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題名:數位遊戲式學習於STEAM領域中學科學習成就之後設分析
作者:施竣詔
作者(外文):Shih, Chun-Chao
校院名稱:國立彰化師範大學
系所名稱:工業教育與技術學系
指導教授:陳文中
陳菁徽
學位類別:博士
出版日期:2021
主題關鍵詞:STEAM數位遊戲式學習學習成就後設分析STEAMDGBLdigital game-based learninglearning outcomemeta-analysis
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本研究為探討數位遊戲式學習對STEAM領域學科學習成就之影響,以STEAM、數位遊戲式學習和學習成就三組關鍵字進行檢索,經搜尋並篩選後以63篇文章進行後設分析,結果顯示數位遊戲式學習對於提升STEAM領域學科學習成就有中度以上正向效果,其總效果量為0.6927。本研究亦驗證7項調節變項,其中6項具調節效果,分別為:(一)學習階段:小學以下效果優於其他學習階段(二)學科領域:採用跨領域數位遊戲式學習之效果優於單領域數位遊戲式學習;(三)遊戲時間:一小時以下和超過二小時優於一到二小時;(四)遊戲載具:手機優於其他載具;(五)遊戲類型:模擬遊戲優於其他類型;(六)遊戲分組:分組遊戲優於個人。無論完全或部分以遊戲進行教學,其效果均為正向,但二者間不具顯著差異。本研究之發現填補現有研究間隙,並提供教學實務者、遊戲設計者及未來研究者相關建議。
A meta-analysis was performed to synthesize existing research investigating the effects of digital game-based learning (DGBL) on STEAM learning outcome. A total of 63 studies met the inclusion criteria, published between 2007 and 2021. This study found that DGBL significantly improved STEAM learning outcome (g=0.6927). Additional moderator analyses revealed that the learning effect was largest in K-6 and integrated domains. Furthermore, duration of gameplay, gaming device, gaming types, and multi-player gameplay also were the significant moderators. The study offered practical implications that shed lights on the novelty of DGBL in STEAM education.
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