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題名:使用教育音樂節奏遊戲提升陳述性記憶形成之成效研究--以記憶清治時期臺灣建設發展史之細節為例
書刊名:管理資訊計算
作者:鄭光宇鄭建文
作者(外文):Cheng, Kuang-yuCheng, Chien-wen
出版日期:2018
卷期:7:2
頁次:頁342-354
主題關鍵詞:數位遊戲式學習工作記憶歷史教育音樂遊戲Digital game based learningWorking memoryHistorical educationMusic games
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(1) 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:1
  • 共同引用共同引用:48
  • 點閱點閱:6
本研究聚焦於學習行為與知識記憶是如何在遊玩教育遊戲的過程中形成,以及探討什麼樣的形式能讓玩家在短暫的時間內,仍能對特定事物的細節產生深刻的印象、達成較佳的學習效果。根據Melton(1963)的分析,記憶分成收錄(Encoding)、儲存(Storage)和提取(Retrieval)三個階段,一段訊息首先會被注意,然後以短期儲存的方式暫存在腦中,並需要透過固化(consolidation)的過程來形成長期記憶。認知心理學家發現在短期記憶中,聲音相近的字彙較語意上相近的字更容易混淆,並提出短期記憶中主導的記憶類型大多為聽覺記憶。然而,是否能將聽覺記憶此一特性與教育遊戲之領域做結合、提升教育遊戲學習上的效率,將是本研究主要探討的方向。本研究嘗試以一款遊玩時間只有三到五分鐘的教育音樂遊戲,結合高中清治時期的台灣建設史,將音樂的線性結構與歷史的線性結構做整合,產生全新的教育遊戲學習模式。透過30名高中受試者在實驗上的表現與反饋,我們發現在節奏快速的音樂遊戲中,聽覺訊息的記憶成效遠遠勝過視覺訊息的成效,特別是當重要訊息被放在音樂的副歌段時,記憶的成效會因為複誦效應而變得更為明顯,與Conrad於1964年所做之文字混淆實驗之結果有異曲同工之妙,也暗示著在設計需要快速讓人在幾分鐘的時間內記住的新資訊時,利用重複的聽覺訊息或許能夠比使用視覺訊息達到更好的記憶成效。
This research focuses on how learning behavior and memory are formed during the process of playing educational rhythm games and discusses about what kind of method allows players to have a deep impression on the details of a specific thing, and help players achieve better learning results within a short period of time. According to the analysis of Melton (1963), the memory is divided into three stages: Encoding, Storage, and Retrieval. A piece of information is first being noticed, then temporarily stored in the brain as short-term memory, and lastly goes through the process of consolidating to form long-term memory. Cognitive psychologists found that in short-term memory, audibly similar words are more confusing than semantically similar words, and it is suggested that the dominant memory type in short-term memory is mostly the auditory memory. However, applying this feature of auditory memory to the field of educational games in order to improve the efficiency of learning in educational game is the main focus of this study. This study attempts to combine an educational rhythm game which only lasts three to five minutes with the history of Taiwanese construction during the Qing Dynasty, and to integrate the linear structure of music with the linear structure of history to create a new educational game learning model. Through the experiment, observation, and feedback from 30 high school students, we found that in fast-paced music rhythm games, the memory effect of auditory messages outweighs the effectiveness of visual information, especially when important messages are placed within the chorus thanks to the repeat process. The result echoes to the result of Conrad's confusing experiment in 1964. It also implies that when a new information needs to be remembered in minutes, the use of repetitive auditory messages may achieve better memory outcomes than the use of visual messages.
期刊論文
1.Standing, L.、Conezio, J.、Haber, R. N.(1970)。Perception and memory for pictures: Single-trial learning of 2500 visual stimuli。Psychonomic Science,19(2),73-74。  new window
2.林登順(20040400)。施琅「棄留臺灣議」探索。南師學報. 人文與社會類,38(1),43-59。  延伸查詢new window
3.蔡福興、游光昭、蕭顯勝(20081000)。從新學習遷移觀點發掘數位遊戲式學習之價值。課程與教學,11(4),237-277。new window  延伸查詢new window
4.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
5.Sitzmann, T.(2011)。A meta-analytic examination of the instructional effectiveness of computer-based simulation games。Personnel Psychology,64(2),489-528。  new window
6.劉裕元(20131200)。臺灣閩南俗諺反映的獨身關係。桃園創新學報,33,357-372。  延伸查詢new window
7.Clark, D. B.、Tanner-Smith, E. E.、Killingsworth, S. S.(2016)。Digital games, design, and learning: A systematic review and meta-analysis。Review of educational research,86(1),79-122。  new window
8.McClelland, D. C.、Franz, C. E.(1992)。Motivational and Other Sources of Work Accomplishments in Mid-Life: A Longitudinal Study。Journal of Personality,60(4),679-707。  new window
9.蘇峯楠(20150900)。清治臺灣番界圖的製圖脈絡:以〈紫線番界圖〉的構成與承啟為中心。臺灣史研究,22(3),1-50。new window  延伸查詢new window
10.Hochreiter, Sepp、Schmidhuber, Jürgen(1997)。Long Short-term Memory。Neural Computation,9(8),1735-1780。  new window
圖書
1.鄭恆隆、郭麗娟(2002)。臺灣歌謠臉譜。臺北:玉山社。  延伸查詢new window
2.謝國興(1993)。官逼民反:清代台灣三大民變。台北:自立晚報。new window  延伸查詢new window
3.McClelland, D. C.(1967)。Achieving society。Simon and Schuster。  new window
4.Maslow, A. H.、Frager, R.、Fadiman, J.(1970)。Motivation and personality。New York:Harper & Row。  new window
5.McClelland, D. C.、Atkinson, J. W.、Clark, R. A.、Lowell, E. L.(1953)。The achievement motive。  new window
6.Atkinson, John William(1964)。An Introduction to Motivation。Van Nostrand。  new window
單篇論文
1.Hogle, J. G.(1996)。Considering games as cognitive tools: In search of effective edutainment,https://files.eric.ed.gov/fulltext/ED425737.pdf,(ED425737)。  new window
其他
1.Appshopper(2017)。iPhone Apps, Deals and Discovery at App Shopper--Popular Recent Changes for iOS,http://appshopper.com/。  new window
2.周姿吟(2006)。明鄭時期的貿易,http://www2.mcsh.kh.edu.tw/resource/oc/port/chinese/history/history_3.htm。  new window
3.戴寶村(2007)。移民臺灣:臺灣移民歷史的考察,http://subtpg.tpg.gov.tw/web-life/taiwan/9608/9608-14.htm。  延伸查詢new window
圖書論文
1.Hultsch, D. F.、Pentz, C.(1980)。Encoding, storage, and retrieval in adult memory: The role of model assumptions. New directions in memory and aging。New directions in memory and aging。  new window
2.Prensky, M.(2005)。Computer Games and Learning: Digital Game-based Learning。Handbook of computer game studies。  new window
 
 
 
 
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