:::

詳目顯示

回上一頁
題名:從傳統數位學習到遊戲式數位學習--學習成效、心流體驗與認知負荷
書刊名:科學教育學刊
作者:張基成 引用關係林冠佑
作者(外文):Chang, Chi-chengLin, Kun-you
出版日期:2016
卷期:24:3
頁次:頁221-248
主題關鍵詞:心流體驗遊戲式數位學習認知負荷數位學習學習成就Flow experienceGame-based learningCognitive loadE-learningLearning achievement
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(13) 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:13
  • 共同引用共同引用:9
  • 點閱點閱:54
本研究探討遊戲式數位學習與非遊戲式數位學習之學習成就、心流體驗與認知負荷的差異。本研究以某大學選修通識教育的「生活與科技」課程之學生為實驗樣本。立意取樣兩個班級共103人,其中一班為實驗組50人為遊戲式數位學習,另外一班為對照組53人為非遊戲式數位學習。研究結果顯示遊戲式數位學習的成就測驗與心流體驗顯著高於非遊戲式數位學習,遊戲式數位學習的認知負荷顯著低於非遊戲式數位學習。成就測驗與心流體驗呈現顯著正相關,而成就測驗及心流體驗與認知負荷皆呈顯著負相關。上述結果符合心流理論、多媒體學習認知理論及與認知負荷理論。未來研究可聚焦於媒體的豐富性或遊戲的某項單一特性來探討(譬如擬真情境、趣味性、互動性、學習者控制、回饋訊息、多媒體視覺性及動畫等),而認知負荷可分為不同種類來探討―內在、外在、及增生認知負荷。
The study was to explore the differences in learning achievement, flow experience and cognitive load between digital game-based learning (DGBL) and non-game-based (GB) e-learning. The participants were the students who took the "Life and Technology" course of general education program in a university. The intentional sampling approach was used to select two classes with 103 students in total. The experimental group (one class) with 50 students was assigned to DGBL and the contrast group (another class) with 53 students was assigned to non-GB e-learning. The results revealed that learning achievement and flow experience of digital game-based learning were higher than those of non-GB e-learning. Cognitive load of the DGBL group was higher than that of the non-GB e-learning group. Learning achievement was positively correlated with flow experience while learning achievement and flow experience were negatively correlated with cognitive load. The results above are consistent with the theories of flow, multimedia cognitive learning and cognitive load. Future works might focus on media richness or one characteristic of game (e.g., real-alike context, enjoyment, interaction, learner control, feedback message, multimedia vision and animation). Different types of cognitive load, such as intrinsic, extraneous and germane cognitive loads, might be explored.
期刊論文
1.Lepper, M. R.、Corpus, J. H.、Iyengar, S. S.(2005)。Intrinsic and extrinsic motivational orientation in the classroom: Age differences and academic correlates。Journal of Educational Psychology,97(2),184-196。  new window
2.Wrzesien, M.、Raya, M. A.(2010)。Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project。Computers & Education,55(1),178-187。  new window
3.Liao, Yuen-kuang Cliff(2007)。Effects of computer-assisted instruction on students' achievement in Taiwan: A meta-analysis。Computers and Education,48(2),216-233。  new window
4.Cheng, Y.、Wang, S. H.(2011)。Applying a 3D virtual learning environment to facilitate student's application ability: The case of marketing。Computers in Human Behavior,27(1),576-584。  new window
5.Choi, B.、Baek, Y.(2011)。Exploring factors of media characteristic influencing flow in learning through virtual worlds。Computer & Education,57(4),2382-2394。  new window
6.Huang, Wen-Hao(2011)。Evaluating learners' motivational and cognitive processing in an online game-based learning environment。Computers in Human Behavior,27(2),694-704。  new window
7.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
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.Connolly, Thomas M.、Boyle, Elizabeth A.、MacArthur, Ewan、Hainey, Thomas、Boyle, James M.(2012)。A systematic literature review of empirical evidence on computer games and serious games。Computers & Education,59(2),661-686。  new window
10.Inal, Y.、Cagiltay, K.(2007)。Flow experiences of children in an interactive social game environment。British Journal of Educational Technology,38(3),454-464。  new window
11.Ang, C. S.、Zaphiris, P.、Mahmood, S.(2007)。A model of cognitive loads in massively multiplayer online role playing games。Interacting with Computers,19(2),167-179。  new window
12.Tamim, R. M.、Bernard, R. M.、Borokhovski, E.、Abrami, P. C.、Schmid, R. F.(2011)。What Forty Years of Research Says About the Impact of Technology on Learning A Second-Order Meta-Analysis and Validation Study。Review of Educational Research,81(1),4-28。  new window
13.Dalgarno, B.、Lee, M. J. W.(2010)。What are the learning affordances of 3-D virtual environments?。British Journal of Educational Technology,41(1),10-32。  new window
14.Admiraal, Wilfried、Huizenga, Jantina、Akkerman, Sanne、Ten Dam, Geertten(2011)。The concept of flow in collaborative game-based learning。Computers in Human Behavior,27(3),1185-1194。  new window
15.Gunter, A. G.、Kenny, F. R.、Vick, E. H.(2007)。Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games。Educational Technology Research,56(5/6),511-537。  new window
16.Kiili, K.(2005)。Digital game-based learning: Towards an experiential gaming model。Internet and Higher Education,8(1),13-24。  new window
17.Kulik, C. L. C.、Kulik, J. A.(1991)。Effectiveness of computer-based instruction: An updated analysis。Computers in Human Behavior,7(1/2),75-94。  new window
18.Liu, Su-Houn、Liao, Hsiu-Li、Pratt, Jean A.(2009)。Impact of media richness and flow on e-learning technology acceptance。Computers & Education,52(3),599-607。  new window
19.Ayres, P.、Paas, F.(2007)。Making instructional animations more effective: A cognitive load approach。Applied Cognitive Psychology,21(6),695-700。  new window
20.Engeser, S.、Rheinberg, F.(2008)。Flow, performance and moderators of challenge-skill balance。Motivation and Emotion,32(3),158-172。  new window
21.洪暉鈞、楊叔卿(20140400)。手持載具之英文字版連線遊戲系統設計以增強國民小學英文字彙學習投入與成效之研究。數位學習科技期刊,6(2),1-24。new window  延伸查詢new window
22.Brom, C.、Buchtová, M.、Šisler, V.、Děchtěrenko, F.、Palme, R.、Glenk, L. M.(2014)。Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study。Computers & Education,79,69-100。  new window
23.Chang, Y. C.、Peng, H. Y.、Chao, H. C.(2010)。Examining the effects of learning motivation and of course design in an instructional simulation game。Interactive Learning Environments,18(4),319-339。  new window
24.Cheon, J.、Grant, M. M.(2012)。The effects of metaphorical interface on germane cognitive load in web-based instruction。Educational Technology Research and Development,60(3),399-420。  new window
25.Dickey, M. D.(2005)。Three-dimensional virtual worlds and distance learning: Two case studies of active worlds as a medium for distance education。British Journal of Educational Technology,36(3),439-451。  new window
26.Faiola, A.、Newlon, C.、Pfaff, M.、Smyslova, O.(2013)。Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning。Computers in Human Behavior,29(3),1113-1121。  new window
27.Girard, C.、Ecalle, J.、Magnan, A.(2012)。Serious games as new educational tools: How effective are they? A meta-analysis of recent studies。Journal of Computer Assisted Learning,29(3),207-219。  new window
28.Giannakos, M. N.(2013)。Enjoy and learn with educational games: Examining factors affecting learning performance。Computers & Education,68,429-439。  new window
29.Hsieh, Y.-H.、Lin, Y.-C.、Hou, H.-T.(2016)。Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students' game-based learning。Interactive Learning Environments,24(1),178-193。  new window
30.Keller, J.、Bless, H.、Blomann, F.、Kleinbohl, D.(2011)。Physiological aspects of flow experiences: Skills-demand-compatibility effects on heart rate variability and salivary cortisol。Journal of Experimental Social Psychology,47(4),849-852。  new window
31.Kalyuga, S.、Rikers, R.、Paas, F.(2012)。Educational implications of expertise reversal effects in learning and performance of complex cognitive and sensorimotor skills。Educational Psychology Review,24(2),313-337。  new window
32.Kalyuga, S.(2013)。Effects of learner prior knowledge and working memory limitations on multimedia learning。Procedia -- Social and Behavioral Sciences,83(1),25-29。  new window
33.Zheng, R.、McAlack, M.、Wilmes, B.、Kohler-Evans, P.、Williamson, J.(2009)。Effects of multimedia on cognitive load, self-efficacy, and multiple rule-based problem solving。British Journal of Educational Technology,40(5),790-803。  new window
34.Zumbach, J.、Mohraz, M.(2008)。Cognitive load in hypermedia reading comprehension: Influence of text type and linearity。Computers in Human Behavior,24(3),875-887。  new window
35.Yun, S.、Miller, P. C.、Baek, Y.、Jung, J.、Ko, M.(2008)。Improving recall and transfer skills through vocabulary building in web-based second language learning: An examination by item and feedback type。Educational Technology & Society,11(4),158-172。  new window
36.Webster, J.、Trevino, L. K.、Ryan, L.(1993)。The dimensionality and correlates of flow in human-computer interaction。Computers in Human Behavior,9(4),411-426。  new window
37.Wouters, P.、van Nimwegen, C.、van Oostendorp, H.、van der Spek, E. D.(2013)。A meta-analysis of the cognitive and motivational effects of serious games。Journal of Educational Psychology,105(2),249-265。  new window
38.Wu, J.、Li, P.、Rao, S.(2008)。Why they enjoy virtual game world? An empirical investigation。Journal of Electronic Commerce Research,9(3),219-230。  new window
39.Tsai, Meng-Jung、Huang, Li-Ju、Hou, Huei-Tse、Hsu, Chung-Yuan、Chiou, Guo-Li(2016)。Visual behavior, flow and achievement in game-based learning。Computers & Education,98,115-129。  new window
40.Warschauer, M.(2007)。The paradoxical future of digital learning。Learning Inquiry,1,41-49。  new window
41.Shen, C.-Y.、Chu, H.-P.(2014)。The relations between interface design of digital game-based learning systems and flow experience and cognitive load of learners with different levels of prior knowledge。Lecture Notes in Computer Science,8528,574-584。  new window
42.Sitzmann, T.(2011)。A meta-analytic examination of the instructional effectiveness of computer-based simulation games。Personnel Psychology,64(2),489-528。  new window
43.Serge, S. R.、Priest, H. A.、Durlach, P. J.、Johnson, C. I.(2013)。The effects of static and adaptive performance feedback in game-based training。Computers in Human Behavior,29(3),1150-1158。  new window
44.Schrader, Claudia、Bastiaens, Theo J.(2012)。The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games。Computers in Human Behavior,28(2),648-658。  new window
45.Rey, G.、Buchwald, F.(2011)。The expertise reversal effect: Cognitive load and motivational explanations。Journal of Experimental Psychology: Applied,17(1),33-48。  new window
46.Pierfy, D. A.(1977)。Comparative simulation game research。Simulation & Games,8(2),255-268。  new window
47.Paas, F. G. W. C.、Renkl, A.、Sweller, J.(2003)。Cognitive load theory and instructional design: Recent developments。Educational Psychologist,38(1),1-4。  new window
48.O'Neil, H. F.、Waines, R.、Baker, E. L.(2005)。Classification of learning outcomes: Evidence from the computer games literature。The Curriculum Journal,16(4),455-474。  new window
49.O'Leary, S.、Diepenhorst, L.、Churley-Strom, R.、Magrane, D.(2005)。Educational games in an obstetrics and gynecology core curriculum。American Journal of Obstetrics and Gynecology,193(5),1848-1851。  new window
50.Omale, N.、Hung, W. C.、Luketkehans, L.、Jessamine, C. P.(2009)。Learning in 3-D multiuser virtual environment: Exploring the use of unique 3-D attributes for online problem-based learning。British Journal of Educational Technology,40(3),480-495。  new window
51.Nelson, B.、Erlandson, B.(2008)。Managing cognitive load in educational multiuser virtual environments: Reflection on design practice。Educational Technology Research and Development,56(5/6),619-641。  new window
52.Nelson, B. C.、Kim, Y.、Foshee, C.、Slack, K.(2014)。Visual signaling in virtual world-based assessments: The SAVE science project。Information Sciences,264,32-40。  new window
53.Løvoll, H. S.、Vittersø, J.(2014)。Can balance be boring? A critique of the "Challenges should match skills" hypotheses in flow theory。Social Indicators Research,115(1),117-136。  new window
54.Ligas, M. R.(2002)。Evaluation of Broward County alliance of quality schools project。Journal of Education for Students Placed at Risk,7(2),117-139。  new window
55.Korakakis, G.、Pavlatou, E. A.、Palyvos, J. A.、Spyrellis, N.(2009)。3D visualization types in multimedia applications for science learning: A case study for 8th grade students in Greece。Computers & Education,52(2),390-401。  new window
56.Kiili, Kristian、De Freitas, Sara、Arnab, Sylvester、Lainema, Timo(2012)。The design principles for flow experience in educational games。Procedia Computer Science,15,78-91。  new window
57.Skadberg, Yongxia Xia、Kimmel, James R.(2004)。Visitors' flow experience while browsing a web site: Its measurement, contributing factors and consequences。Computers in Human Behavior,20(3),403-422。  new window
58.Sweller, John(2010)。Element interactivity and intrinsic, extraneous, and germane cognitive load。Educational Psychology Review,22(2),123-138。  new window
59.Brown, John Seely、Collins, Allan、Duguid, Paul(1989)。Situated Cognition and the Culture of Learning。Educational Researcher,18(1),32-42。  new window
60.Liu, Chen-Chung、Cheng, Yuan-Bang、Huang, Chia-Wen(2011)。The effect of simulation games on the learning of computational problem solving。Computers and Education,57(3),1907-1918。  new window
61.楊心怡(20131200)。從認知負荷觀點探討鷹架輔助遊戲式學習於人體血液循環之研究。教育傳播與科技研究,106,65-78。new window  延伸查詢new window
62.Anderson, J. R.、Reder, L. M.、Simon, H. A.(1996)。Situated Learning and Education。Educational Researcher,25(4),5-11。  new window
63.Pearce, J. M.、Ainley, M.、Howard, S.(2005)。The ebb and flow of online learning。Computers in Human Behavior,21(5),745-771。  new window
64.Mayer, Richard E.、Moreno, Roxana(2003)。Nine Ways to Reduce Cognitive Load in Multimedia Learning。Educational Psychologist,38(1),43-52。  new window
會議論文
1.Sancho, P.、Torrente, J.、Fernandez-Manjon, B.(2009)。Do multi-user virtual environments really enhance student's motivation in engineering education?。The 39th IEEE international conference on frontiers in education conference 2009。Seattle, WA:IEEE Computer Society。1-6。  new window
圖書
1.Mitchell, A.、Savill-Smith, C.(2004)。The Use of Computer and Video Games for Learning: A Review of the Literature。Learning and Skills Development Agency。  new window
2.吳明隆(2011)。SPSS統計應用學習實務:問卷分析與應用統計。新北市:易學圖書。  延伸查詢new window
3.de Freitas, S.(2006)。Learning in immersive worlds: A review of game-based learning。Joint Information Systems Committee。  new window
4.Hays, R. T.(2005)。The effectiveness of instructional games: A literature review and discussion。Orlando, FL:Naval Air Warfare Center。  new window
5.Prensky, M.(2007)。Digital game-based learning。New York, NY:McGraw-Hill。  new window
6.Hogle, Jan G.(1996)。Considering games as cognitive tools: In search of effective "Edutainment"。University of Georgia, Department of Instructional Technology。  new window
7.Sweller, John、Ayres, Paul、Kalyuga, Slava(2011)。Cognitive load theory。Springer Verlag。  new window
8.Mayer, Richard E.(2009)。Multimedia Learning。Cambridge University Press。  new window
其他
1.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
圖書論文
1.Vygotsky, L. S.(1976)。Play and its role in the mental development of the child。Play: Its role in development and evolution。New York:Basic Books。  new window
2.Huang, W.、Johnson, T.(2008)。Instructional game design using cognitive load theory。Handbook of research on effective electronic gaming in education。Hershey, PA:IGI Global。  new window
3.Huang, W.、Aragon, S.(2009)。An integrated evaluation approach for e-learning systems in career and technical education。Handbook of research on e-learning applications for career and technical education: Technologies for vocational training。Hershey, PA:IGI Global。  new window
4.Keller, J. M.、Kopp, T. W.(1987)。An application of ARCS model of motivational design。Instructional theories in action: Lessons illustrating selected theories and models。Hillsdale, NJ:Lawrence Erlbaum。  new window
5.Tobias, S.、Fletcher, J. D.、Dai, D. Y.、Wind, A. P.(2011)。Review of research on computer games。Computer games and instruction。Charlotte, NC:Information Age。  new window
6.Pekrun, R.、Stephens, E. J.(2012)。Academic emotions。Individual differences and cultural and contextual factors: Vol. 2. APA educational psychology handbook。Washington, DC:American Psychological Association。  new window
7.Pulaski, M. A.(1973)。Toys and imaginative play。The child word of make-believe。New York, NY:Academic Press。  new window
8.Mayer, R. E.(2005)。Cognitive theory of multimedia learning。The Cambridge Handbook of Multimedia Learning。Cambridge University Press。  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