||The increasing popularity of the broadband network and the enhancement of the computer and the information technologies, many network services have been in explosive development. The popularity of the blog network services and the increasing user bases, in particular, have stormed the entire world. This research is performed on the application of the blog and the multiplayer role-playing game study assistance system in the computer course for the fifth grade of primary schools, with a goal of solving two major issues in the current education at primary schools:|
（1） As the students are eager to play computer games in the computer classroom during class, therefore easily distracted from their study and unable to keep up with the step-by-step teaching of information techniques in class, the researchers wish to diminish, by means of the multiplayer role-playing game study assistance system, the frustration problems in study before the study efficiency declines. As a result, the researchers make the hypothesis that a set of multiplayer role-playing game study assistance system may be used to help the ordinary students who like playing online games, by activating the high motivation obtained in long-time game playing, The goal is that this would help with their study by playing games and extend their study periods.
（2） Since there is no knowledge exchange platform in the traditional computer classes, students are likely to forget the contents and the basic methods of manipulating the software tools, and when the teachers require to go over and examine before the monthly examination what they have taught, the students feel at loose ends about the knowledge instilled before, with the effects of their study of the computer course substantially decreased. The blog study assistance system is set up to solve this issue.
The researcher, by participating in person in the empirical research on course design to observe the students’ study processes and performances in class, found out how the two types of study assistance systems influence their learning activities.
|| 賴苑玲（2001），如何將Big Six 技能融入國小課程。書苑季刊，48，頁25-38。|
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