帳號:guest(3.146.37.250)          離開系統
字體大小: 字級放大   字級縮小   預設字形  

詳目顯示

以作者查詢圖書館館藏以作者查詢臺灣博碩士論文系統以作者查詢全國書目
作者(中文):李孟蓁
作者(外文):Li, Meng-Jhen
論文名稱(中文):整合學習遊戲與硬體實作的STEAM學習機制之研製
論文名稱(外文):A Study and Implementation of a STEAM Learning Scheme for Integrating Learning Game and Hardware Application
指導教授(中文):區國良
蘇俊銘
指導教授(外文):Ou, Kuo-Liang
Su, Jun-Ming
口試委員(中文):唐文華
陳鏗任
口試委員(外文):Tarng, Wern-Huar
Chen, Ken-Zen
學位類別:碩士
校院名稱:國立清華大學
系所名稱:學習科學與科技研究所
學號:108291509
出版年(民國):112
畢業學年度:111
語文別:中文
論文頁數:79
中文關鍵詞:STEAM運算思維歷程分析學習硬體國小高年級
外文關鍵詞:STEAMComputational ThinkingPortfolio AnalysisLearning HardwareElementary high-grade students
相關次數:
  • 推薦推薦:0
  • 點閱點閱:31
  • 評分評分:*****
  • 下載下載:0
  • 收藏收藏:0
STEAM教育(Science, Technology, Engineering, Art, and Mathematics)與運算思維(Computational Thinking)強調跨科整合學習以培養動手實作與問題解決的知識整合運用能力而受到廣泛重視。然而,兒童普遍缺乏學習動機與自律學習能力,學習過程如遇問題卻無輔助恐難自學。雖然遊戲與玩具已被證實能有助於學習動機,但如缺乏有意義的學習設計與策略將不利於學習。因此,此研究提出整合學習遊戲(Scratch-based Learning Game, SLG)、學習硬體(Arduino-based Learning Kit, ALK)、與歷程分析(Portfolio Analysis, PA)的SLG-ALK-PA整合學習機制,並基於此研發STEAM學習遊戲與主題式硬體應用,稱為植物農場(STEAM-Plant Farm),以輔助學生學習與落實做中學,進而提高學習動機與學習成效。實際透過9位學習者(大學生)進行研究設計概念之可用性測試,學習成效雖有進步但無顯著差異。在滿意度問卷回饋上,使用者給予高度滿意評價,高度認同本研究所研發的整合學習應用在學習動機與成效輔助上是具有效益的。此外,透過歷程分析也確實能發現到學習者潛在的知識學習問題與課程設計問題,有助於學習遊戲之設計修正,以提升學習輔助效果。
STEAM education (Science, Technology, Engineering, Art, and Mathematics) and Computational Thinking emphasize cross-disciplinary integration of learning to cultivate practical skills and problem-solving abilities. However, children generally lack motivation for learning and self-learning abilities, and face difficulties in self-learning when encountering problems without assistance. Games and toys have been proven to be helpful for learning motivation, but a lack of meaningful learning design and strategies can be detrimental to learning. Therefore, this study proposes a SLG-ALK-PA learning scheme to integrate learning game (Scratch-based Learning Game, SLG), learning hardware (Arduino-based Learning Kit, ALK), and portfolio analysis (PA). Based on SLG-ALK-PA, a STEAM learning game and theme-based hardware application, called STEAM-Plant Farm, are designed and developed to assist students in learning and implementing learning by doing for improving learning motivation and learning outcomes. Through usability testing of design concepts with 9 learners (university students), there was an improvement in learning outcomes, but no significant difference was found. In the satisfaction questionnaire feedback, users gave a high satisfaction rating and strongly agreed that the proposed learning scheme and application in this study was beneficial in assisting with learning motivation and outcomes. Additionally, portfolio analysis can effectively identify potential knowledge learning problems and course design issues for learners, which is helpful to the design and modification of learning games to improve the effectiveness of learning assistance.
摘要 I
Abstract II
目錄 III
表目錄 V
圖目錄 VI
第一章 緒論 1
1.1 引言 1
1.2 研究動機 2
1.3 研究目的 4
1.4 研究議題 6
第二章 文獻探討 7
2.1 STEAM教育與運算思維 7
2.2 自律學習與學習歷程分析 9
2.3 遊戲式學習與學齡兒童學習 11
2.4 情境式學習活動設計與學習系統 13
第三章 研究方法 16
3.1 整合學習機制 16
3.2 基於SLG-ALK-PA的STEAM學習應用 19
3.2.1 學習概念設計 19
3.2.2 遊戲設計、學習活動、與硬體實作之整合架構 24
3.2.3 學習遊戲設計情境 27
第四章 開發與實踐 29
4.1 整合學習成品 29
4.2 學習硬體套件 33
4.2.1 電機硬體與機構硬體 33
4.2.2 種植硬體 35
4.2.3 組裝硬體 36
4.3 遊戲式學習活動 37
4.3.1 遊戲情境 37
4.3.2 學習活動 44
4.3.3 硬體實作 52
第五章 實驗與分析 53
5.1 實驗設計 53
5.2 學習成效 54
5.3 滿意度問卷 56
5.3.1 問卷設計 56
5.3.2 問卷分析 58
5.4 歷程分析 60
第六章 結論與未來研究 71
6.1 結論 71
6.1.1 議題討論 71
6.1.2 總結 73
6.2 未來研究 74
參考文獻 75

Azevedo, R. (2009). Theoretical, conceptual, methodological, and instructional issues in research on metacognition and self-regulated learning- A discussion. METACOGNITION AND LEARNING, 4(1), 87-95.
Azevedo, R., & Cromley, J. G. (2004). Does Training on Self-Regulated Learning Facilitate Students' Learning With Hypermedia. Journal of Educational Psychology, 96(3), 523-535.
Bannert, M., & Reimann, P. (2011). Supporting self-regulated hypermedia learning through prompts. INSTRUCTIONAL SCIENCE, 40(1), 193-211.
Barr, D., Harrison, J., & Conery, L. (2011). Computational thinking: A digital age skill for everyone. Learning & Leading with Technology, 38(6), 20-23.
Bebras. (2022) .國際運算思維挑戰賽. https://bebras.csie.ntnu.edu.tw/
Blackburn, J.L., & Hakel, M.D. (2006). An examination of sources of peer-review bias. Psychological Science, 17(5), 378-382.
Bogarín, A., Cerezo, R., & Romero, C. (2018). A survey on educational process mining. WIREs Data Mining and Knowledge Discovery, 8(1), e1230.
Code.org (2022). https://code.org/
Davis, D., Chen, G., Hauff, C., & Houben, G-J. (2016). Gauging MOOC learners’ adherence to the designed learning path. In T. Barnes, M. Chi, & M. Feng (Eds.), Proceedings of the 9th International Conference on Educational Data Mining (pp. 54-61).
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 319-340.
Garris, R., Ahlers, R., & Driskell, J. (2002). Games, motivation and learning: A research and practice model. Simulation and Gaming, 33, 441-467.
Gonzalez, H. B., & Kuenzi, J. J. (2012). Science, Technology, Engineering, and Mathematics (STEM) Education: A Primer. Congressional Research Service, 8.
Henriksen, D. (2014). Full STEAM ahead: Creativity in excellent STEM teaching practices. The STEAM Journal, 1(2), 15.
Hwang, G. J. (2003). A conceptual map model for developing intelligent tutoring system. Computers & Education, 40(3), 217-235.
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), 6-10.
Jaisook, P., & Premchaiswadi, W. (2015). Time performance analysis of medical treatment processes by using disco. In 2015 13th International Conference on ICT and Knowledge Engineering (ICT & Knowledge Engineering 2015) (pp. 110-115). doi: 10.1109/ICTKE.2015.7368480
Kelleher, C., Pérez-Quiñones, M. A., & Wiedenbeck, S. (2015). Defining computational thinking for the classroom: A review of CSTA K-12 computational thinking standards. ACM Transactions on Computing Education, 15(3), 1-20.
Lee Jr, J. (2009). Scratch programming for teens. Cengage Learning.
LEGO. (2022). www.lego.com
Luckin, R., Connolly, D., Plowman, L., & Airey, S. (2003). Children's interactions with interactive toy technology. Journal of Computer Assisted Learning, 19, 165-176.
Maldonado-Mahauad, J., Pérez-Sanagustín, M., Kizilcec, R.F., Morales, N., & Munoz-Gama, J. (2018). Mining theory-based patterns from big data: Identifying self-regulated learning strategies in massive open online courses. Computers in Human Behavior, 80, 179-196.
Malone, T.W. (1980). What makes things fun to learn? A study of intrinsically motivating computer games (Doctoral dissertation). Retrieved from ProQuest Dissertations and Theses database. (UMI No. 8024707)
mBot. (2022). mBot 機器人. https://www.makeblock.com
Nakamura, I., & Mori, H. (1999). Play and Learning in the Digital Future. IEEE Micro, 19(6), 36-42.
OSMO. (2022). https://www.playosmo.com/
Papert, S. (1990). Introduction: Constructionist Learning. Cambridge, MA: MIT Media Laboratory.
Papert, S. (1993). The Children’s Machine. New York: Basic Books.
Papert, S., & Harel, I. (1991). Constructionism. New
Park, N., & Ko, Y. (2012, September). Computer education’s teaching-learning methods using educational programming language based on STEAM education. In IFIP International Conference on Network and Parallel Computing (pp. 320-327). Springer, Berlin, Heidelberg.
Pintrich, P. R. (2000). The role of goal orientation in self-regulated learning. In M. Boekaerts, P. R
Pintrich, P., & Zusho, A. (2002). The development of academic self-regulation: The role of cognitive and motivational factors. In A. Wigfield & J. Eccles (Eds.), Development of Achievement Motivation (pp. 249–284). San Diego: Academic Press.
Sampayo-Vargas, S., Cope, C. J., He, Z., & Byrne, G. J. (2013). The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game. Computers & Education, 69, 452-462.
Schunk, D. H., & Zimmerman, B. J. (Eds.). (2008). Motivation and self-regulated learning: Theory, research, and applications. Taylor and Francis.
Scratch (2022). https://scratch.mit.edu/
Shirazi, S., Gasevic, D., & Hatala, M. (2015). A Process Mining Approach to Linking the Study of Aptitude and Event Facets of Self-regulated Learning. In Proceedings of the 5th International Conference on Learning Analytics & Knowledge (LAK 2015) (pp. 265-269). ACM Press.
Smith, D. D., & Lovitt, T. C. (1975). The use of modeling techniques to influence the acquisition of computational arithmetic skills in learning disabled children. In E. Ramp & G. Semb (Eds.), Behavior Analysis: Areas of Research and Application (pp. 283-308). Prentice-Hall, Inc. New Jersey.
Squire, K. (2005). Game-Based Learning: An x-Learn Perspective Paper. Supported by a grant from the e-Learning Consortium, University of Wisconsin-Madison, Academic ADL Co-Lab, February, 2005, pp. 5-9.
Su, J. M., & Wang, S. J. (2017). A Web-based Learning Activity Integrated with Scratch Tool to Support Programming Learning. In The Proceeding of The Advanced E-Learning workshop (AEL) in conjunction with IEEE UMEDIA 2017 (pp. 1-4). Pattaya, Thailand, August 1-4, 2017.
Su, J. M., Tseng, S. S., Wang, W., Weng, J. F., Yang, J. T. D., & Tsai, W. N. (2006). Learning portfolio analysis and mining for SCORM compliant environment. Journal of Educational Technology & Society, 9(1), 262-275.
Sweller, J., Van Merrienboer, J. J. G., & Paas, F. G. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10, 251-296. https://doi.org/10.1023/A:1022193728205
Tinkerbots. (2022). https://www.tinkerbots.de/
Venkatesh, V. B., Maruping, S. L., & Bala, H. (2008). Predicting different conceptualizations of system use: The competing roles of behavioral intention, facilitating conditions, and behavioral expectation. Management Information System Quarterly, 32(3), 483-502.
Venkatesh, V., & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46(2), 186-204. https://doi.org/10.1287/mnsc.46.2.186.11926
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35.
Yakman, G. (2010). STEAM Education: an overview of creating a model of integrative education. Academia, 2010, 8, 7-8.
Zimmerman, B. J. (2000). Attaining self-regulation: A social cognitive perspective. In M. Boekaerts, P. R. Pintrich, & M. Zeidner (Eds.), Handbook of self-regulation (pp. 13-39). San Diego, CA: Academic Press.
教育部. (2018). 十二年國民基本教育課程綱要國民中小學暨普通型高級中等學校(自 然 科 學 領 域) .
(此全文20280117後開放外部瀏覽)
電子全文
摘要
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
* *