博碩士論文 107127005 詳細資訊




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姓名 邱國洋(Kuo-Yang Chiu)  查詢紙本館藏   畢業系所 學習與教學研究所
論文名稱 探究高中生於論證遊戲中的協同論證模式與過程
(A Qualitative Case Study Investigating High School Students’ Pattern of Dialogic Argumentation in Argumentation Game)
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摘要(中) 本研究設計一款在地論證遊戲「謎城‧中壢」作為論證情境,觀察高中生小組在遊戲中表現出的論證能力樣貌。遊戲參考Jan於新加坡南洋理工大學學習科學研究所(National Institute of Education, 2013)開發的「綠城秘密檔案」(Green City Blues),以在地的社會事件與在地議題、需要推理的卡牌資料、多人合作的遊戲機制為設計基礎,設計一款作為論證研究所需的情境。論證理論則參考Kuhn(2005)的多人協同論證中「理論與證據協調過程」認識論分析方式,以及Squire和Jan(2007)的協同論證遊戲研究。本研究提出以下研究問題:
一、高中生小組如何辨識與使用遊戲中的資料?
二、高中生小組如何從資料發展可能的假設?
三、高中生小組如何建立並發表論證?
研究聚焦小組於遊戲內收集資料、產生假設與建立論證的過程,個案單位為社區高中學生一年級與二年級各兩組,皆為同班三人一組,對南桃園附近地區有基礎認識。本研究觀察四組高中生個案小組的小組協同論證,描寫小組於遊戲中不同階段的樣貌。透過個案交互比對分析,統整與高中生小組論證有關的議題,如小組有關處理資料與撰寫筆記的後設認知、觀點碰撞時的選擇依據、於結論時不完全表達小組觀點的理由等。
本研究的貢獻有三點:提供高中生群體於協同論證的樣貌,描寫多人合作的協同論證樣貌並比較與個人論證的差異,提供後續論證相關研究參考;提供研究論證情境的設計,做為設計在地論證情境時的案例;提供論證教學實務的學生能力參考,比較不同高中生小組的論證能力差異,描寫學生論證能力與困難點,可做為未來教學的指標。
摘要(英) This qualitative case study investigates high school students’ pattern of dialogic argumentation by using the self-made place-based argumentation card game “Dazing City Zhongli.” The card game, which is based on Jan’s card game “Green City Blue” (National Institute of Education, 2013), could create the situation for argumentation by providing social issues and local incidents, files and data to reason, and multiplayer game rules. The theory of the research is mainly based on Kuhn’s (2005) dialogic argumentation perspective, and the dialogic argumentation research by Squire and Jan (2007).
The research aims to investigate high school students’ pattern of dialogic argumentation, which leads to three sub-questions:
(1) How do high school students recognize and use data in-game?
(2) How do high school students develop possible hypotheses from the data?
(3) How do high school students establish and present their argumentation?
The research focuses on the teams’ in-game process of collecting data, developing hypotheses, and establishing argumentation. The cases are four teams in the first and second year in community high school. Each team has three students in the same class, with a basic knowledge of South Taoyuan. The result examines the dialogic argumentations of four cases and describes cases’ patterns in different phases. The research uses collective case studies to summarize the issues about high school students’ argumentation, e.g., the groups′ metacognitions about processing data and writing notes, the basis for selection when perspectives conflict, and reasons for not fully expressing the groups′ views at the conclusion.
There are three research contributions: Provides high school students’ pattern of dialogic argumentation and describes the differences between dialogic argumentation and personal argumentation for further research; Provides the local argumentation situation as a reference for argumentation situation designs; Describes students′ argumentation abilities and difficulties as indicators for teaching.
關鍵字(中) ★ 協同論證
★ 遊戲學習
★ 桌上遊戲
★ 情境學習
★ 遊戲設計
關鍵字(英) ★ Dialogic argumentation
★ Game-based learning
★ Tabletop games
★ Situated learning
★ Game designs
論文目次 第一章 緒論 1
第一節 研究目的 1
第二節 研究動機 2
第三節 研究機會 3
第二章 文獻探討 5
第一節 論證的意義與其重要性 5
一、 論證的定義 5
二、 教育系統的論證 6
三、 從科學論證到大眾論證 7
第二節 論證模式與論證能力 8
一、 Toulmin論證模式 8
二、 Giere 科學推理模型 10
三、 Kuhn的多人協同論證觀點 11
第三節 論證的能力與評量 13
一、 論證結構觀點的論證能力與評量 14
二、 認識論觀點的論證能力與評量 15
第四節 論證情境的建構 16
一、 情境學習理論 16
二、 論證情境的教學策略 18
三、 論證情境的學習者對話 19
第五節 提供論證情境的遊戲 20
一、 遊戲的定義 20
二、 遊戲何以產生情境 21
三、 遊戲情境產生的學習 22
第三章 「謎城‧中壢」論證遊戲設計 27
第一節 遊戲說明 27
一、 遊戲簡介與遊戲目標 27
二、 遊戲配件說明 27
三、 遊戲流程 33
第二節 遊戲設計理論基礎 35
一、 遊戲卡牌與遊戲玩家定位的設計 35
二、 遊戲玩法與內容編排的設計 36
第三節 遊戲設計歷程 42
一、 概念發想 42
二、 製作雛形 43
三、 驗證成效 44
四、 修正美化 45
第四節 論證遊戲與課堂學習之結合 47
第四章 研究方法 49
第一節 研究法說明 49
第二節 研究問題 50
第三節 研究個案 51
第四節 研究流程 52
一、 確認研究個案 53
二、 遊戲前準備 54
三、 遊戲流程 54
四、 遊戲後訪談 56
第五節 資料收集 56
一、 遊戲過程影像記錄 57
二、 遊戲過程對話記錄 58
三、 玩家討論筆記 58
四、 研究者觀察筆記 58
五、 遊戲過後團體訪談記錄 59
第六節 資料分析 59
第五章 研究成果 63
第一節 四組高中生小組個案簡述 63
一、 高一筆記組(A1) 69
二、 高一直覺組(A2) 72
三、 高二謹慎組(B1) 74
四、 高二歡樂組(B2) 76
第二節 辨識與使用遊戲中的資料(收集資訊) 81
一、 探索新資料 82
二、 整合新資料與既有假設 85
三、 記錄與整理資料 87
第三節 從資料發展可能的假設(建立假設) 91
一、 建立或修改假設 92
二、 檢核假設所使用的資料 99
三、 使用筆記產生假設 101
四、 處理多種假設 103
第四節 建立並發表論證(小組結論) 105
一、 組內假設與結論發表的內容差異 105
二、 論述案件的策略 107
第五節 發現與討論 108
一、 有關小組處理資料與撰寫筆記的後設認知 109
二、 觀點碰撞時的選擇依據 110
三、 於結論時不完全表達小組觀點的理由 112
第六章 研究反思、貢獻與侷限 115
第一節 使用論證遊戲的反思 115
一、 「遊戲」一詞給玩家的想像 115
二、 論證情境需要時間與空間沉浸 116
三、 真實情境引起在地議題的討論 117
四、 使用卡牌使討論脈絡可見 117
第二節 研究限制與貢獻 118
一、 研究限制 118
二、 研究貢獻 119
第三節 未來研究建議 119
一、 小組論證所需的能力 120
二、 性別、類組、年齡層、學力程度的差異 121
三、 成員彼此熟悉程度的差異 121
引用文獻 123
附錄一 實驗研究參與同意書 131
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指導教授 詹明峰(Mingfong Jan) 審核日期 2022-5-26
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