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題名:探索數位遊戲類型與學習風格之關係:以感官-直覺風格為例
書刊名:數位學習科技期刊
作者:葉慶鴻洪秀燕朱柏穎 引用關係
作者(外文):Yeh, Ching-hungHung, Hsiu-yenChu, Po-ying
出版日期:2014
卷期:6:3
頁次:頁1-17
主題關鍵詞:感官-直覺數位遊戲學習風格Sensing-intuitionDigital gameLearning styles
原始連結:連回原系統網址new window
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由於資訊科技及網路技術的發展,現在的學生使用電子產品,如電腦與智慧型手機,從事於學業、工作、休閒與社交,已成為生活中的主要環節。藉由傳統的紙本教材與課堂授課來激勵學生學習已難有成效。數位遊戲豐富的互動效果,在數位學習領域中,已成為增進學習效果的重要元素,這也是數位遊戲在教學過程中逐漸占有一席之地的原因。學習風格除認知外,更包括情緒與心理層面的風格,其與數位遊戲的關聯仍較少被觸及。本研究以52位大學生為研究對象,採用益智型的數位遊戲,進行為期16週的測試觀察,主要著重於感官-直覺之風格構面,探討數位遊戲類型與學習風格的關聯。由於挑選的數位遊戲,分別具有記憶與思考反應的特性,因此,藉由數位遊戲的體驗,可降低學習者對仰賴其相對弱傾向的感官-直覺學習風格課程的排斥。由研究的實驗數據與問卷顯示,藉由接觸特定類型的數位遊戲,可有效提升學習者在感官型/直覺型相對弱勢面的學習能力;另外,選擇適當的數位遊戲與管理,對激發學生的學習興趣,更具潛移默化的效果。
Due to the development of information technology and network technology, the students now have grown up using electronic products such as computers and smart phones, engaged in studies, work, entertainment, and social networking has become a major part of life. Motivating them with traditional textbooks and classroom instruction becomes more difficult. Because the diverse interactions of digital games, it in the field of game based learning has become more and more considered to have an important role in enhancing the learning effects. Learning style is not only cognitive, but also including the emotional and psychological aspects, and its association with digital games are still less to be studied. In this paper, we conducted a study among 52 university students; they use digital puzzle-type games, in a period of 16 weeks, mainly focused on the sensing intuitive dimension to explore the relation between digital games and learning styles. Since the selection of digital games, with characteristics of memory or thinking reactions individually, it is expected that by the digital gaming experience, learners can reduce their courses exclusion of relatively weak tendency on sensing-intuitive learning style. From the empirical evidence and the questionnaire to support that using different types of digital games, which can effectively enhance the weaker learning ability in sensing intuitive learning style; also, selecting the appropriate digital games and management have more subtle effect to stimulate students’ interest in learning.
期刊論文
1.Chuang, Tsung-Yen、Chen, Wei-Fan(200704)。Digital Games for Cognitive Learning: A Pilot Study。理工研究學報,41(1),17-27。  new window
2.Hsieh, S.-W.、Jang, Y.-R.、Hwang, G.-J.、Chen, N.-S.(2011)。Effects of teaching and learning styles on students’ refl ection levels for ubiquitous learning。Computers & Education,57(1),1194-1201。  new window
3.Hwang, G. J.、Sung, H. Y.、Hung, C. M.、Huang, I.(2013)。A learning style perspective to investigate the necessity of developing adaptive learning systems。Educational Technology & Society,16(2),188-197。  new window
4.Tseng, Judy C.-R.、Chu, Hui-Chun、Hwang, Gwo-Jen、Tsai, Chin-Chung(2008)。Development of an adaptive learning system with two sources of personalization information。Computers & Education,51(2),776-786。  new window
5.Wang, L.-C.、Chen, M.-P.(2010)。The effects of game strategy and preferencematching on flow experience and programming performance in game-based learning。Innovations in Education and Teaching International,47(1),39-52。  new window
6.Yang, T.-C.、Hwang, G.-J.、Yang, S. J.-H.(2013)。Development of an adaptive learning system with multiple perspectives based on students, learning styles and cognitive styles。Educational Technology & Society,16(4),185-200。  new window
7.Lee, Catherine Hui-Min、Cheng, Yuk-Wing、Rai, Shri、Depickere, Arnold(2005)。What affect student cognitive style in the development of hypermedia learning system?。Computers & Education,45(1),1-19。  new window
8.Papastergiou, Marina(2009)。Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation。Computers & Education,52(1),1-12。  new window
9.Paraskeva, F.、Mysirlaki, S.、Papagianni, A.(2010)。Multiplayer online games as educational tools: Facing new challenges in learning。Computers & Education,54(2),498-505。  new window
10.Felder, Richard M.、Silverman, L. K.(1988)。Learning and teaching styles in engineering education。Engineering Education,78(7),674-681。  new window
會議論文
1.蘇漢斌、蘇聖雄、莊宗嚴(2012)。認知風格與遊戲介面類型偏好對數位遊戲學習之影響。第八屆臺灣數位學習發展研討會。臺南市。  延伸查詢new window
圖書
1.Dunn, R.、Dunn, K.(1992)。Teaching elementary student through their individual learning styles。Boston, MA:Allyn & Bacon。  new window
2.Witkin, H. A.、Oltman, P. K.、Rskin, E.、Karp, S. A.(1971)。A manual of group embedded fi gures test。Palo Alto, CA:Consulting Psychologists Press。  new window
3.Greenfield, R.(1984)。Mind and media: The effects of television' video games and computers。London:Cambridge, MA:Fontana:Harvard University Press。  new window
4.Prensky, Marc(2007)。Digital Game-based Learning。New York, NY:McGraw-Hill。  new window
5.Kolb, David A.(1984)。Experiential Learning: Experience as the Source of Learning and Development。Prentice-Hall。  new window
其他
1.Bos, N.(2001)。What do game designers know about scaffolding? Borrowing SimCity design principles for education,http://concepts.concord.org/projects/PlaySpace/application/pdf/Learning from SIMCITY.pdf。  new window
2.Soloman, B. A.,Felder, R. M.(1996)。Index of learning styles questionnaire,http://www.engr.ncsu.edu/learningstyles/ilsweb.html。  new window
 
 
 
 
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