:::

詳目顯示

回上一頁
題名:促進能源教育的線上井字棋遊戲系統建置與成效初探
書刊名:數位學習科技期刊
作者:蔡福興
作者(外文):Tsai, Fu-hsing
出版日期:2013
卷期:5:3
頁次:頁39-57
主題關鍵詞:井字棋能源教育遊戲式學習學習成效Tic-tac-toeEnergy educationGame-based learningLearning effectiveness
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(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:7
  • 點閱點閱:19
本研究主要基於目前我國中、小學缺乏能源教育之專屬課程與教材,而數位學習正可以整合能源教育教材供學生學習,加上數位遊戲式學習較能引發學習動機,且有研究指出,線上即時制的數位遊戲較容易引發逃避學習等不適切的學習行為。有鑑於此,本研究主要透過蒐集國內、外能源教育課程之設計及整合專家座談之意見,規劃出一適合小學程度之能源教育數位教材,並利用SmartFoxServer遊戲引擎,結合本研究所規劃的能源教育教材,開發出一個回合制的線上井字棋遊戲系統,進而透過準實驗研究,將本研究所設計的遊戲進行初步成效評估,探討本研究所設計之遊戲在提升國小學生能源知識的成效,以及學生對該遊戲使用後的看法。 經研究後主要獲致以下的研究成果:一、本研究開發出一可供多人連線的井字棋能源教育遊戲,該遊戲模式可供教育遊戲設計者參考;二、本研究所建置的井字棋能源教育遊戲之初步成效良好,可提升學生的能源認知成效,且多數學生對該遊持正面看法,但仍有部分可改進之處。
This research was based on a lack of energy education curriculum in Taiwan’s primary and junior high school. It was also based on previous studies indicating that the real time-based online educational game not only promoted active learning but also elicited other more negative learning behaviors such as avoiding the learning materials. Therefore, this study attempted to plan the learning contents of energy education for primary students through investigating relevant documents and consulting experts. Furthermore, based on these learning contents, this study sought to develop a turnbased educational online game, educational tic-tac-toe, using SmartFoxServer engine to facilitate primary students learning about energy knowledge. Finally, a quasi-experiment was conducted to compare students’ learning effectiveness before and after primary students used this turn-based online game. A questionnaire survey was also conducted to understand the primary students' perceptions after using this game. After finishing the experiment, the following results were found: 1. This study developed an educational tic-tac-toe online game using SmartFoxServer engine to facilitate primary students learning about energy knowledge. This game provides a new game model for educational game designers. 2. This game can promote students’ learning effectiveness about energy knowledge acquisition. Most students also had positive attitudes toward this game. However, further research should be done in the future.
期刊論文
1.蔡福興、游光昭、蕭顯勝(20100600)。影響數位遊戲式學習行為與學習遷移成效之因素探討。教育科學研究期刊,55(2),167-206。new window  延伸查詢new window
2.尚俊傑、莊紹勇、李芳樂、李浩文(2008)。遊戲化學習行為特徵之個案研究及其對教育遊戲設計的啟示。中國電化教育,2,65-71。  延伸查詢new window
3.曾郁庭、林慧慧(2011)。淺談九年一貫課程綱要中的節能減碳能力指標。生活科技教育,44(1),17-29。  延伸查詢new window
4.Chen, M.-P.、Lee, C.-Y.(2009)。A computer game as a context for non-routine mathematical problem solving: The effects of type of question prompt and level of prior knowledge。Computers & Education,52(3),530-542。  new window
5.Crowley, K.、Siegler, R. S.(1993)。Flexible strategy use in young children's tic-tac-toe。Cognitive Science,17,531-561。  new window
6.DeVries, R.、Fernie, D.(1990)。Stages in children's play of Tic Tac Toe。Journal of Research in Childhood Education,4(2),98-111。  new window
7.Griffiths, M. D.、Davies, M. N. O.(2002)。Excessive online computer gaming: Implications for education。Journal of Computer Assisted Learning,18,379-380。  new window
8.Kamii, C.、Nagahiro, M.(2008)。The educational value of tic-tac-toe for four-to sixyear-olds。Teaching Children Mathematics,14,523-527。  new window
9.Lee, I.(2003)。E-Learning in Korea: Its present and future prospects。Korea Journal,43(30),61-88。  new window
10.Magnussen, R.、Misfeldt, M.(200412)。Player transformation of educational multiplayer games。  new window
11.蔡信行(20030500)。替代燃料與再生能源。科學發展月刊,365,62-67。  延伸查詢new window
12.DeWaters, J. E.、Powers, S. E.(2011)。Energy literacy of secondary students in New York State (USA): A measure of knowledge, affect, and behavior。Energy Policy,39(3),1699-1710。  new window
13.Pivec, M.(2007)。Editorial: play and learning: potentials of game-based learning。British Journal of Educational Technology,38(3),387-393。  new window
14.Randel, J.、Morris, B.、Wetzel, C. D.、Whitehall, B.(1992)。The effectiveness of games for educational purposes: A review of recent research。Simulation & Gaming,23(3),261-276。  new window
15.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
會議論文
1.余鈺焜、李樹生、徐德修、賴啟銘(2007)。台美國中小教育階段能源教育內涵與教材之比較。2007營建科技與物業學術研討會。臺南市。  延伸查詢new window
2.Bodzin, A. M.(201104)。What do eighth grade students know about energy resources?。NARST 2011 Annual International Conference。Orlando, FL。  new window
3.Tsai, F.-H.、Yu, K.-C.、Hsiao, H.-S.(2007)。Designing constructivist learning environment in online game。First IEEE International workshop。Los Alamitos, CA:IEEE Computer Society。212-214。  new window
研究報告
1.Bonk, C. J.、Dennen, V. P.(2005)。Massive multiplayer online gaming: A research framework for military training and education。Washington, DC:U.S. Department of Defense (DUSD/R): Advanced Distributed Learning (ADL) Initiative。  new window
學位論文
1.石台榮(2009)。高雄市國小六年級學生能源認知、能源態度與能源行為之研究(碩士論文)。國立臺南大學。  延伸查詢new window
2.林雅雯(2008)。嘉南地區國小高年級學生能源認知與態度之研究(碩士論文)。國立高雄師範大學。  延伸查詢new window
圖書
1.Gee, J. P.(2003)。What videogames have to teach us about learning and literacy。New York, NY:Palgrave Macmillan。  new window
2.Squire, K.(2005)。Game-based learning: Present and future of state of the field。Madison, WI:University of Wisconsin-Madison Press。  new window
3.Zaslavsky, C.(1982)。Tic-tat-toe and other three in a row games from ancient Egypt to the modern computer。New York, NY:Thomas Y. Crowell。  new window
4.Aldrich, C.(2004)。Simulations and the future of learning。San Francisco, CA:New York, NY:Pfeiffer。  new window
5.陳英豪、吳裕益(2001)。測驗與評量。高雄市:復文。  延伸查詢new window
6.Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。  new window
其他
1.Jonassen, D. H.(2006)。Constructivist learning environments,http://www.coe.missouri.edu/jonassen/courses/CLE。  new window
2.教育部(2012)。國民中小學九年一貫課程綱要,http://teach.eje.edu.tw/9CC2/9cc_97.php, 。  延伸查詢new window
3.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
圖書論文
1.Carliner, S.(2008)。A holistic framework of instructional design for e-learning。The E-learning handbook: Past promises, present challenges。Hoboken, NJ:Wiley。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關書籍
 
無相關著作
 
QR Code
QRCODE