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題名:應用桌遊於引導式教學法成功因素之探討
書刊名:管理資訊計算
作者:吳振鋒蘇淑真
作者(外文):Wu, Chen-fengSu, Su-chen
出版日期:2019
卷期:8:1
頁次:頁1-10
主題關鍵詞:桌遊德菲法層級分析法引導式教學Board gamePricing strategiesModified Delphi methodMDMAnalytic hierarchy processAHPQuestion-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:624
  • 點閱點閱:9
近年來,由於國民素質的提升,現代人愈來愈重視休閒活動,在忙碌工作之餘利用休閒活動放鬆一下。因應即將上映的「十二年國教」,各界在恐慌之餘,許多教學者開始省思,針對自己的教學進行大改革。本研究藉由桌遊在遊戲中習得學習解決問題的能力,以學習者為中心,透過遊戲習得應有的知識。本研究利用文獻整理的方式初擬因素,利用修正式德菲法(Modified Delphin Method,MDM)確認層級分析架構以層級分析法(Analytic Hierarchy Process,AHP)計算出成功因素相對權重,研究結果可知專家最重視「教學應用」且認同「生活語言」是應用桌遊於引導式教學成功最關鍵因素,其次為「時間因素」、「重點學習」、「參與動機」和「溝通互動」。由此可知,應用桌遊於引導式教學中會較重視學生在遊戲中應用認知領域的生活語言能力、時間掌握及提升溝通能力,並增進學生學習動機,減少焦慮,獲得解決問題的能力。
In recent years, due to the improvement in the quality of the people, modern people are paying more and more attention to leisure activities and relaxing in leisure activities. In response to the soon-to-be-released "Master Framework for the 12-year Basic Education Curriculum Guidelines," the public is panicking. Many educators begin to think about it and carry out major reforms for their teaching. Using table games to learn the ability to solve problems in the game, learner-centered, and learn the proper knowledge through games for this study. In this study, the initial factors were used in the literature review, and the modified Delphin Method (MDM) was used to determine that the hierarchical analysis framework used the Analytic Hierarchy Process (AHP) to calculate the relative weight of success factors. The most emphasis on "teaching applications" and the recognition of "living languages" are the most critical factors in the success of the application of tabletop games in guided learning, followed by "time factor", "key learning", "participation motivation", and "communicative interaction." It can be seen that the application of board games in the guided teaching will pay more attention to the students' ability to use the language skills, time, and communication skills in the cognitive field in the game, and to increase students' learning motivation, reduce anxiety, and gain the ability to solve problems.
期刊論文
1.陳介宇(20130100)。從早期桌上遊戲看臺灣。師友月刊,547,77-82。  延伸查詢new window
2.常雅珍(20170600)。桌上遊戲課程與教學之應用--以小學六年級學生為例。科學教育學刊,25(2),119-142。new window  延伸查詢new window
3.陳侶安(20151000)。「翻轉教育」新思維--探討美國、日本、臺灣教育之轉變。舞蹈教育,13,145-158。  延伸查詢new window
4.Murry, John W. Jr.、Hammons, James O.(1995)。Delphi: A Versatile Methodology for Conducting Qualitative Research。The Review of Higher Education,18(4),423-436。  new window
5.鄧振源、曾國雄(19890700)。層級分析法(AHP)的內涵特性與應用。中國統計學報,27(7),13767-13786。new window  延伸查詢new window
6.鄧振源、曾國雄(19890600)。層級分析法(AHP)的內涵特性與應用。中國統計學報,27(6),13707-13724。new window  延伸查詢new window
學位論文
1.溫明輝(2009)。電腦遊戲設計對使用者遊玩經驗與行為的影響(博士論文)。國立交通大學,新竹市。  延伸查詢new window
2.陳秋伶(2014)。桌上的遨遊與想像:臺灣桌遊的發展現況(碩士論文)。國立高雄應用科技大學,高雄市。  延伸查詢new window
3.詹佳宜(2016)。桌遊融入國小英語教學對單字學習成效與動機行為之探討(碩士論文)。國立臺北科技大學,臺北市。  延伸查詢new window
4.趙婉伶(2016)。運用學生自製桌遊對國小四年級英語補救教學學童英語字彙能力之影響(碩士論文)。國立臺北教育大學,臺北市。  延伸查詢new window
5.吳宜庭(2016)。桌遊運用在青少年社會工作之研究(碩士論文)。國立臺灣師範大學,臺北市。  延伸查詢new window
圖書論文
1.陳介宇(2005)。寓教於樂的桌上遊戲。School高手過招。  延伸查詢new window
 
 
 
 
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