博碩士論文 101522033 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:24 、訪客IP:3.145.111.183
姓名 魏裕恆(Yu-heng Wei)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 探討3D遊戲式學習系統對低成就學生數學學習之影響
(Explore the effect of implement 3D game-based learning system on low-achieving students learning mathematics)
相關論文
★ 應用智慧分類法提升文章發佈效率於一企業之知識分享平台★ 家庭智能管控之研究與實作
★ 開放式監控影像管理系統之搜尋機制設計及驗證★ 資料探勘應用於呆滯料預警機制之建立
★ 探討問題解決模式下的學習行為分析★ 資訊系統與電子簽核流程之總管理資訊系統
★ 製造執行系統應用於半導體機台停機通知分析處理★ Apple Pay支付於iOS平台上之研究與實作
★ 應用集群分析探究學習模式對學習成效之影響★ 應用序列探勘分析影片瀏覽模式對學習成效的影響
★ 一個以服務品質為基礎的網際服務選擇最佳化方法★ 維基百科知識推薦系統對於使用e-Portfolio的學習者滿意度調查
★ 學生的學習動機、網路自我效能與系統滿意度之探討-以e-Portfolio為例★ 藉由在第二人生內使用自動對話代理人來改善英文學習成效
★ 合作式資訊搜尋對於學生個人網路搜尋能力與策略之影響★ 數位註記對學習者在線上學習環境中反思等級之影響
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 ( 永不開放)
摘要(中) 本研究目的為建立一套學習系統來幫助數學低成就學生進行學習,我們使用3D虛擬世界平台結合了數位遊戲式學習法(Digital Game-based Learning, DGBL)設計一套3D遊戲式學習系統,此系統由一組數學學習遊戲與一個用於記錄學生活動資訊的資料庫所組成,選用國小數學除法單元作為教材,並將此其實施於國小數學補救教學課程當中,目的是要探討此學習系統是否能提升低成就學生的學習態度以及成效,並分析此系統是否適用於低成就補救教學中、對於低成就學生影響因素等問題。
整個研究將透過前後測驗、問卷、系統紀錄等數據分析,以及錄影觀察、學生訪談及老師訪談等質性觀察來進行評估與探討,研究結果顯示此系統能有效提升低成就學生學習態度及成效,而此學習系統設計也適用於數學補救教學課程當中。
摘要(英) The purpose of this study was to construct a learning system that can help low mathematic achievement students to learn. We used 3D virtual world platform and combine it with DGBL to design the 3D game-based learning system, which have a set of math learning game and a database for recording the learning process. And we implement the system in the remedial education program in order to estimate whether or not the system can improve low-achieving students’ math learning attitude and effectiveness.
Throughout the study will be assessed by pre-test, post-test, questionnaires, video observations and interviews with feedback to estimate students′ overall learning situation and experimental observation. The results showed that the combination of virtual world and DGBL can enhance students′ math learning attitude and effectiveness and the 3D game-based learning system is suitable for remedial education programs.
關鍵字(中) ★ 虛擬世界
★ 數位遊戲式學習
★ 電腦輔助教學
★ 數學低成就
★ OpenSim
關鍵字(英) ★ Virtual World
★ Digital Game-based Learning
★ computer-assisted instruction
★ low mathematic achievement
★ OpenSim
論文目次 摘要 i
Abstract ii
目錄 iii
圖目錄 v
表目錄 vi
一、緒論 1
二、文獻探討 4
2.1.數學學習 4
2.2.電腦輔助教學(computer-assisted instruction ,CAI) 4
2.3.數位遊戲式學習(Digital Game-based Learning, DGBL) 6
2.4.3D虛擬世界(3D Virtual World) 8
2.5.OpenSim 9
三、研究內容及方法 11
3.1.研究方法 11
3.2.研究對象及教師 11
3.3.研究工具 12
3.4.實驗流程 14
四、系統 17
4.1.系統架構 17
4.2.數學學習遊戲 18
4.2.1 第一關卡-數字卡填空 21
4.2.2 第二關卡-購物應用題 22
4.2.3 第三關卡-情境應用題 24
4.3.學生活動記錄 27
五、實驗結果與討論 29
5.1.數學學習態度分析 29
5.2.學習成效分析 30
5.3.系統於補救教學的適用性分析 34
5.4.系統對於學習的影響因素及不同學習模式的差異討論 36
六、結論及未來發展 37
參考文獻 39
附錄一 成效測驗考卷 44
附錄二 學習背景問卷 46
附錄三 學習態度問卷 47
附錄四 使用者經驗問卷 48
附錄五 學生訪談問題 50
附錄六 教師訪談問題 51
參考文獻 [1] 蔡文標, 許天威, & 蕭金土. (2003). 影響國小數學低成就學生數學成就的相關因素之研究. 特殊教育學報, (17), 1-37.
[2] Algozzine, B., Ysseldyke, J. E., &Mcgue , M. (1995). Differentiating low - achieving students thoughts on setting the record straight. Learning Disabilities Research & Practice , 10(3) , 140- 144.
[3] McLaughlin T. F., & Vacha, E. F. (1992). The at-risk student: A proposal for action. Journal of instructional psychology, 19, 66-68.
[4] 張新仁. (2001). 實施補救教學之課程與教學設計. Educational Review, 17, 85-106.
[5] Hicks, B. L., & Hyde, D. C. (1973). Teaching about CAI. Journal of teacher education, 24(2), 120-125.
[6] 吳鐵雄. (1983). 電腦輔助教學之補救教學效果初探. 教育心理學報, (16), 61-69.
[7] Slavin, R. E., Lake, C., & Groff, C. (2009). Effective programs in middle and high school mathematics: A best-evidence synthesis. Review of Educational Research, 79(2), 839-911.
[8] Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1), 448-457.
[9] Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.
[10] Van Eck, R., & Dempsey, J. (2002). The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game. Educational Technology Research and Development, 50(3), 23-41.
[11] Terrell S. & Rendulic, P.(1996). Using computer- managed instructional software to increase motivation and achievement in elementary school children. Journal of Research on Computing in Education, 26(3), 403-414.
[12] Nagy, B., Komuves, Z., Bojda, B., & Iszaly, G. B. (2005, June). On development skills by computer games based on a pilot study. In Information Technology Interfaces, 2005. 27th International Conference on (pp. 335-340). IEEE.
[13] Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games. IT University of Copenhagen, Department of Innovation.
[14] Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
[15] Consortium, T. N. M. (2007). The horizon report. Technical Report.
[16] Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory Into Practice, 47(3), 229-239.
[17] Salmon, G. (2009). The future for (second) life and learning. British Journal of Educational Technology, 40(3), 526-538.
[18] Helmer, J., & Light, L. (2007). Second Life and virtual worlds. Learning Light Limited, 2007.
[19] Molka-Danielsen, J., & Deutschmann, M. (Eds.). (2009). Learning and teaching in the virtual world of Second Life. Tapir Academic Press.
[20] Jarmon L, Traphagan T, Mayrath M, Trivedi A. (2009). Virtual world teaching, experiential learning, and assessment: an interdisciplinary communication course in Second Life. Comput Educ. 2009 Aug;53(1):169–182.
[21] Lofland, V. T. (1993). Mathematics and gender: An analysis of student attitudes toward mathematics at the university of Hawaii, Campus. Dissertation Abstracts International, 53(5) , 1346a.
[22] Fan, X., Chen, M., &Matsumoto, A. R. (1997). Gender differences in mathematics achievement : Finding from the national educational longitudinal study of 1988. The Journal of Experimental Education, 65(3), 229 -242.
[23] Chuang, T. Y., & Chen, W. F. (2009). Effect of Computer-Based Video Games on Children: An Experimental Study. Educational Technology & Society,12 (2), 1–10
[24] Cristman, P.E. (2002). Computer-assisted instruction, Science Scope,May,60-63.
[25] Forness, S.R., Kavale, K.A., Blum, I.M., & Lloyd (1997). Mega-Analysis of meta-analyses. Teaching Exceptional Children, 29, 4-9.
[26] Barker, T. A. & Torgesen, J. K. (1995). An evaluation of computer assisted instruction in phonological awareness with below average readers. Journal of Educational Computing Research, 13(1), 89-103.
[27] Higgins, N. & Hess, L. (1999). Using electronic books to promote vocabulary development. Journal of Research on Computing in Education, 31(4), 425-430.
[28] Mckane, P. F. & Greene, B. A. (1996). The use of theory-based instruction in correctional centers to enhance the reading skills of reading-disadvantaged adults. Journal of Educational Computing Research, 15(4) , 331-344.
[29] Zhang ,Y. (2000). Technology and the writing skill of students with learning disabilities. Journal of Research on Computer in Education 2000, 32(4), 467-478.
[30] Alessi, S. M., & Trollip, S. R. (2000). Multimedia for learning: Methods and development. Allyn & Bacon, Inc..
[31] Prensky, M. (2007). Games and simulations in online learning: Research and development frameworks. D. Gibson, & C. Aldrich (Eds.). IGI Global.
[32] Erhel, S., & Jamet, E. (2013). Digital game-based learning: impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167.
[33] Garris, R., Ahlers, R., & Driskell, J. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
[34] Zin, N. A. M., Yue, W. S., & Jaafar, A. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS transactions on computers, 8(2), 322-333.
[35] Mayer, R. E., & Johnson, C. I. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241-265
[36] Bartle, R. A. (2004). Designing virtual worlds. New Riders.
[37] Cook, A. D. (2009). A case study of the manifestations and significance of social presence in a multi-user virtual environment
[38] De Lucia, A., Francese, R., Passero, I., & Tortora, G. (2008, May). SLMeeting: supporting collaborative work in Second Life. In Proceedings of the working conference on Advanced visual interfaces (pp. 301-304). ACM.
[39] Gaber, A., & Abdelbaki, N. (2010). Enhancing the Way of Children Learning Using Game-Based Techniques and Virtual World. In Proceedings of 2010 Third International Conference on Education Technology and Training (Volume 3).
[40] Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual environments. Computers & Education, 60(1), 210-220.
[41] Koutsabasis, P., Vosinakis, S., Malisova, K., & Paparounas, N. (2012). On the value of Virtual Worlds for collaborative design. Design Studies, 33(4), 357-390.
[42] Vandecandelaere, M., Speybroeck, S., Vanlaar, G., De Fraine, B., & Van Damme, J. (2012). Learning environment and students’ mathematics attitude.Studies in Educational Evaluation, 38(3), 107-120.
[43] Wu, P. H., Hwang, G. J., Milrad, M., Ke, H. R., & Huang, Y. M. (2012). An innovative concept map approach for improving students′ learning performance with an instant feedback mechanism. British Journal of Educational Technology, 43(2), 217-232.
[44] Alsabawy, A. Y., Cater-Steel, A., & Soar, J. (2013). IT infrastructure services as a requirement for e-learning system success. Computers & Education, 69, 431-451.
指導教授 楊鎮華(Stephen J.H. Yang) 審核日期 2014-7-15
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明