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題名:嚴肅遊戲之角色扮演與情境模擬對於學習成效之影響:以國小五年級碳足跡課程為例
書刊名:教育科學研究期刊
作者:陳明秀 引用關係蔡仕廷張基成 引用關係
作者(外文):Chen, Mia Ming-hsiuTsai, Shih-tingChang, Chi-cheng
出版日期:2016
卷期:61:4
頁次:頁1-32
主題關鍵詞:多媒體遊戲教材情境模擬碳足跡數位遊戲學習嚴肅遊戲Carbon footprintGame based learningMultimedia game learning programSerious gameSimulating
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(3) 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:3
  • 共同引用共同引用:20
  • 點閱點閱:27
本研究目的在探究多媒體遊戲教材教學方案對於國小五年級學童之學習成效。本研究以「碳足跡」為主題開發設計數位多媒體遊戲教材,實驗組學童接受多媒體遊戲教材教學,對照組學童則接受紙本教科書教學,受測人數為兩班普通班級,共計60位學童。研究結果顯示:實驗組學童經遊戲教材介入課程後,整體學習成效以及在各項受測學童群組分類(高、低分組與是否經常使用3C產品之分類組別)的數據都優於對照組,且實驗組經遊戲教材介入課程後之得分成長幅度的增加皆達到顯著水準。另一方面,透過文字轉化為圖像的多媒體遊戲教材,實驗組在後測考卷的問答題部分,應答架構與思路較使用文本教材的對照組為佳;而學童經由情境模擬與角色扮演的方式完成遊戲關卡、學習碳足跡知識,此學習方式不但能讓學童將遊戲內容對應至本身的日常生活,也能在遊戲過程中檢視自己的學習程度,得到立即的回饋與成就感;根據實驗結果顯示,本研究開發之多媒體遊戲教材教學有助於國小五年級學童之碳足跡知識的學習
The purpose of this study was to explore the effects of educational role-playing and simulation games in the specific context of carbon footprint curriculum designed for primary school students. A total of 60 primary school students were classified into two groups. The participants in the experimental group (30 students) were taught using a multimedia game and the participants in the control group (30 students) were taught using a textbook. The results showed that the experimental group demonstrated a greater improvement in general carbon footprint knowledge and in each separate learning unit (Grads level and using 3C product) than the control group did. Additionally, according to the experimental process and results, the students in the experimental group displayed more favorable thinking structures and learning attitudes toward carbon footprint topics than the control group did. All results indicated that game-based learning involving role-playing and simulation was a helpful component of carbon footprint curriculum
期刊論文
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5.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
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11.賴志豐、張瓊穗(20050300)。情境模擬策略融入師資培育線上課程之設計與發展:以「班級經營」為例。教育資料與圖書館學,42(3),433-449。new window  延伸查詢new window
12.Cajas, F.(2001)。The science/technology interaction: Implications for science literacy。Journal of Research in Science Teaching,38(7),715-729。  new window
13.Kafai, Y. B.、Ching, C. C.、Marshall, S.(1997)。Children as designers of educational multimedia software。Computers & Education,29(2/3),117-126。  new window
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15.Kron, F. W.、Gjerde, C. L.、Sen, A.、Fetters, M. D.(2010)。Medical student attitudes toward video games and related new media technologies in medical education。BMC Medical Education,10(1),50。  new window
16.Olson, C. K.(2010)。Children's motivations for video game play in the context of normal development。Review of General Psychology,14(2),180-187。  new window
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20.許錦雲、廖佩珊(20100800)。幼兒在傳統娃娃角與主題扮演角的遊戲行為。幼兒保育學刊,8,41-58。  延伸查詢new window
21.陳明溥(19921000)。CAI之發展趨勢--智慧型電腦輔助教學。資訊與教育,31,28-33。  延伸查詢new window
22.Cronbach, Lee J.(1963)。Course improvement through evaluation。Teachers College Record,64(8),672-683。  new window
23.Rosas, Ricardo、Nussbaum, Miguel、Cumsille, Patricio、Marianov, Vladimir、Correa, Mónica、Flores, Patricia、Grau, Valeska、Lagos, Francisca、López, Ximena、López, Verónica、Rodriguez, Patricio、Salinas, Marcela(2003)。Beyond Nintendo: design and assessment of educational video games for first and second grade students。Computer and Education,40(1),71-94。  new window
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會議論文
1.Guralnick, D. A.(2008)。Putting the education into educational simulations: Pedagogical structures, guidance and feedback。The 11th International Conference on Interactive Computer aided Learning。Villach。  new window
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3.肖瀟(2011)。論計算機角色扮演遊戲輔助漢語教學。第一屆東亞華語教學研究生論壇。臺北市。  延伸查詢new window
4.蔡季甫、陳榮銘(2006)。遊戲設計應用於視覺障礙者防災學習之研究。第十三屆中華民國人因工程學會年會暨研討會。高雄市。  延伸查詢new window
學位論文
1.謝沛珊(2005)。情境模擬數位教材設計之研究(碩士論文)。國立臺灣師範大學。  延伸查詢new window
圖書
1.McFarlane, A.、Sparrowhawk, A.、Heald, Y.(2002)。Report on the educational use of games: An exploration by TEEM of the contribution which games can make to the education process。Cambridge:TEEM。  new window
2.Rolling, A.、Adams, E.(2003)。Andrew Rollings and Ernest Adams on game design。Indianapolis, Ind:New Riders。  new window
3.Nanjappa, A.(2001)。Educational games: learners as creators。NY。  new window
4.洪榮昭、劉明洲(1997)。電腦輔助教學之設計原理與應用。臺北市:師大書苑。  延伸查詢new window
5.葉思義、宋昀璐(2004)。數位遊戲設計:遊戲設計知識全領域。臺北市:碁峰。  延伸查詢new window
6.Mitchell, A.、Savill‐Smith, C.(2004)。The use of computer games for learning: A review of the literature。London:Learning and Skills Development Agency。  new window
其他
1.行政院環境保護署(2012)。台灣產品碳足跡,http://cfp.epa.gov.tw/carbon/defaultPage.aspx。  延伸查詢new window
2.許正忠(2012)。多媒體動畫融入電子書內容製作之動機設計與學習成效評估--以資料結構課程為例,http://ir.csu.edu.tw/handle/987654321/2479。  延伸查詢new window
3.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
 
 
 
 
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