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題名:數學教學融入桌遊活動對學生學習動機與學習興趣影響之研究
書刊名:International Journal of Digital Media Design
作者:陳昱宏王偉丞
作者(外文):Chen, Yu-horngWang, Wei-cheng
出版日期:2021
卷期:13:1
頁次:頁27-38
主題關鍵詞:桌上遊戲遊戲式學習公因數公倍數學習動機學習興趣Tabletop gamesGame-based learningCommon factorsCommon multiplesLearning motivationLearning interest
原始連結:連回原系統網址new window
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  • 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:92
  • 點閱點閱:148
本研究旨在探討桌上遊戲融入數學「最大公因數與最小公倍數」單元之教學,對國小學生的學習興趣與學習態度之影響,以提升與提供優質之教學內容與規劃,同時符合聯合國永續發展目標4.1之要項。本研究以準實驗研究法,比較採用自製桌遊與市售桌遊進行數學教學活動設計,以及運用傳統講述教學法的差異。研究對象為苗栗縣某公立國小六年級兩個班級共40名學生,分為實驗組學生接受「桌遊融入數學教學」模式20名,以及對照組學生接受「傳統講述教學」模式20名,並以「數學學習動機量表」中學習動機問卷與學習興趣問卷之量化資料,輔以教學及課室觀察進行分析。研究結果顯示:在學習動機部分,「桌遊融入數學教學」的情境有助引起學生注意力,具備提升學習動機的效果;但對數學學習的連結感與共鳴感沒有助益。而在學習興趣部分,「桌遊融入數學教學」的情境能培養學生學習反思、活用知能,有助於提升學習興題。
This research investigates the influence of primary school students' learning motivation and interest while using tabletop games in teaching the unit of mathematics, 'highest common factor and least common multiple' It is expected that this study could provide one of the examples of quality education to fulfil the target of Sustainable Development Goal (SDG) 4.1. The quasi-experimental research method is used to compare the differences between integrating tabletop games and using traditional pedagogy in mathematics course. In addition, the participants involved in this research are 40 grade-sixth students from one of the public primary school in Miaoli County with 20 students in the experimental group who received 'integrating tabletop games with mathematics learning', and the other 20 students in the control group who received 'traditional pedagogy'. The results are analyzed based on the quantitative data (Mathematics Leaning Motivation Scale) and classroom observations. The analysis reveals that: 1. the way of integrating tabletop games into mathematics course could elicit students' attention and their willingness to participate in learning: 2. it is useful to encourage students to use their professional knowledge, inspire self-reflection and enhance leaning interest through the approach of integrating tabletop games into mathematics course.
期刊論文
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2.Gunter, G. A.、Kenny, R. F.、Vick, E. H.(2006)。A Case for a Formal Design Paradigm for Serious Games。The Journal of the International Digital Media and Arts Association,3(1),93-105。  new window
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4.Krapp, A.(2005)。Basic needs and the development of interest and intrinsic motivational orientations。Learning and Instruction,15(5),381-395。  new window
5.Keller, John M.(1987)。Strategies for stimulating the motivation to learn。Performance and Instruction,26(8),1-7。  new window
6.李岳霞(20150701)。教孩子堅持不放棄!玩桌遊5大益處。親子天下,2015(7月號)。  延伸查詢new window
7.李俊賢、譚曉雯、李政德(20151000)。創新數學教具教學法:幾何九九乘法表。臺灣數學教師,36(2),1-12。new window  延伸查詢new window
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10.張芳全(20110600)。家長教育程度、文化資本、自我抱負、學習興趣與數學成就之關係研究。臺中教育大學學報.教育類,25(1),29-56。new window  延伸查詢new window
11.郭文金、梁惠珍、柳賢(20151000)。數學動手做活動對六七年級女學生數學學習自我效能影響之初探。屏東大學科學教育,1,54-82。  延伸查詢new window
12.Lin, S.-F.、Lin, H.-S.(2016)。Learning nanotechnology with texts and comics: The impacts on students of different achievement levels。International Journal of Science Education,38(8),1373-1391。  new window
13.陳梅仙(20140400)。從操作實驗談幾何教學。台灣數學教師(電子)期刊,35(1),17-29。new window  延伸查詢new window
14.鄭瑞洲、洪振方、黃台珠(20110700)。情境興趣--制式與非正式課程科學學習的交會點。科學教育月刊,340,2-10。  延伸查詢new window
15.文虹頡、胡韻葳(2015)。dpi小學校|桌遊怎麼玩|桌遊哪裡玩。dpi設計插畫誌,192,28-29。  延伸查詢new window
16.陳介宇(20101200)。從現代桌上遊戲的特點探討其運用於兒童學習的可行性。國教新知,57(4),40-45。new window  延伸查詢new window
17.Weller, Angela(2005)。Information Seeking Behavior in Generation Y Students: Motivation, Critical Thinking, and Learning Theory。Journal of Academic Librarianship,31(1),46-53。  new window
學位論文
1.陳秋伶(2014)。桌上的遨遊與想像:台灣桌遊的發展現況(碩士論文)。國立高雄應用科技大學。  延伸查詢new window
2.陳俊榮(2016)。合作學習教學策略對國中生數學學習動機、學習興趣與學習成就之研究(碩士論文)。國立臺灣海洋大學。  延伸查詢new window
圖書
1.朱家雄(2006)。幼兒園課程。台北市:五南。  延伸查詢new window
2.Prensky, M.(2007)。Digital game-based learning。New York, NY:McGraw-Hill。  new window
3.Dewey, John、林寶山(2013)。民主主義與教育。臺北市:五南。  延伸查詢new window
4.張春興(2002)。教育心理學。臺北:東華書局。  延伸查詢new window
5.李咏吟、單文經(1997)。教學原理。臺北:遠流出版社。  延伸查詢new window
6.侯惠澤(2016)。遊戲式學習:啟動自學×喜樂協作,一起玩中學!。親子天下。  延伸查詢new window
7.葉重新(20110000)。教育心理學。臺北:心理。new window  延伸查詢new window
8.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
單篇論文
1.Shellnut, B.,Savage, T.,Knowlton, A.(1998)。Using the ARCS Model to Design Multimedia College Engineering Courses,http://www.eric.ed.gov/ERICWebPortal/custom/portlets/recordDetails/detailmini.jsp?_nfpb=true&_&ERICExtSearch_SearchValue_0=ED423861&ERICExtSearch_SearchType_0=no&accno=ED423861。  new window
圖書論文
1.梁朝雲(2009)。悅趣化學習的意涵、特性與設計。教育科技--理論與實務下冊。學富文化。  延伸查詢new window
2.Keller, John M.(1983)。Motivational design of instruction。Instructional design theories and models: An overview of their current status。Hillsdale, NJ:Lawrence Earlbaum Associates。  new window
 
 
 
 
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