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姓名 程盈璇(Ying-Hsuan Cheng)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 性別對遊戲式學習的成就系統在心流和動機之影響
(Effects of Gender on Motivation and Flow State in an Achievement System of Digital Game-Based Learning)
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摘要(中) 在遊戲中設計成就系統機制,可以給予玩家有目標性且不同等級的目標挑戰,隨著玩家完成各種不同類型或是等級的目標後給予相當的獎勵,透過此機制的設計,可以讓玩家學習到在遊戲中遊戲技巧並熟悉遊戲各處的內容。因此,本研究主要在探討當數位遊戲式學習加入成就系統機制之後,不同性別的國小學生透過此機制的心流及學習動機表現是否有顯著差異及各變項之間的關係。此外,在實驗結束後,透過訪談的方式了解學習者對於成就系統機制及實驗結束後表現不同的感受及想法。
  研究結果顯示:(1)不同性別的學習者在成就系統機制中,僅在互動類型的獎章表現上有顯著差異,而其他成就系統機制的表現上並無顯著差異;(2)不同性別的學習者在整體心流表現上有顯著差異,且學習者每次的心流表現都會受到當下挑戰的目標影響;(3)不同性別學習者的學習動機都有良好的表現,但並無顯著差異;(4)不同性別學習者的各變項在預測學習動機上有差異,男生僅有心流能預測學習動機,而女生的成就系統機制與心流皆能預測學習動機;(5)在成就系統的機制設計中,圖文表示的方式可以讓學習者更了解,不同等級及不可預期類型獎章的設計可以吸引學生在遊戲中的好奇,並會刺激學生多在遊戲中進行學習及活動。
摘要(英) The achievement systems can provide players with different goals and levels task. When they complete the goals, the game will give them rewards. Through the achievement systems, players can learn skills in the game or get familiar with game. Therefore, the purpose of this study was to examine the effects and relationships of genders on motivation and flow in the game with achievement systems. Besides, there is an interview to realize the learners’ experiences after the experiment.
The results revealed that: (a) Learners of different genders showed significant differences only in interaction type. As for other achievement system mechanisms, there were no significant differences. (b) Learners of different genders showed significant differences in flow, and different challenge goals in the game would affect learners’ flow when completing the challenges. (c) Learners of different genders both showed great motivation, but there was no significant difference. (d) Boys’ learning motivation can only be predicted by flow while girls’ learning motivation can be predicted by both achievement systems and flow. (e) According to the design of the achievement systems, learners can understand more through pictures and texts show together. Different levels and unexpected kind of achievement can attract students’ curiosity and stimulate them to do more learning and activities in the game.
關鍵字(中) ★ 數位遊戲式學習
★ 性別
★ 成就系統
★ 心流
★ 學習動機
關鍵字(英) ★ digital game based learning
★ gender
★ achievement systems
★ flow
★ learning motivation
論文目次 摘要 i
Abstract ii
誌謝 iii
目錄 iv
圖目錄 vi
表目錄 vii
第一章、 緒論 1
第一節、 研究背景與動機 1
第二節、 研究目的 3
第三節、 研究問題 3
第四節、 名詞解釋 4
第五節、 研究範圍與限制 5
第二章、 文獻探討 7
第一節、 性別差異 7
第二節、 成就系統 8
第三節、 心流理論 17
第四節、 學習動機 23
第三章、 研究方法 27
第一節、 研究架構 27
第二節、 研究對象 28
第三節、 系統設計 28
第四節、 研究工具 35
第五節、 實驗流程 38
第六節、 資料處理與分析 40
第四章、 結果與討論 42
第一節、 性別在成就系統機制上有無差異 42
第二節、 性別在整體心流上有無差異 43
第三節、 性別在學習動機上有無差異 44
第四節、 不同性別和成就系統機制、整體心流、學習動機之間的關係 45
第五節、 訪談資料分析 52
第六節、 討論 56
第五章、 結論與建議 59
第一節、 結論 59
第二節、 建議 60
參考文獻 62
附錄一 心流量表 66
附錄二 學習動機量表 68
附錄三 訪談問題 70
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指導教授 楊接期(Jie-Chi Yang) 審核日期 2013-7-31
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