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題名:不同認知風格學生在混成遊戲式學習環境中心流經驗及學習成就的差異分析 ─ 以速率單元為例
作者:范含芸
作者(外文):FAN, HAN-YUN
校院名稱:國立臺北教育大學
系所名稱:課程與教學研究所
指導教授:劉遠楨
學位類別:博士
出版日期:2019
主題關鍵詞:混成式學習遊戲式學習認知風格心流經驗blended learninggame-based learningcognitive styleflow experience
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本研究旨在建立一套混成遊戲式學習模式,並探討混成遊戲式學習環境中,不同認知風格的國小高年級學生其心流經驗、心流狀態、學習動機及學習成就之差異情形,並探究變項間的相互影響關係,找出是否有直接或間接地影響效果。
本研究實驗設計以國小高年級學生為研究對象,將其分為場地獨立(n=59)與場地依賴(n=58)兩組;兩組學生皆進行「學習動機」、及速率單元「學習成就測驗」的前測,接著以混成遊戲式學習的方式進行數學速率單元的課程,除教師面授外,搭配研究者自行設計的數位遊戲,進行為期四週、每週四節課的實驗教學,在每個遊戲關卡挑戰完後,兩組受試對象皆須填寫「心流狀態量表」;實驗教學結束後,兩組再施以「學習動機量表」後測、「學習成就測驗」後測及「心流經驗量表」;最後分析量化資料,進行t檢定、單因子共變數分析、效果量檢驗與迴歸分析,研究發現如下:
1.混成遊戲式學習環境中,場地獨立型學生學習動機高於場地依賴型學生。
2.混成遊戲式學習環境中,不同認知風格學習者之心流經驗無顯著差異。
3.混成遊戲式學習環境中,場地獨立型學生學習成就優於場地依賴型學生。
4.混成遊戲式學習環境中,認知風格會直接影響學習成就;認知風格會透過學習動機間接影響學習成就;認知風格也會透過心流經驗而後學習動機兩中介變項而間接影響學習成就。
The purpose of this research was to investigate the effectiveness of blended game-based learning on different cognitive style elementary students’ flow experience, flow state, learning motivation and learning outcomes. This study was based on sixth grade students of elementary school, they were divided into two groups by hidden figures test: field-independent group(n=59) and field-dependent group(n=58). At first, two groups were administered by the pre-test of learning motivation and learning outcomes of speed unit. They had the classes in blended game-based learning environment, face-to-face teaching and educational games included. A 4-week experiment (16 classes in total) was conducted to examine the effects of using blended game-based learning. Flow state questionnaire was took by all groups after finishing every educational game. After the experiment, two groups took post-test of learning motivation, learning outcomes, and flow experience. Analyzing the quantitative data by t-test, analysis of covariance (ANCOVA), effect quantity test, and regression analysis. The major findings of the study were summarized as follows:
1. The learning motivation of field-independent student was better than that of field-dependent students in blended game-based learning environment.
2. There was no significant difference in different cognitive style learners’ flow experience in blended game-based learning environment.
3. The learning achievement of field-independent student was better than that of field-dependent students in blended game-based learning environment.
4. Learners’ cognitive style had impact on learning achievement, which also effected learning achievement via learning motivation; cognitive style affected learning achievement via flow experience and learning motivation.
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