博碩士論文 110524022 詳細資訊




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姓名 陳彥銘(Yan-Ming Chen)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 Bebras Challenge融入數位遊戲<Captain Bebras>系統之學生運算思維能力分析
(The Analysis of Students′ Computational Thinking Ability by Bebras Challenge in the Digital Game System <Captain Bebras>)
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檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 (2026-7-31以後開放)
摘要(中) 本研究開發了名為「Captain Bebras」(海狸船長)的網頁數位遊戲,旨在觀察學生 在遊玩前後對於運算思維能力和學習動機的變化。研究目的是將 Bebras Challenge 融入 數位遊戲中,創造一個自主遊玩的環境,以提升學生的運算思維能力。
活動時間長度為兩小時,包含前測、遊戲、後測和問卷調查四個階段。研究方法 主要以量化研究為基礎,測試內容參考了 Bebras Challenge 的題庫,並按照八個運算思 維面向進行評估。同時,使用自評問卷瞭解學生在日常生活中應用運算思維的程度, 以及使用滿意度問卷瞭解學生對於「Captain Bebras」數位遊戲的回饋和建議。
研究結果顯示,學生在遊玩「Captain Bebras」遊戲後的運算思維能力有顯著提 升。前測和後測的運算思維表現有顯著進步,顯示本遊戲對於運算思維的培養有著正 面的影響。此外,學生在遊戲過程中表現出良好的學習動機和對於遊戲挑戰的興趣。
總體而言,研究結果表明「Captain Bebras」數位遊戲對於促進學生的運算思維能 力和學習動機具有潛力。本遊戲有助於學生在數位故事情境中培養運算思維能力,並 激發其運算思維概念和學習興趣。

【關鍵字】Bebras、運算思維 (Computation Thinking, CT)、數位遊戲
摘要(英) This study developed a web-based digital game called "Captain Bebras" to observe the changes in students′ computational thinking skills and learning motivation before and after playing the game. The purpose of the study was to integrate the Bebras Challenge into the digital game to create a self-directed play environment to enhance students′ computational thinking skills.
The length of the activity was two hours and consisted of four stages: pre-test, game, post-test and questionnaire. The research method was mainly based on quantitative research. The test content was based on the Bebras Challenge question bank and was evaluated according to the eight computational thinking domains. At the same time, a self-assessment questionnaire was used to understand the extent to which students applied computational thinking in their daily lives, and a satisfaction questionnaire was used to understand students′ feedback and suggestions on the "Captain Bebras" digital game.
The results of the study showed that the students′ computational thinking skills improved significantly after playing the "Captain Bebras" game. There was a significant improvement in the performance of computational thinking in the pre-test and post-test, indicating that the game has a positive effect on the development of computational thinking. In addition, the students showed good motivation and interest in the game challenges during the game.
Overall, the findings suggest that the "Captain Bebras" digital game has the potential to promote students′ computational thinking skills and learning motivation. The game helps students develop computational thinking skills and stimulate their computational thinking concepts and interest in learning in a digital story context.

Keywords:Bebras, Computation Thinking (CT), Digital Game
關鍵字(中) ★ Bebras
★ 運算思維
★ 數位遊戲
關鍵字(英) ★ Bebras
★ Computation Thinking
★ Digital Game
論文目次 摘要 i
Abstract ii
誌謝 iii
目錄 iv
圖目錄 vii
表目錄 x
一、 緒論 1
1-1 研究背景與動機 1
1-2 研究目的 4
1-3 研究問題 5
二、 文獻探討 6
2-1 運算思維 6
2-2 數位遊戲 12
三、 遊戲開發 16
3-1 開發工具 16
3-1-1 前端開發工具 17
3-1-2 後端開發工具 18
3-2 介面設計 20
3-2-1 遊戲角色設計 20
3-2-2 首頁介面設計 22
3-2-3 登入註冊介面設計 23
3-2-4 測驗介面設計 24
3-3 遊戲關卡設計 25
3-3-1 選定遊戲對象 25
3-3-2 挑選適當的題目 26
3-3-3 設定遊戲故事背景 27
3-3-4 設定遊戲關卡任務 28
3-4 系統記錄 44
四、 研究方法 46
4-1 研究對象 46
4-2 研究架構 47
4-3 研究流程 48
4-4 研究工具 49
4-4-1 前後測考題 49
4-4-2 遊戲系統記錄 52
4-4-3 運算思維自評問卷 53
4-4-4 遊戲滿意度問卷 55
4-5 資料處理 57
4-5-1 前後測資料處理 57
4-5-2 遊戲系統資料處理 59
4-5-3 運算思維自評問卷資料處理 59
4-5-4 遊戲滿意度問卷資料處理 59
五、 研究結果 60
5-1 運算思維能力表現 60
5-1-1 運算思維之八面向能力表現 61
5-1-2 運算思維之總體速度表現 62
5-2 遊戲歷程表現 64
5-2-1 遊戲歷程之運算思維八面向表現 64
5-2-2 遊戲歷程之關卡遊玩次數 65
5-3 運算思維自評問卷分析 69
5-4 遊戲滿意度分析 71
六、 結論與未來建議 76
6-1 結論 76
6-2 未來建議 78
參考文獻 79
中文部分 79
英文部分 79
附件一 家長知情同意書 84
附件二 前測題目 88
附件三 後測題目 95
附件四 前測作答卷 102
附件五 後測作答卷 104
附件六 運算思維自評問卷 106
附件七 遊戲滿意度問卷 107
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教育部(2023)。運算思維推動計畫。檢索日期:2023 年 4 月 20 日。檢自 https://compthinking.csie.ntnu.edu.tw/
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指導教授 施如齡(Ju-Ling Shih) 審核日期 2023-6-28
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