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題名:探討先備知識對競爭遊戲式題庫練習之影響:以HTML5證照輔導為例
書刊名:數位學習科技期刊
作者:黃國豪陳碧茵賴泑伶蘇宥鋐曹雅涵
作者(外文):Hwang, Gwo-haurChen, BeyinLai, Yu-lingSu, You-hongCao, Ya-han
出版日期:2019
卷期:11:1
頁次:頁1-22
主題關鍵詞:先備知識遊戲式學習題庫證照輔導競爭遊戲Prior knowledgeGame-based learningItem bankCertification tutoringCompetitive game
原始連結:連回原系統網址new window
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  • 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:2
  • 點閱點閱:20
過去的題庫練習系統只能適用於個人,無法與他人一起學習,因此,本研究開發並加入能與同儕互動的競爭與遊戲元素於題庫練習系統,期望能透過競爭遊戲式學習提高學習者的學習動機與學習成效。本研究進行為期6週的教學實驗,蒐集學習者的學習動機與學習成效,並進行資料的整理與分析。結果發現,不同先備知識的學習者在競爭遊戲式學習的環境下,皆能保持高度的學習動機。而在學習成效方面,低先備知識的學習者在選擇題的進步幅度之平均分數顯著高於高先備知識的學習者,表示競爭遊戲式題庫練習系統較適合於低先備知識的學習者,而較不適合高先備知識的學習者。
In the past, practice system was only applicable to individuals and cannot learn with others. Therefore, we developed an item bank practicing system that join the elements of competition and games. We hope to improve learners' learning motivation and effectiveness by competitive game-based learning. In this study, we conducted a six-week teaching experiment. We collect the data of learners' learning motivation and effectiveness to conduct analysis. The results showed that different prior knowledge learners can keep high learning motivation in the competitive game-based learning environment. As to learning effectiveness, the low prior knowledge learners are significantly higher than the high prior knowledge learners in the progress amplitude of multiple choice questions average score. It means that the low prior knowledge learners are more suitable than the high prior knowledge learners when using the competitive game-based item bank practicing system.
期刊論文
1.Williams, R. B.、Clippinger, C. A.(2002)。Aggression, Competition and Computer Games: Computer and Human Opponents。Computers in Human Behavior,18(5),495-506。  new window
2.黃國豪、陳碧茵、曾薇方、黃筱惠(20131000)。程式設計課程應用悅趣化遊戲競爭策略於學習動機與學習成效之影響。數位學習科技期刊,5(4),27-43。new window  延伸查詢new window
3.楊雅婷、陳奕樺(20131000)。競賽數位遊戲結合學生出題運用於國小電磁教學之研究。數位學習科技期刊,5(4),1-25。new window  延伸查詢new window
4.Chen, S.-Y.、Macredie, R. D.(2004)。Cognitive modeling of student learning in web-based instructional programs。International Journal of human-computer Interaction,17(3),375-402。  new window
5.Shanker, A.(1996)。Quality assurance。Phi Delta Kappan,78(3),220-225。  new window
6.Seaborn, Katie、Fels, Deborah I.(2015)。Gamification in theory and action: A survey。International Journal of Human-Computer Studies,74,14-31。  new window
7.陳偉翔(20150000)。運用遊戲化策略於國中九年級英語教學之試探性研究。明道學術論壇,9(4),23-44。new window  延伸查詢new window
8.Chang, S.-P.、Hou, H.-T.、Chang, R.-C.(2015)。Development and application of game-based learning software combining role-playing with problem-solving strategies。Advances in Social Sciences Research Journal,2(6),83-89。  new window
9.Chen, M.-P.、Wong, Y.-T.、Wang, L.-C.(2014)。Effects of type of exploratory strategy and prior knowledge on middle school students' learning of chemical formulas from a 3D role-playing game。Educational Technology Research and Development,62(2),163-185。  new window
10.Chen, S.-Y.、Huang, P.-R.(2013)。The comparisons of the influences of prior knowledge on two game-based learning systems。Computers & Education,68,177-186。  new window
11.Chen, S.-Y.、Macredie, R. D.(2010)。Web-based interaction: A review of three important human factors。International Journal of Information Management,31(6),1-9。  new window
12.Hsiao, H.-S.、Huang, Y.-H.、Hong, W.-T.、Lin, C.-Y.、Tsai, F.-H.(2010)。The study of online game-based learning system with learning companion。International Journal on Digital Learning Technology,2(2),1-21。  new window
13.Hwang, G.-H.、Lee, C.-Y.、Tseng, W.-F.(2012)。Development and evaluation of an educational computer game for a certification examination。Journal of Educational Technology Development and Exchange,5(2),27-40。  new window
14.Hwang, G.-J.、Chang, S.-C.(2016)。Effects of a peer competition-based mobile learning approach on students' affective domain exhibition in social studies courses。British Journal of Educational Technology,47(6),1217-1231。  new window
15.Shi, Y.-R.、Shih, J.-L.(2015)。Game factors and game-based learning design model。International Journal of Computer Games Technology。  new window
16.Van Eck, R.、Dempsey, J.(2002)。The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game。Educational Technology Research and Development,50(3),23-41。  new window
17.Wang, J.-H.、Chen, S.-Y.、Chang, B.、Chan, T.-W.(2015)。From integrative to game-based integrative peer response: High ability versus low ability。Journal of Computer Assisted Learning,32(2),170-185。  new window
18.Bugbee, Alan C. Jr.(1996)。The equivalence of paper-and-pencil and computer-based testing。Journal of Research on Computing in Education,28(3),282-289。  new window
19.Pintrich, Paul R.、De Groot, Elisabeth V.(1990)。Motivational and self-regulated learning components of classroom academic performance。Journal of Educational Psychology,82(1),33-40。  new window
20.Hwang, Gwo-Jen、Hsu, Ting-Chia、Lai, Chiu-Lin、Hsueh, Ching-Jung(2017)。Interaction of problem-based gaming and learning anxiety in language students, English listening performance and progressive behavioral patterns。Computers & Education,106,26-42。  new window
會議論文
1.Vorderer, P.、Hartmann, T.、Klimmt, C.(2003)。Explaining the enjoyment of playing video games: The role of competition。The Second International Conference on Entertainment Computing。Pittsburgh, PA:Carnegie Mellon University Press。  new window
2.黃國豪、郭庭歡(2015)。不同學習風格對於使用體感遊戲式證照輔導練習系統之學習動機及滿意度影響。第十九屆全球華人計算機教育應用大會。臺北市。  延伸查詢new window
3.Hsieh, C.-W.、Chen, S.-Y.(2013)。Evaluation of student learning in a mobile customized system: A prior knowledge perspective。The 17th Global Chinese Conference on Computers in Education。Beijing。  new window
圖書
1.Johnson, J. E.、Christie, J. F.、Yawkey, T. D.(1987)。Play and Early Childhood Development。Glenview, Illinois:Scott, Foresman and Company。  new window
2.Wiggins, G.(1998)。Educative Assessment: Designing assessments to inform and improve student performance。Jossey-Bass。  new window
3.Davis, G. A.、Rimm, S. B.(1985)。Education of the gifted and talented。Englewood Cliffs, NJ:Prentice-Hall。  new window
4.黃國禎、蘇俊銘、陳年興(2015)。數位學習導論與實務。博碩文化股份有限公司。  延伸查詢new window
5.Anderson, Lorin W.、Krathwohl, David R.(2001)。A taxonomy for learning, teaching, and assessing: A revision of Bloom's educational objectives。Longman。  new window
6.Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。  new window
7.Mayer, Richard E.(2009)。Multimedia Learning。Cambridge University Press。  new window
8.Cohen, Jacob(1988)。Statistical power analysis for the behavioral sciences。Routledge Academic。  new window
9.Nunnally, Jum C.、Bernstein, Ira H.(1994)。Psychometric Theory。McGraw-Hill。  new window
單篇論文
1.Dempsey, J. V.,Lucassen, B. A.,Haynes, L. L.,Casey, M. S.(1996)。Instructional applications of computer games,New York:The American Educational Research Association。(ED394500)。  new window
圖書論文
1.Silva, E.(2010)。Gamifying learning with social gaming mechanics。The MASIE Center's learning perspectives 2010。Saratoga Springs, NY:The MASIE Center & The Learning CONSORTIUM。  new window
 
 
 
 
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