博碩士論文 945902018 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:16 、訪客IP:18.189.2.122
姓名 林倩慧(Chien-Hui Lin)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 使用Wiki於教室上建構一個考慮角色變動與創意激發的模擬實務社群
(Constructing an authentic learning community through Wiki for advanced group collaboration)
相關論文
★ 學習馬賽克-以教科書內容置入平板之合作式情境學習遊樂場★ 為使用知識而設計的電子書- 以參考手冊為模式的電子書設計
★ 為使用知識而設計的電子書- 將紙本書籍以及電子書提供社群共建的機制★ 高互動低資源損耗之課堂學習系統設計與實際教學環境導入接受度探討
★ 依學生偏好及學習狀態建構之學習輔助者與知識協尋系統★ 網路資訊與學習系統之中文全文探勘工具
★ 支援使用者觀點之線上分析系統★ 由網站行為歷程以貝式學習建立學習者模式之引導系統
★ 網路合作學習系統與小組互動觀察工具★ 依作品集評量方式並支援學習狀況分析與監控之網路學習系統
★ 網路學習歷程之知識探索:學習效能評鑑之工具★ 網路學習系統之手機端學習輔助系統
★ 以網站行為的歷程建立具時間性學習者模式★ 行動學習資訊系統-學生端網路學習伺服器與個人數位助理端之學習系統
★ 應用貝式學習及決策樹之群組溝通網路監控系統★ 以網路群組作品及活動依角色分析之群組合作監控系統
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]   [檢視]  [下載]
  1. 本電子論文使用權限為同意立即開放。
  2. 已達開放權限電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。
  3. 請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。

摘要(中) 本篇論文依據Lave的情境學習理念搭配Wiki系統能容易新增、刪除與修改內容的特性在班級中建立一個實務社群,模擬現今實務社群中軟體開發的團隊,讓學生的學習是在實務的情況下進行。實務社群的學習環境可以使不同程度的學生做不同程度的學習,賦予不同的角色使得學生各司其職、對小組合作學習上有不同程度的貢獻並加入訓練者的角色與階層式的角色架構,使得學生在進行作業活動的同時,慢慢由邊際參與到核心參與並造成組內的積極互賴。學生由不同工作的訓練漸漸的朝學習的核心前進,在過程中能對同一知識有不同程度的學習目標與看法。
我們由50位資工系大學部一年級學生於95學年度第一與第二學期於班級中建立計算機概論課程的實務社群,根據我們實驗的問卷結果以及94學年度第二學期所建立的實務社群相比較,學生成績的變動與Wiki系統站點紀錄均顯示我們這樣的學習環境能有效提升同儕互助與整體的學習動機。
摘要(英) The ease of interaction and operation of a Wiki system allows for mass collaborative authoring. This paper reports how an authentic learning community is constructed according to Lave’s learning theory for group collaboration. In our community, we simulate the real-world software development team’s operation to assign each student member roles. Through students’ project homework given by their teacher, we expect students to fulfill their individual tasks and make different contributions corresponding to their roles. We also add the trainer roles in every group in our hierarchical framework. The principles of the methodology is based on situated learning that learning is a trajectory in which a newcomer moves from Legitimate Peripheral Participation (LPP) to a core participation in a CoP. By this way, they learn not only programming skills but also having the goal in various degrees to the same knowledge in the process.
The experiments were performed in the Introduction to Computer Science course during an academic year (from Sep. 2006 to Jun. 2007). The subjects are 50 students who are freshmen majoring in Computer Science. Eventually the results of data analysis and grades to compare with experimental group and control group, it indicates that our method can raise not only the whole learning motivation but also students’ peer supports by using Wiki.
關鍵字(中) ★ 創意激發
★ 實務社群
★ wiki
關鍵字(英) ★ authentic learning
★ Legitimate Peripheral Participation(LPP)
★ wiki
★ Community of Practice(CoP)
論文目次 中文摘要--I
英文摘要--II
誌謝--III
目錄--IV
圖目錄--VI
表目錄--IX
第1章 緒論--1
1-1、研究背景--1
1-2、研究動機--2
1-3、研究目標--3
1-4、問題與對策--4
1-5、論文架構--5
第2章 相關理論研究--6
2-1、在合作學習方面--6
2-2、在COP與LPP方面--7
2-3、相關系統比較--8
第3章 建立一個軟體的實務社群--11
3-1、模擬真實軟體開發環境的實務社群--11
3-2-1、角色、任務、貢獻與學習到的能力--12
3-1-2、群組的任務與分工--16
3-1-3、形成組內互助互賴的策略--18
3-2、小組的形成、重組與介入--19
3-3、專案學習的主題--22
3-4、創意的加值--22
3-5、作業活動流程--23
第4章 建立LPP之WIKI系統設計--37
4-1、系統架構--37
4-1-1、Wiki使用於教室中合作學習的案例--42
4-2、系統模組--43
第5章 實驗結果與討論--57
5-1、實驗環境--57
5-2、實驗目的--58
5-3、作業活動後的結果--58
5-3-1、分析一:學生在角色中是否有學習到能力並往學習的核心前進--59
5-3-2、分析二:角色的不同對同樣知識看法的迥異--69
5-3-3、分析三:形成組內同學的互賴與互助--72
5-3-4、分析四:創意的激發--84
5-3-5、分析五:Wiki系統對學習環境的幫助--86
5-3-6、分析六:學生成績分佈與Wiki系統站點紀錄--92
5-3-7、分析七:學生的其他反應--95
5-4、實驗結果討論--98
第6章 結論--105
參考文獻--108
附錄--113
作業活動流程(六)問題方針--113
問卷一--114
問卷二--115
問卷三--118
參考文獻 〔1〕 李良一,「網路期刊評量系統:建構合於規範的邊際參與環境及作品集評量系統」,國立中央大學,碩士論文,民國九十一年。
〔2〕 夏希璿,「以Wiki為基礎建構供線上小組合作與線上教材使用的知識共建平台」,國立中央大學,碩士論文,民國九十四年。
〔3〕 黃漢強,「利用Wiki在班上建構一個具階層性且互賴的實務社群」,國立中央大學,碩士論文,民國九十五年。
〔4〕 孫春在、林珊如, 網路合作學習-數位時代的互動學習環境、教學與評量,心理出版社,台北市,民國九十六年。
〔5〕 周立勳,「國小班級分組合作學習之研究」,國立政治大學,博士論文,民國八十三年。
〔6〕 Danel H.Pink,未來在等待的人才- A Whole New Mind,查修傑譯,大塊文化,台北市,民國九十五年。
〔7〕 Anderson, L. W., & Krathwohl, D. R., A taxonomy for learning, teaching, and assessing: A revision of blooms’ educational objectives., New York: Longman, 2001.
〔8〕 Augar, N., Raitman, R., & Zhou, W.,“Teaching and Learning Online with Wikis ”,ASCILITE, Australia, 2004.
〔9〕 Barab, S. A.,& Duffy, T. M., “From practice fields to communities of practice ” In D. H. Jonassen & S. M. Land (Eds.), Theoretical foundations of learning environments (pp.25-55). Mahwah, New Jersey: Lawrence Erlbaum Associates, 2000.
〔10〕 Bayliss, J. D. & Strout, S., “Games as a "favor" of cs1 ”In Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education SIGCSE _06, pp. 500–504, ACM Press, NY, 2006.
〔11〕 Bloom, B. S., Taxonomy of educational objectives: The classification of educational goals., Handbook i: Cognitive domain. New York: Longmans, 1956.
〔12〕 Bonk, C. J., & Cunningham, D. J., “Searching for learner-centered, constructivist, and sociocultural components of collaborative educational learning tools “ In C. J. Bonk & K. S. Kim (Eds.), Electronic collaborators: learner-centered technologies for literacy, apprenticeship, and discourse, pp. 25-50. New Jersey: Erlbaum, 1998.
〔13〕 Carr T., Cox G., Eden A. & Hanslo M., “From peripheral to full participation in a Blended Trade Bargaining Simulation ”British Journal of Educational Technology 35(2), 197–212, 2004.
〔14〕 Chang, C. K., Chen, G. D., & Li, L. Y, “Constructing a community of practice to improve coursework activity ” Computers & Education (SSCI), 2006.
〔15〕 Gardner, H., Multiple intelligences: The theory in practice., New York: Basic Books, 1993.
〔16〕 Guldberg, K., & Pilkington, R, “A community of practice approach to the development of non-traditional learners through networked learning ” Journal of Computer Assisted Learning 22 (3),159-171, 2006.
〔17〕 Gulikers, J., Bastiaens, Th., & Martens, R. L, “The surplus value of an authentic learning environment ” Computers in Human Behavior, 2005.
〔18〕 Gumhold, M., & Weber, M, “Motivating CS students with game programming ” In Proceedings of the 6th International Conference on New Educational Environments (ICNEE), Neuchatel, Switzerland, 2004.
〔19〕 Guzdial, M., Rick, J., & Kehoe, C., “Beyond adoption to invention: Teacher-created collaborative activities in higher education ” Journal of the Learning Sciences, 2001.
〔20〕 Henri F., & Pudelko B., “Understanding and analysing activity and learning in virtual communities ” Journal of Computer Assisted Learning 19, 474–487, 2003.
〔21〕 Herrington, J., & Oliver, R. “An instructional design framework for authentic learning environments” Educational Technology Research and Development, 48, 23–48, 2000.
〔22〕 Herrington, J., Oliver, R., & Reeves, T. C., “Patterns of engagement in authentic online learning environments ” Australian Journal of Educational Technology, 19, 1, 59–71, 2003.
〔23〕 Johnson, D. W., & Johnson, R. T,. “Learning together and alone: cooperative, competitive, and individualistic learning “(5th ed.). Boston: Allyn & Bacon,1975
〔24〕 Johnson, D. W., & Johnson, F. P,, Joining together: Group theory and group skills: Prentice Hall, 1982.
〔25〕 Johnson, D., and Johnson, R., Cooperation and Competition, Theory and Research, Edina, MN: Interaction Book Company, 1989.
〔26〕 Johnson, D. W., & Johnson, R. T., Learning together and alone. Cooperative, competitive, and individualistic learning: Allyn and Bacon, 1999.
〔27〕 Johnson, D. W., “Social interdependence: Interrelationships among theory, research, and practice” American Psychologist, 934-945, 2003.
〔28〕 Lave, J., & Wenger, E., Situated learning: Legitimate peripheral participation, New York: Cambridge University Press, 1991.
〔29〕 Lister, R., and Leaney, J., “Introductory Programming, Criterion-Referencing, and Bloom “ Proceedings of the 34th SIGCSE Technical Symposium on Computer Science Education, pp144-147, 2003.
〔30〕 Newmann, F. M., & Wehlage, G. G., “Five standards for authentic instruction” Educational Leadership, 50(7), 8–12, 1993.
〔31〕 Prensky, M., Digital Game-Based Learning, McGraw-Hill, New York JIMÉNEZ-PERIS et al. (1999), Ricardo Jiménez-Peris, Sami Khuri, Marta Patiño-Martínez, Adding breadth to CS1 and CS2 courses through visual and interactive programming projects, ACM SIGCSE 1999, Vol. 13: 252-256, 2001.
〔32〕 Ramsden P. Learning to Teach in Higher Education., Routledge, London, 1992.
〔33〕 Savery, J., & Duffy, T., “Problem based learning: An instructional model and its constructivist framework” In B. Wilson (Ed.), Constructivist learning environments: Case studies in instructional design (pp. 135-148). Englewood Cliffs, NJ: Educational Technology Publications, 1996.
〔34〕 Sweedy, E., deLaet, M., & Slattery, M. C., and Kuffner, J. “Computer game and CS education: why and how, Proc.” Of the 36th SIGCSE technical symposium on Computer science education, 256-257, 2005.
〔35〕 Wang, C., and Turner, D., “Extending the Wiki Paradigm for Use in the Classroom” In Proceedings of the International Conference on Information Technology: Coding and Computing (ITCC’04) Volume 2, 2004.
〔36〕 Wenger, E., Communities of practice: Leaning, meaning, and identity: Cambridge University Press, 1998.
〔37〕 Wenger, E., McDermott, R., & Snyder, W. M., “Cultivating communities of practice”, Harvard Business School Press, 2002.
〔38〕 MediaWiki, http://www.mediawiki.org/wiki/MediaWiki.
〔39〕 Wikipedia, http://en.wikipedia.org/wiki/Main_Page.
指導教授 陳國棟(Gwo-Dong Chen) 審核日期 2007-7-16
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