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題名:認真遊戲課程模組發展與評估--以人體內分泌系統為例
書刊名:課程與教學
作者:楊景盛林素華王國華 引用關係黃世傑
作者(外文):Yang, Ching-shengLin, Su-huaWang, Kuo-huaHuang, Shih-chieh
出版日期:2011
卷期:14:1
頁次:頁199-231
主題關鍵詞:認真遊戲嚴肅遊戲數位式遊戲學習數位遊戲人體內分泌系統Serious gameDigital game based learningDigital gameHuman endocrine system
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(3) 博士論文(1) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:3
  • 共同引用共同引用:0
  • 點閱點閱:56
數位遊戲的多元發展,越來越多人熱衷於其中。電腦對於學童而言,往往代表遊戲平台而非學習工具。因此,數位遊戲學習能引起學生動機,更能配合電腦之符瞻性。然而,數位遊戲學習發展以來效果未見卓著,教學設計上往往難面面俱到。然而,認真遊戲設計概念的興起促使研究者重新檢視數位遊戲學習。認真遊戲包含三個元素能促成學習者有效學習。分別是重組的知識、遊戲元素,以及學習策略。本研究中發展認真遊戲課程模組透過四個階段,為期三年,3位科學教育背景教授以及32名國中教師參與其中,歷經三次重大修正。在課室中實施達七次,16個七年級班級,14個九年級班級參與其中。在使用認真遊戲的感受上,教師以及學生都有正向的回應;而在學習成就上,認真遊戲學習對比於傳統教學或傳統資訊融入教學都不遜色,甚至能在高階認知能力發展上顯著優於兩組對照組。認真遊戲模組不只能讓學生學習變得有趣,更能有其學習效益。
Students may not always learn effectively with digital learning based games even though they are inspired to learn by digital games. One of the possibilities accounting for this phenomenon is that designers couldn't consider all aspects of game designing, especially how to balance fun and instruction. However, serious game involves three essential elements, including reconstructed knowledge, essential game characteristics, and learning strategies. Such a game can help students achieve efficient learning. The authors therefore developed the serious game module through four stages based on these three elements of serious game, with the input from three science education professors and thirty-two middle school teachers. This module was applied for seven times in sixteen classes in the past three years and underwent three significant revisions. Significantly positive attitude was observed for students and teachers participating in researches with serious game module. The group of serious game instruction was similar in cognitive achievements to that in traditional instruction and traditional computer-assisted teaching. Furthermore, the group of serious game instruction possessed significantly better higher-level cognitive achievements than others did. Generally speaking, learning through serious games not only motivates students’ interest in learning but also makes them learn more effectively.
期刊論文
1.Zyda, M.(2005)。From Visual Simulation to Virtual Reality to Games。Computer,38(9),25-32。  new window
2.Van Eck, R.(2006)。Digital game-based learning: It's not just the digital natives who are restless。EDUCAUSE Review,41(2),55-63。  new window
3.Garris, R.、Ahlers, R.、Driskell, J. E.(2002)。Games, Motivation, and Learning: A Research and Practice Model。Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research,33(4),441-467。  new window
4.Fromme, J.(2003)。Computer Games as a Part of Children's Culture。The International Journal of Computer Game Research,3(1)。  new window
5.Kim, M. C.、Hannafin, M. J.、Bryan, L. A.(2007)。Technology-enhanced inquiry tools in science education: An emerging pedagogical framework for classroom Practice。Science Education,91(6),1010-1030。  new window
6.Malone, Thomas W.(1981)。Toward a theory of intrinsically motivating instruction。Cognitive Science,5(4),333-369。  new window
7.Cagiltay, N. E.(2007)。Teaching software engineering by means of computer-game development: challenges and opportunities。British Journal of Educational Technology,38,405-415。  new window
8.Grossman, L.(2005)。The army’s killer app。Time,165(9),43-44。  new window
9.Salomon, G.(1990)。Cognitive effects with and of computer technology。Communication Research,17(1),26-44。  new window
10.Wijekumar, J. K.、Meyer, J. F. B.、Wagoner, D.、Ferguson, L.(2006)。Technology affordances: the ‘real story’ in research with K-12 and undergraduate learners。British Journal of Educational Technology,37,191-209。  new window
11.Kebritchi, M.、Hirumi, A.、Kappers, W.、Henry, R.(2009)。Analysis of the supporting websites for the use of instructional games in K-12 setting。British Journal of Educational Technology,40,733-754。  new window
12.Inal, Y.、Cagiltay, K.(2007)。Technology affordances: The “real story” in research with K-12 and undergraduate learners。British Journal of Educational Technology,38,455-464。  new window
研究報告
1.McFarlane, A.、Sparrowhawk, A.、Heald, Y.(2002)。Report on the educational use of games。  new window
學位論文
1.陳淑筠(2002)。國內學生自然科學迷思概念研究之後設研究(碩士論文)。臺東師範學院,臺東市。  延伸查詢new window
圖書
1.Rollings, A.、Morris, D.(2000)。Game architecture and design。Arizona。  new window
2.Michael, D.、Chen, S.(2006)。Serious games: Games that educate, train, and inform。Boston, MA:Thomson Course Technology PTR。  new window
3.Roth, W.-M.(2006)。Learning science : A singular plural perspective。Rotterdam:Sense Publishers。  new window
4.Dick, W.、Carey, L.(1996)。The Systematic Design of Instruction。Glenview, IL:New York:Scott, Foresman and Co.:Harper Collins College Publishers。  new window
5.Klausmeier, Herbert J.(1985)。Educational psychology。New York:Harper & Row。  new window
6.Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。  new window
7.Vygotsky, Lev Semenovich、Cole, Michael、John-Steiner,‎ Vera、Scribner, Sylvia、Souberman, Ellen(1978)。Mind in Society: The Development of Higher Psychological Processes。Harvard University Press。  new window
8.Dale, E.(1969)。Audio-visual method in teaching。N. J.:Dryden。  new window
9.Hogle, G. J.(1996)。Considering games as cognitive tools: In search of effective “edutainment “。ERIC Document Reproduction Service No.ED425737。  new window
10.Sandford, R.、Ulicsak, M.、Facer K.、Rudd T.(2006)。Teaching with Games: Using commercial off-the-shelf computer games informal education。Bristol。  new window
11.Watts, M.(1994)。Problem solving in science and technology: extending good classroom practice。London:David Fulton Publishers。  new window
12.Yarnall, L.、Kafai, Y.(1996)。Issues in project-based science activities: Children’s constructions of ocean software games。ERIC Document Reproduction No.ED395819。  new window
13.Mayer, I.、Bekebreda, G.(2006)。Serious games and simulation based e-learning for infrastructure management。Affective and emotional aspects of human-computer interaction: Emphasis on game-based and innovative learning approaches。Amsterdam。  new window
其他
1.行政院研考會(2006)。大家'e'起來-數位落差調查結果,http://www.rdec.gov.tw/ct.asp?xItem=17725&ctNode=6918, 20070409。  延伸查詢new window
2.Kirriemuir, J.,McFarlane, A.(2004)。Literature review in games and learning,http://www.nestafuturelab.org/research/reviews/08_01.htm, 20071108。  new window
3.Becta(2001)。Computer games in education project report,http://www.becta.org.uk/research/research.cfm?section=1&id=2835, 20071108。  new window
4.ESA(2004)。Essential facts about the computer and video game industry,http://www.theesa.com/pressroom.html, 20071108。  new window
圖書論文
1.Brown, J. S.、Collins, A.、Duguid, P.(1996)。Situated cognition and culture of learning。Situated learning perspectives。NJ:Educational Technology Publication, Inc。  new window
 
 
 
 
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