博碩士論文 111554013 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:33 、訪客IP:52.15.164.238
姓名 吳孟珊(Meng-Shan-Wu)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討PaGamO遊戲式學習平臺中個體差異、回饋形式對國小六年級學童數學學習成就與學習動機之影響
(Exploring the Impact of Individual Differences and Feedback Types on Mathematics Learning Achievement and Motivation of Sixth Grade Students Using the PaGamO Learning Platform)
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摘要(中) 在傳統的課堂環境中,多數教師採用講述法教授數學,這使得學童在學習過程中缺乏與教師的雙向互動機會,進而缺乏學習興趣。為了解決此問題,需要採用能夠提升學習動機的策略,例如:遊戲式學習。然而過去研究,僅探討遊戲式學習對提升學習成就與學習動機的影響,且結果出現分歧,加上缺少針對個體差異、回饋形式等多項因子進行討論與分析。因此,根據上述研究背景與動機,本研究目的為探討將遊戲式學習融入數學教學中的效果,並分析此教學方式是否能夠提升學童的學習成就和學習動機。此外,研究還分析個體差異(性別、先備知識)以及回饋形式對學習成就和動機的影響,並探討這些變項之間的相關性。
本研究以量化為主質性為輔,研究對象為桃園市某國小六年級的三個班級,共56名學童。學童被分為不同學習環境組別:兩個班級的37名學童作為實驗組,另一個班級的19名學童作為控制組。實驗組進一步根據性別(男童、女童)、先備知識(高先備知識、低先備知識)和回饋形式(有詳解組、無詳解組)分析其使用遊戲式學習後對學習成就、學習動機的影響。實驗為期五週,每週課程教學後會進行兩次的測驗,實驗組使用PaGamO平臺進行測驗,控制組使用傳統練習卷。在實驗結束時,從實驗組選取八名學童進行半結構式訪談。研究工具包括:數學學習成就測驗、數學學習動機量表、PaGamO平臺使用感受問卷、半結構式訪談。資料分析方法包括:信度分析、成對樣本t檢定、獨立樣本t檢定、Pearson相關性分析、描述性統計和質性分析。
本研究之結果如下: (1)無論是實驗組(數位遊戲式學習)還是控制組(傳統練習卷),對提升數學學習成就都沒有顯著差異。然而,實驗組(數位遊戲式學習)在整體數學學習動機上顯著高於控制組(傳統練習卷); (2)性別差異對數位遊戲式學習成效的影響不明顯,不同性別的學童在數學學習成就上沒有顯著差異。在學習動機方面,男童組和女童組在整體數學學習動機上沒有顯著差異,但在分項數學學習動機中的注意有顯著差異,男童組顯著高於女童組。此結果與相關性分析和質性分析的結果一致;(3)先備知識差異對數位遊戲式學習成效的影響顯著,數位遊戲式學習對於高先備知識組更為有利,高先備知識組的數學成就測驗和學習動機均顯著高於低先備知識組。不過,數位遊戲式學習環境仍對低先備知識組有幫助,因其數學成就測驗的進步幅度較大。此結果與相關性分析和質性分析一致;(4)回饋形式差異對數位遊戲式學習中的學習成就和學習動機有不同的結果。有詳解組在提升數學學習成就上顯著高於無詳解組,其原因為完整的圖文解析內容有助於增進數學知識的理解。而數學學習動機則無顯著差異。此結果與質性分析結果一致。
根據本研究發現,將數位遊戲式學習融入數學課程對提升學童的數學學習動機具有顯著進步,而對於學習成就的提升可能因使用時間不長導致成效並不顯著。此外,研究還揭示了多種變項,包括性別差異、先備知識和回饋形式,在數位遊戲式學習環境中對國小學童數學學習成就和學習動機的影響。這些結果可為後續研究和實務應用提供參考。
摘要(英) In traditional classroom settings, most teachers use lecturing methods to teach mathematics, which results in a lack of two-way interaction opportunities between teachers and students, leading to a diminished interest in learning. To address this issue, strategies that can enhance learning motivation, such as game-based learning, need to be adopted. However, past research has primarily focused on the impact of game-based learning on improving learning achievement and motivation, with mixed opinions, and there has been a lack of discussion and analysis on various factors such as individual differences and feedback forms. Therefore, based on the aforementioned research background and motivation, the purpose of this study is to explore the effects of integrating game-based learning into mathematics teaching and to analyze whether this teaching method can improve students′ learning achievement and motivation. Additionally, the study analyzes the impact of individual differences (such as gender and prior knowledge) and feedback forms on learning achievement and motivation, and examines the correlations between these variables.
The study primarily adopts a quantitative approach with supplementary qualitative elements. It involves 56 sixth-grade students from three classes in a primary school in Taoyuan City. The students were divided into different learning environment groups: 37 students from two classes as the experimental group and 19 students from one class as the control group. Within the experimental group, further analyses were conducted based on gender (boys, girls), prior knowledge (high, low), and feedback type (with detailed feedback, without detailed feedback), to assess the impact of game-based learning using the PaGamO platform on learning achievements and motivation. The study spanned five weeks, with bi-weekly tests conducted after each week′s lessons: the experimental group used the PaGamO platform for tests, while the control group used traditional practice papers. At the end of the experiment, eight students from the experimental group were selected for semi-structured interviews. Research tools included prior knowledge tests, mathematics achievement tests, mathematics learning motivation scales, feedback on PaGamO platform usage, and interview records. Data analysis methods included reliability analysis, paired samples t-test, independent samples t-test, Pearson correlation analysis, descriptive statistics, and qualitative analysis.
The results of this study are as follows: (1) There was no significant difference in the improvement of mathematics learning achievement between the experimental group (digital game-based learning) and the control group (traditional practice sheets). However, the experimental group (digital game-based learning) showed significantly higher overall mathematics learning motivation compared to the control group (traditional practice sheets); (2) The impact of gender differences on the effectiveness of digital game-based learning was not significant, with no notable difference in mathematics learning achievement between boys and girls. In terms of learning motivation, there was no significant difference in overall mathematics learning motivation between boys and girls, but there was a significant difference in the "attention" subcategory of mathematics learning motivation, with boys scoring significantly higher than girls. This result is consistent with the correlation analysis and qualitative analysis results; (3) The impact of prior knowledge differences on the effectiveness of digital game-based learning was significant. Digital game-based learning was more beneficial for the high prior knowledge group, with both mathematics achievement test scores and learning motivation significantly higher than those of the low prior knowledge group. However, the digital game-based learning environment was still helpful for the low prior knowledge group, as their mathematics achievement test scores showed a greater improvement. This result is consistent with the correlation analysis and qualitative analysis results; (4) The differences in feedback forms resulted in varying outcomes for learning achievement and learning motivation in digital game-based learning. The detailed feedback group showed significantly higher improvement in mathematics learning achievement compared to the non-detailed feedback group, as the comprehensive graphical and textual analysis content helped enhance the understanding of mathematical knowledge. However, there was no significant difference in mathematics learning motivation. This result is consistent with the qualitative analysis results.
Based on these findings, integrating digital game-based learning into mathematics curriculum significantly enhances students′ motivation to learn mathematics, while the impact on improving learning achievements may not be significant due to the relatively short duration of use. Additionally, the study revealed the varied effects of several variables including gender differences, prior knowledge, and feedback types on primary school students′ mathematics learning achievements and motivation in a digital game-based learning environment. These results provide valuable insights for future research and practical applications.
關鍵字(中) ★ 遊戲式學習
★ 數學學習
★ 性別差異
★ 先備知識
★ 回饋形式
★ 學習成就
★ 學習動機
關鍵字(英) ★ game-based learning
★ mathematics learning
★ gender differences
★ prior knowledge
★ feedback type
★ learning achievement
★ learning motivation
論文目次 摘 要 i
Abstrat iii
致 謝 vi
目 錄 vii
圖目錄 x
表目錄 xi
第一章 緒論 1
1-1研究背景與動機 1
1-2研究目的 3
1-3研究問題 4
1-4名詞解釋 6
1-5 研究範圍與限制 8
第二章 文獻探討 9
2-1數學學習 9
2-2數位遊戲式學習 11
2-2-1數位遊戲式學習的定義 11
2-2-2數位遊戲式學習在不同學科、對象的應用 12
2-2-3數位遊戲式學習之優缺點 13
2-2-4數位遊戲式學習對學習成就的影響 14
2-2-5 數位遊戲式學習對學習動機的影響 15
2-2-6 數位遊戲式學習平臺-PaGamO 16
2-3個體差異 17
2-3-1性別差異 18
2-3-2先備知識 19
2-4回饋形式 20
2-5文獻探討總結 21
第三章 研究方法 24
3-1研究架構與設計 24
3-1-1研究設計 24
3-1-2研究架構 25
3-1-3自變項 26
3-1-4依變項 26
3-1-5控制變項 26
3-2研究對象 26
3-2-1研究場域 26
3-2-2研究對象 27
3-3研究工具 28
3-3-1PaGamO遊戲式學習平臺 28
3-3-2學習成就測驗 40
3-3-3學習動機量表 41
3-3-4PaGamO遊戲式學習平臺使用感受問卷 42
3-3-5練習卷 42
3-3-6半結構式訪談 42
3-4研究流程 44
3-5資料處理與分析 46
第四章 研究結果與討論 48
4-1不同學習環境對於國小學童其數學學習成就、數學學習動機之影響 48
4-1-1不同學習環境(數位遊戲、傳統紙本)對於國小學童其數學學習成就之影響 48
4-1-2不同學習環境(數位遊戲、傳統紙本)對於國小學童其數學學習 50
動機之影響 50
4-2在PaGamO遊戲式學習平臺中,不同性別對於國小學童其數學學習成就、數學學習動機之影響 53
4-2-1在PaGamO遊戲式學習平臺中,不同性別(男童組、女童組) 對於國小學童其數學學習成就之影響 53
4-2-2在PaGamO遊戲式學習平臺中,不同性別(男童組、女童組) 對於國小學童其數學學習動機之影響 55
4-3在PaGamO遊戲式學習平臺中,不同先備知識對於國小學童其數學學習成就、數學學習動機之影響 58
4-3-1 在PaGamO遊戲式學習平臺中,不同先備知識(高先備知識組、低先備知識組)對於國小學童其數學學習成就之影響 58
4-3-2在PaGamO遊戲式學習平臺中,不同先備知識(高先備知識組、低先備知識組)對於國小學童其數學學習動機之影響 61
4-4在PaGamO遊戲式學習平臺中,不同回饋形式對於國小學童其數學學習成就、數學學習動機之影響 64
4-4-1在PaGamO遊戲式學習平臺中,不同回饋形式(有詳解組、無詳解組)對於國小學童其數學學習成就之影響 64
4-4-2在PaGamO遊戲式學習平臺中,不同回饋形式(有詳解組、無詳解組)對於國小學童其數學學習動機之影響 66
4-5 Pearson相關性分析 69
4-5-1在不同學習環境中,學童其數學學習成就、數學學習動機之相關性 69
4-5-2在PaGamO遊戲式學習平臺中,不同性別的學童其數學學習成就、數學學習動機之相關性 69
4-5-3在PaGamO遊戲式學習平臺中,不同先備知識的學童其數學學習成就、數學學習動機之相關性 70
4-5-4在PaGamO遊戲式學習平臺中,不同回饋形式的學童其數學學習成就、數學學習動機之相關性 71
4-6國小學童使用PaGamO遊戲式學習平臺之使用感受 71
4-7國小學童使用PaGamO遊戲式學習平臺訪談資料分析 73
4-7-1遊戲式學習和傳統紙本學習的喜好程度差異 73
4-7-2使用遊戲式學習平臺對數學學習成就之影響 74
4-7-3使用遊戲式學習平臺對數學學習動機之影響 77
4-7-4使用遊戲式學習平臺的遊戲體驗 78
4-8綜合討論 79
4-8-1不同學習環境對於國小學童其數學學習成就、數學學習動機之影響 79
4-8-2在PaGamO遊戲式學習平臺中,不同性別對於國小學童其數學學習成就、數學學習動機之影響 81
4-8-3在PaGamO遊戲式學習平臺中,不同先備知識對於國小學童其數學學習成就、數學學習動機之影響 83
4-8-4在PaGamO遊戲式學習平臺中,不同回饋形式對於國小學童其數學學習成就、數學學習動機之影響 85
4-8-5在不同學習環境中,學童其數學學習成就、數學學習動機之相關性 86
4-8-6在PaGamO遊戲式學習平臺中,不同性別的學童其數學學習成就、數學學習動機之相關性 87
4-8-7在PaGamO遊戲式學習平臺中,不同先備知識的學童其數學學習成就、數學學習動機之相關性 87
4-8-8在PaGamO遊戲式學習平臺中,不同回饋形式的學童其數學學習成就、數學學習動機之相關性 87
第五章 結論與建議 88
5-1研究結論 88
5-2研究貢獻 92
5-3未來工作 92
參考文獻 95
附錄一 數學成就測驗(前測) 108
附錄二 數學成就測驗(後測) 112
附錄三 數學學習動機量表(前測) 116
附錄四 數學學習動機量表(後測) 118
附錄五 PaGamO 遊戲學習平臺使用感受問卷 120
附錄六 訪談大綱 122
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指導教授 楊接期(Jie-Chi-Yang) 審核日期 2024-7-26
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