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題名:國小教師開發「昆蟲桌遊教具」以增強學童「沈浸經驗、科學過程技能」
書刊名:課程與教學
作者:盧秀琴林毓哲
作者(外文):Lu, Chow-chinLin, Yu-che
出版日期:2018
卷期:21:1
頁次:頁105-131
主題關鍵詞:心流經驗昆蟲桌遊教具科學過程技能ADDIE模式Flow experienceInsect board games' aidScientific process skillsADDIE model
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(7) 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:5
  • 共同引用共同引用:62
  • 點閱點閱:50
因應國小教師認為「校園的昆蟲」是教學困難的單元,本研究以「昆蟲學特論」培育26位國小在職教師,首先教導昆蟲學科知識並用ICTS檢核,使其具備昆蟲學知識,之後國小在職教師分成7組先試玩「昆蟲大富翁」以了解桌遊教具,再使用焦點團體法指導以ADDIE模式來開發「昆蟲桌遊教具」(insect board games' aid, IBGA),前後回饋和修正;並聘請專家學者、資深國小教師進行IBGA的評鑑與回饋。最後,將這7組IBGA放在新北市五年級教室,讓84位國小學生試玩,測試其「心流經驗、科學過程技能」是否增強。研究結果如下:1.國小在職教師能應用昆蟲學知識和ADDIE模式來開IBGA。2.國小在職教師開發IBGA獲得AA級~AAA級認證。3.國小學童的「心流經驗、科學過程技能」前、後測分數的t考驗皆達顯著差異。
Teachers in elementary schools frequently think that the section of "insects on campus" is a difficult unit for them to teach. This study aims at training 26 in-service teachers to have the ability developing the Insect Board Games' Aid (IBGA). First, they were taught the knowledge of the insect subject and tested by ICTS to gain the entomology knowledge. Secondly, after playing demo IDGT, they were divided into seven groups discussing how to use ADDIE model to design IBGA through the focus group method. The ETGD was applied to evaluate the IBGA. Finally, 84 elementary students played the IBGA and tested with the FES and SPTI. The results showed that: 1. The teachers were able to use the insect subject knowledge and the ADDIE model to develop the IBGA. 2. For developing the IBGA, the teachers' performances were positively rated from Levels AA to AAA. 3. The elementary students showed better learning effects on FES and SPTI, reaching certain significant differences on the t-test.
期刊論文
1.Ozorio, Bernadete、Fong, Davis Ka-Chio(2004)。Chinese Casino Gambling Behaviors: Risk Taking in Casinos vs. Investments。UNLV Gaming Research & Review Journal,8(2),27-38。  new window
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3.郭靜晃(1997)。「遊戲與教育」座談會記實。教育研究雙月刊,58,7-24。  延伸查詢new window
4.Molenda, Michael(2003)。In Search of the Elusive ADDIE Model。Performance Improvement,42(5),34-37。  new window
5.Lu, C. C.(2013)。How to build a 5Why scaffolding guided questioning teaching case film? Campus insects unit as an example。Asia-Pacific Forum on Science Learning and Teaching,14(1),1-16。  new window
6.盧秀琴、李怡嫻(20161200)。「昆蟲學」師培課程培育國小師資生開發「昆蟲桌遊」教具與設計測驗卷。師資培育與教師專業發展期刊,9(3),1-27。new window  延伸查詢new window
7.Lu, C. C.、Jeng, S. L.(2012)。Developing Digital Game Based on the Conception of Insects (DGBI) to Test Elementary Student's Insect Conceptions。Creative Education,3(8),101-110。  new window
8.Gee, J. P.(2003)。What video games have to teach us about learning and literacy?。Computers in Entertainment,1(1),20-24。  new window
9.Wang, S. K.、Hsu, H. T.(2009)。Using the ADDIE model to design second life activities for online learners。Linking Research and Practice to Improve Learning,53(6),76-81。  new window
10.Woszczynski, A. B.、Roth, P. L.、Segars, A. H.(2002)。Exploring the theoretical foundations of microcomputer playfulness。Computers in Human Behavior,18(4),369-388。  new window
11.宋曜廷、張國恩、林慧藍、李宜芬、陳明溥(20091200)。數位學習教材之品質認證標準的建立及其信度分析。電子商務學報,11(4),823-845。new window  延伸查詢new window
12.洪榮昭(19971000)。精釋(Hermeneutic)研究法在政策評量的應用。中等教育,48(5),39-47。new window  延伸查詢new window
13.盧秀琴、施慧淳(20160300)。玩「昆蟲大富翁」遊戲培養國小學童的科學過程技能。科學教育學刊,24(1),1-30。new window  延伸查詢new window
14.Corbin, J. M.、Strauss, A. L.(1990)。Grounded theory research: Procedures, canons, and evaluative criteria。Qualitative Sociology,13(1),3-21。  new window
15.Hsu, Chin-Lung、Lu, Hsi-Peng(2004)。Why do people play on-line games? An extended TAM with social influences and flow experience。Information & Management,41(7),853-868。  new window
16.Pearce, J. M.、Ainley, M.、Howard, S.(2005)。The ebb and flow of online learning。Computers in Human Behavior,21(5),745-771。  new window
會議論文
1.陳明星、張鴻章、游志豪、林伶如、游閔智、曾宜萱(2010)。ADDIE教學設計模式融入小學五年級數位教材開發--以「我們來看星星」單元為例。2010第六屆知識社群研討會。臺北市:中國文化大學推廣教育部。  延伸查詢new window
2.盧秀琴、陳靜賢(2009)。國小輔導教師進行自然與生活科技領域困難單元之教學。中華民國第二十五屆科學教育學術研討會。臺北市:國立臺灣師範大學。  延伸查詢new window
3.盧秀琴(2013)。編製「國小自然科教師昆蟲概念認知與教學策略」測驗卷。2013心理與教育測驗學術研討會。臺中市:國立臺中教育大學。  延伸查詢new window
4.Lu, C. C.(2014)。Developing the insect playing table game to test elementary student's insect conceptions and science process skills。2014 International Symposium on Education and Social Science。Kyoto Research Park。  new window
研究報告
1.李彥佐(2017)。都會區及鄉村區國小學生玩昆蟲遊戲教具與提升玩興與心流智慧之比較 (計畫編號:MOST105-2815-C-152-037-U)。  延伸查詢new window
學位論文
1.陳亭伶(2013)。發展「昆蟲大富翁」科學遊戲教具及教學以培養學童的昆蟲認知、科學態度和科學過程技能(碩士論文)。國立臺北教育大學。  延伸查詢new window
2.楊純青(2004)。成人線上學習之人際互動與神馳經驗對其學習成效之影響(博士論文)。國立高雄師範大學。new window  延伸查詢new window
圖書
1.教育部(2010)。國民中小學九年一貫課程綱要「自然與生活科技學習領域」。教育部。  延伸查詢new window
2.Hinebaugh, J. P.(2009)。A board game education。Rowman & Littlefield Education。  new window
3.Csíkszentmihályi, Mihály(1997)。Finding Flow: The Psychology of Engagement with Everyday Life。Basic Books。  new window
4.侯惠澤(2016)。遊戲式學習:啟動自學X喜樂協作,一起玩中學!。臺北市:親子天下。  延伸查詢new window
5.Dick, W.、Carey, L.、Carey, J. O.(2005)。The systematic design of instruction。Boston, MA:Ally and Bacon。  new window
6.顏春煌(2010)。數位學習:觀念、方法、實務、設計與實作。碁峰。new window  延伸查詢new window
7.Lee, W. W.、Owens, D. L.(2004)。Multimedia-based instructional design。Pfeiffer。  new window
其他
1.Teube, K.(2008)。The settlers of catan game rule & almanac,http://www.boardgamer.org/images/rule/MGI3061.pdf卡坦島。  new window
2.余陽(20141120)。從遠古走來的桌遊,http://www.ycwb.com/EPAPER/YCWB/html/2011-07/09/content_1156834.htm。  new window
3.(2014)。瘋桌遊益智遊戲專賣店,http://www.phantasia.tw/bg/home/2816。  延伸查詢new window
圖書論文
1.林佳蓉(2009)。教學設計理論基礎與重要模式。教育科技--理論與實務(下)--理論、研究方法篇。學富文化。  延伸查詢new window
2.洪榮昭(2011)。設計嵌入故事性的遊戲。國立臺灣師範大學計畫書:邁向頂尖大學計畫學術專題演講。  延伸查詢new window
 
 
 
 
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