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題名:三種教學策略下國小學童創造力表現之研究
書刊名:嘉大教育研究學刊
作者:鍾濟謙劉旨峰林芳薪蔡元隆
作者(外文):Jung, Ji-chianLiu, Zhi-fengLin, Fang-sinTsai, Yuan-lung
出版日期:2017
卷期:38
頁次:頁141-186
主題關鍵詞:科技創造力教育型桌上遊戲創造力情意創意思考螺旋教學策略遊戲式學習Technological creativityEducational board gamesCreative affectionCreative thinking spiral teaching strategiesGame-based learning
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:37
  • 點閱點閱:3
本研究以三種教學策略,探討國小中年級學童創造力表現。分別進行創意思考教學策略、講述式教學,以及教育型桌上遊戲教學。經研究倫理審查通過而執行。研究結果進行組內、兩組間以及三組等三大向度比較。組內比較發現創意思考螺旋教學策略之創造力情意有顯著進步,三組作品亦達顯著。兩組間比較發現創意思考螺旋教學策略與教育型桌上遊戲之想像力均顯著優於講述式教學。三組間比較教育型桌上遊戲教學之想像力顯著優於講述式教學,作品則無顯著差異。
The purpose of this study is to explore the creativity performance for three kinds of teaching methods applied to Grade 3-4 students. Including “Creative Thinking Spiral Teaching “, “Didactic Teaching” and “Educational Board Games Teaching”. Students are grouped by the teaching methods, then conducting experiments among the groups. The study obtains the research ethics approval prior to the experiments. The research result indicates “Thinking Spiral Teaching Strategies“ makes an significant improvement in creative affection from pre-test to post-test of. All of three groups also make a significant improvement in “Subject test”. Comparing two teaching methods in imagination each other, both of “Creative Thinking Spiral Teaching Strategies” and “Educational Board Games Teaching Group” are better than “Didactic Teaching Group” in the learning performance of imagination. Comparing three groups in imagination one another, “Educational Board Games Teaching Group” are better than “Didactic Teaching Group “in the learning performance of imagination. “Didactic Teaching Group” shows a better learning performance than “Educational Board Games Teaching Group” in students works.
期刊論文
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4.劉旨峰、葉慈瑜、蔡元隆、鍾濟謙、徐慧湘(20150900)。Integration of Educational Board Game and Creative Thinking Spiral Teaching Strategies to Developing Student's Imagination and Curiosity。臺灣教育評論月刊,4(9),101-109。  延伸查詢new window
5.Anyanwu, E. G.(2014)。Anatomy Adventure: A Board Game for Enhancing Understanding of Anatomy。Anatomical sciences education,7(2),153-160。  new window
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9.Hacker, J. F.、Krykewycz, G. R.、Meconi, J. M.(2009)。Dots & Dashes Transit Planning Outreach and Education in a Board Game Format。Transportation research record,2138,127-134。  new window
10.Lin, C. H.、Liu, E. Z. F.、Chen, Y. L.、Liou, P. Y.、Chang, M.、Wu, C. H.、Yuan, S. M.(2013)。Game-based remedial instruction in mastery learning for upper primary school students。Educational technology & society,16(2),271-281。  new window
11.Lin, C.-H.、Liu, E. Z.-F.、Kou, C. H.、Vimes, M.、Sutinen, E.、Cheng, S.-S.(2009)。A Case Analysis of Creative Spiral Instruction Model and Students' Creative Problem Solving Performance in a LEGO Robotics Course。Edutainment,5670,501-505。  new window
12.Liu, E. Z. F.、Chen, P. K.(2013)。The effect of game-based learning on students' learning performance in science learning--A case of "Conveyance Go"。Procedia--Social and Behavioral Sciences,103(26),1044-1051。  new window
13.Liu, E. Z. F.、Lin, C. H.、Lioua, P. Y.、Feng, H. C.、Hou, H. T.(2013)。An analysis of teacher-student interaction patterns in a Robotics course for kindergarten children: a pilot study。Tojet,72(1),9-18。  new window
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15.Markey, K.、Swanson, F.、Jenkins, A.、Jennings, B. J.、St. Jean, B.、Rosenberg, V.、Yao, X.、Frost, R. L.(2008)。Designing and testing a web-based board game for teaching information literacy skills and concepts。Library Hi Tech,26(4),663-681。  new window
16.Nathalie, C.、Bieke, D. F.(2013)。Game-Based Learning as a Vehicle to Teach First Aid Content: A Randomized Experiment。Journal of school health,83(7),493-499。  new window
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21.李大偉、張玉山(20000900)。科技創造力的意涵與教學。生活科技教育,33(9),9-16。  延伸查詢new window
22.Verghese, Joe、Lipton, Richard B.、Katz, Mindy J.、Hall, Charles B.、Derby, Carol A.、Kuslansky, Gail、Buschke, Herman、Sliwinski, Martin、Ambrose, Anne F.(2003)。Leisure activities and the risk of dementia in the elderly。The New England Journal of Medicine,348(25),2508-2516。  new window
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會議論文
1.劉旨峰、鍾濟謙、黃元彥(2013)。探討船舶設計遊戲對國小四年級學生能源概念習表現之影響。第九屆數位內容國際研討會。宜蘭。  延伸查詢new window
2.van den, Hoven E.、Mazalek, A.(2007)。Tangible Play: Research and Design for Tangible and Tabletop Games。Tangible Play workshop, Intelligent User Interfaces conference。  new window
3.Romeike, R.(2008)。What's my challenge? The forgotten part of problem solving in computer science education。3rd ISSEP Intera. Conf. on Informatics in Secondary Schools--Evolution and perspectives,122-133。  new window
學位論文
1.施乃華(2002)。創造思考教學成效之後設分析(碩士論文)。國立彰化師範大學。  延伸查詢new window
2.何宜芳(2012)。盤面遊戲對國小六年級學童節能減碳知識與態度之影響研究(碩士論文)。國立臺中教育大學。  延伸查詢new window
3.林央侖(2010)。企業管理訓練桌上遊戲教材評選指標之研究(碩士論文)。國立臺灣師範大學。  延伸查詢new window
4.林子淳(2014)。運用桌上遊戲教學對國小五年級學童人際互動能力之影響(碩士論文)。國立臺北教育大學。  延伸查詢new window
5.夏媺婷(2009)。大學生依附風格與創造力情意之研究(碩士論文)。國立政治大學。  延伸查詢new window
6.高靖岳(2011)。國中生智力因素、創意認知與科技創造力表現之關聯性研究--以創意燈具製作為例(碩士論文)。國立臺灣師範大學。  延伸查詢new window
7.張政義(2009)。科技創造力教學模式及其實徵研究(博士論文)。國立花蓮教育大學。new window  延伸查詢new window
8.陳偉誠(2010)。設計桌上遊戲圖樣介面對兒童數學學習成效之研究(碩士論文)。南華大學,嘉義縣。  延伸查詢new window
9.黃郁玲(2011)。創造思考教學運用在生活課程促進創造力之行動研究--以國小二年級為例(碩士論文)。國立嘉義大學。  延伸查詢new window
10.黃綉雯(2012)。國小學生對桌上遊戲接受度之相關分析--以大富翁遊戲為例(碩士論文)。國立中央大學。  延伸查詢new window
11.馮寒絹(2011)。創意思考螺旋教學模式下師生互動模式之分析--以Topobo機器人為例(碩士論文)。國立中央大學。  延伸查詢new window
12.蔡佳玲(2013)。應用van Hiele幾何思考層次理論於國小平面幾何圖形概念桌上遊戲開發之研究(碩士論文)。國立臺北教育大學。  延伸查詢new window
13.廖心怡(2002)。紙盤遊戲對國小害羞兒童輔導效果之研究(碩士論文)。臺南師範學院。  延伸查詢new window
14.謝文慧(2006)。『問想做評(ATDE)』創造思考教學訓練方案對幼稚園教師創造力影響之研究(碩士論文)。實踐大學。  延伸查詢new window
15.王昕馨(2007)。閱讀環境、玩興、父母創意教養與國小中、高年級學童科技創造力之關係(碩士論文)。國立政治大學。  延伸查詢new window
圖書
1.Kerlinger, Fred N.、Lee, Howard B.、黃營杉、汪志堅(2002)。研究方法。台北:華泰。  延伸查詢new window
2.吳明隆、張毓仁(2011)。SPSS(PASW)與統計應用分析。五南。  延伸查詢new window
3.張世彗(20030000)。創造力:理論、技術/技法與培育。臺北:達雯。new window  延伸查詢new window
4.吳明隆、涂金堂(2005)。SPSS與統計應用分析實務。五南圖書出版股份有限公司。  延伸查詢new window
5.邱皓政(2006)。量化研究與計量分析:SPSS中文視窗版資料分析範例解析。五南。  延伸查詢new window
 
 
 
 
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