與效益 ................................ 5 第二節 自然科學學習的困難 ................................... 9 第三節 學科與遊戲的結合 ..................................... 11 第四節 結語 .............................................. 16 第三章 學習遊戲設計 ........................................ 17 第四章 研究方法 ........................................... 31 第一節、研究歷程 .......................................... 31 第二節、研究參與者 ........................................ 32 第三節、研究工具 .......................................... 33 第四節、實驗流程 .......................................... 39 第五節、資料處理與分析 ..................................... 41 第五章 結果與討論 ......................................... 43 第一節、磁力概念的學習成效 .................................. 43 第二節、學生對學習遊戲的態度................................. 46 第三節、學生對自然科學習的態度 .............................. 48 第四節、討論 ............................................. 54 第六章 結論與建議 ......................................... 59 第一節、結論 ............................................. 59 第二節、建議 ............................................. 60 參考資料 ................................................ 61 附錄 ................................................... 65 附錄一 前測驗卷................................................. 65 附錄二 測驗試題專家審核表......................................... 70 附錄三 控制組學習單.............................................. 76 附錄四 實驗組學習單.............................................. 79 附錄五 後測驗卷................................................. 81 附錄六 遊戲學習問卷.............................................. 86 附錄七 自然科學習問卷............................................ 88

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