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題名:角色扮演遊戲融入STS教學中對國中生環境素養的影響
書刊名:數位學習科技期刊
作者:蔡聿庭鄭夢慈 引用關係
作者(外文):Tsai, Yu-tingCheng, Meng-tzu
出版日期:2020
卷期:12:1
頁次:頁55-81
主題關鍵詞:STS教學角色扮演遊戲角色認同環境素養STS instructionRole-playing gameRole identityEnvironmental literacy
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:10
  • 點閱點閱:3
本研究主旨在開發一款以環境素養為故事情節的數位角色扮演遊戲融入「科技與社會」課程當中,探討實驗組(遊戲組,52人)與對照組(非遊戲組,50人)的環境素養成效與遊戲中角色認同的影響。研究樣本選自中部某兩所國中七年級各兩個班級為研究對象,研究方法以量化的單因子共變數、皮爾森相關係數分析環境素養前、後測與延宕測驗的差異,以及角色認同與環境素養的相關,再將質性的「節能減碳學習單」轉成量化評分,並以獨立樣本t檢定檢驗兩組學生在節能減碳表現的差異。研究結果發現,實驗組延宕測驗在「環境概念知識」與「環境倫理價值觀」的表現顯著優於對照組;實驗組在「節能減碳」的表現顯著優於對照組;遊戲時的角色認同與「環境覺知敏感度」、「環境行動技能」、「環境行動經驗」呈現顯著正相關。本研究結果顯示,透過遊戲融入環境概念知識,能讓學生維持長久的學習成效,而利用遊戲中角色的設定,也能有效傳達對於環境正面積極的態度;另外,將環境行動與遊戲結合,也能有效提升學生將環境知識與理念付諸於行動的動機;而學生在遊戲中對於角色高度的認同,對於環境素養也有正向的影響,故本研究自製的「綠魔法鎮」遊戲搭配合適的「科技與社會」課程對於學生環境素養的培養的確能有所助益。
This study developed a digital role-playing game (RPG) that employs the environmental literacy as the story scenarios to integrate into STS instruction. The purpose was to explore its impact on student environmental literacy and how the environmental literacy relates to role identity. A total of 102 students were took part. They were divided into two groups, experimental (n = 52) and control (n = 50). Students in the experimental group received STS instruction integrated with digital RPG, while those in the control group received STS-only instruction. This study collected both quantitative and qualitative data. For quantitative data, one-way ANCOVAs and Pearson's correlation coefficients were used to test the differences in the environmental literacy between pre-, post-, and delayed posttest and the relationship between environmental literacy and in-game role identity. For qualitative data, energy saving and carbon reduction learning sheet were converted to quantitative scores according to the developed coding rubrics, then paired t tests were run to examine the differences in student energy saving and carbon reduction between experimental and control group. 1. Some significant findings were revealed: Students in the experimental group had a significantly better performance on the delayed test than those in the control group in terms of the dimensions of knowledge of environmental concepts and environmental ethics and values of environmental literacy. 2. Students in the experimental group significantly outperformed those in the control group in terms of energy saving and carbon reduction behaviors. 3. Student in-game role identity was significantly and positively related with the dimensions of environmental perception and sensitivity, capacity to take environmental actions and experience of taking environmental actions of environmental literacy.
期刊論文
1.林雅容(20090100)。自我認同形塑之初探:青少年、角色扮演與線上遊戲。資訊社會研究,16,197-229。new window  延伸查詢new window
2.Greenberg, J.、Eskew, D. E.(1993)。The role of role playing in organizational research。Journal of Management,19(2),221-241。  new window
3.Wilson, K. A.、Bedwell, W. L.、Lazzara, E. H.、Salas, E.、Burke, C. S.、Estock, J. L.、Orvis, K. L.、Conkey, C.(2009)。Relationships Between Game Attributes and Learning Outcomes Review and Research Proposals。Simulation & Gaming,40(2),217-266。  new window
4.林明瑞(19971100)。STS模式之環境教育教學法。科學教育,204,24-31。  延伸查詢new window
5.Heath, P. A.(1992)。Organizing for STS teaching and learning: the doing of STS。Theory into Practice,31(1),52-58。  new window
6.翁韻婷、陳明溥、羅怡帆(20120400)。角色扮演遊戲融入5E學習環對國中化學式相關概念學習之影響。數位學習科技期刊,4(2),23-37。new window  延伸查詢new window
7.Amirshokoohi, A.(2010)。Elementary Pre-Service Teachers' Environmental Literacy and Views toward Science, Technology, and Society (STS) Issues。Science Educator,19(1),56-63。  new window
8.Lester, B. T.、Ma, L.、Lee, O.、Lambert, J.(2006)。Social activism in elementary science education: A science, technology, and society approach to teach global warming。International Journal of Science Education,28(4),315-339。  new window
9.Schneider, E. F.(2004)。Death with a story。Human Communication Research,30(3),361-375。  new window
會議論文
1.Shih, J.-L.、Chuang, C.-W.、Tseng, J.-J.、Shih, B.-J.(2010)。Designing a role-play game for learning Taiwan history and geography。The 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning。Kaohsiung。  new window
2.Zualkernan, I. A.、Jibreel, M.、Tayem, R.、Zakaria, R.(2009)。A role-playing game-based learning platform for environmental awareness。The 2009 Ninth IEEE International Conference on Advanced Learning Technologies。Riga。  new window
學位論文
1.陳僾瑾(2015)。國小、國中、高中職學生環境素養指標建構(碩士論文)。國立臺中教育大學。  延伸查詢new window
2.吳碧芸(2012)。國中學生環境素養指標及檢測工具建置與應用(碩士論文)。國立臺中教育大學。  延伸查詢new window
3.侯嘉裕(2015)。大型多人線上角色扮演遊戲應用於國小英語課程對提升學習成效之影響--以紐約說話島軟體為例(碩士論文)。國立高雄師範大學。  延伸查詢new window
4.陳冠樺(2016)。數位角色扮演遊戲對國小五年級學生 社會領域學習成效及動機之影響(碩士論文)。國立臺北教育大學。  延伸查詢new window
5.曾萬達(2006)。應用角色扮演遊戲於國小自然與生物科技領域之研究--以四上翰林版能源與運輸工具單元為例(碩士論文)。南開科技大學。  延伸查詢new window
6.鄧淑君(2013)。運用STS教學法於環境教育對國中生環境素養之影響(碩士論文)。國立彰化師範大學。  延伸查詢new window
圖書
1.Prensky, M.(2006)。Don't bother me, Mom, I'm learning!: How computer and video games are preparing your kids for 21st century success and how you can help!。St. Paul, MN:Paragon。  new window
2.Roth, Charles E.(1992)。Environmental literacy: Its roots, evolution and directions in the 1990s。Columbus, Ohio:Clearinghouse for Science, Mathematics, and Environmental Education。  new window
3.Gee, J. P.(2007)。What video games have to teach us about learning and literacy。New York:Palgrave Macmillan。  new window
4.Bybee, R. W.(1993)。Reforming Science Education: Social Perspectives and Personal Reflections。New York, NY:ERIC。  new window
5.Hurd, P. D.(1997)。Inventing science education for the new millennium。New York, NY:ERIC。  new window
6.Loucks-Horsley, S.、Kapitan, R.、Carlson, M.、Kuerbis, P.、Clark, R.、Melle, G.、Walton, E.(1990)。Elementary school science for the '90s。Alexandria, VA:Association for Supervision and Curriculum Development。  new window
7.Matsueda, R. L.(2006)。Criminological Implications of the Thought of George Herbert Mead。Oxford:Elsevier Science。  new window
8.Jones, Steve(2003)。Let the games begin: Gaming technology and entertainment among college students。Washington, DC:Pew Internet and American Life Project。  new window
9.Mead, George Herbert(1934)。Mind, Self and Society。Chicago, Illinois:University of Chicago Press。  new window
10.張春興(2013)。教育心理學:三化取向的理論與實踐。臺北:東華。  延伸查詢new window
圖書論文
1.Cohen, J.、Bryant, J.、Vorderer, P.(2006)。Audience identification with media characters。Psychology of entertainment。Mahwah, NJ:Erlbaum。  new window
 
 
 
 
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