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作者(中文):林郁庭
作者(外文):Lin, Yu-Ting
論文名稱(中文):遊戲式學習對於學生學習成效與態度影響之研究—以蟲癭教學為例
論文名稱(外文):Research on the Effects of Game-Based Learning on Students' Learning Effectiveness and Attitude: A Case Study on Insect Gall Teaching
指導教授(中文):闕雅文
指導教授(外文):Chiueh, Ya-Wen
口試委員(中文):張育傑
趙芝良
董景生
口試委員(外文):Chang, Yu-Jie
Chao, Chih-Liang
Tung, Gene-Sheng
學位類別:碩士
校院名稱:國立清華大學
系所名稱:環境與文化資源學系所
學號:109195703
出版年(民國):112
畢業學年度:111
語文別:中文
論文頁數:64
中文關鍵詞:遊戲式學習蟲癭教學學習成效態度
外文關鍵詞:game-based learninginsect gall teachinglearning effectivenessattitude
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隨著人口增長、都市擴張,自然環境逐漸被人造建物取代,在面對資源有限的情況下,人們應如何與其他生命共享資源,以達到永續發展即是重要的課題之一。以昆蟲為例,目前世界上已知昆蟲種類約為100萬種,其多樣性也與人類生活息息相關,但卻容易被忽略,甚至被視為可怕、令人厭惡的存在。而透過教育、親近自然環境或飼養動物等行為,將可增加人們對生態、生物的認知,改變心中的負面感受,促進未來保育行動。遊戲式學習經證實能營造有趣的情境,增進學生的學習成效,尤其當學習全新的概念或知識時,透過遊戲更能讓複雜的教學內容更活潑、引發興趣,目前市面上亦能找到相關桌上遊戲輔助教學。
本研究之主題蟲癭,橫跨昆蟲、植物、化學等多個領域,作為認識生態、生物多樣性等是好的課題,但國內兒童科普教育或環境教育中仍不普及,且研究甚少。故本研究參考「蟲癭go go gall」桌遊(董景生、楊曼妙、闕雅文,2021)規劃教學活動,採單組前後測實驗設計,分別以國小一到六年級學生及成人為研究對象,透過自編問卷收集資料,探討遊戲式學習對於蟲癭的學習成效和情緒態度的影響,學生接觸自然的頻率、飼養寵物經驗等其他變項與學習成效、情緒態度之間的關係。亦透過成人蒐集質性討論資料,檢驗該款桌遊的教學目標。
經SPSS進行成對樣本t檢定、獨立樣本t檢定、單因子變異數分析、皮爾森相關性等分析,並統整質性資料後,研究結果如下:(一)蟲癭go go gall之遊戲式學習對於不同年齡層學生理解蟲癭的相關知識有幫助;(二)蟲癭go go gall之遊戲式學習對蟲癭的態度有正向影響;(三)接觸自然頻率僅與部分對蟲癭之態度呈正相關;(四)飼養寵物種類數僅與部份對蟲癭之態度呈正相關;(五)蟲癭go go gall桌遊能讓學生更了解蟲癭在生態環境中的意義。最後根據研究結果及在研究中獲取之經驗,提出後續研究與相關主題教學推廣之建議。
With population growth and urban expansion, natural environments are gradually being replaced by man-made structures. With limited resources, one of the most important issues is how to share resources with other lives in order to achieve sustainable development. However, through education, getting close to the natural environment or keeping pets, it is possible to increase people's awareness of ecology and living creatures, change their negative feelings, and promote conservation actions in the future. Game-based learning has been proven to create interesting contexts to enhance students' learning outcomes. Especially when learning brand new concepts or knowledge, games can make complex teaching content more lively and stimulate interest, and related desktop games can be found in the market to assist teaching.
The theme of this study, insect galls, spans a wide range of fields such as insects, plants, chemistry, etc. It is a good topic for understanding the ecology and biodiversity, but it is still not popularized and rarely studied in children's science education or environmental education in Taiwan. Therefore, the study made use of "Go Go Gall" board game (Tung, Yang & Chiueh, 2021) to plan the teaching activities. A one-group pretest-posttest design was adopted, with primary school students from grade 1 to grade 6 and adults as the participants. A self-designed questionnaires was used to collect data to investigate the effects of game-based learning on learning outcomes and attitudes toward galls, and the relationship between students' frequency of contact with nature, experience in pet ownership, and other variables on learning outcomes and attitudes. And also collect data for qualitative discussions from adults to test the learning objectives of the board game.
The results of the study are as follows after the SPSS was used for paired-sample t-test, independent-sample t-test, one-way analysis of variance (ANOVA), and Pearson correlation analysis, as well as analyzed of qualitative data: 1. The game-based learning of go go gall is helpful for students of different ages to understand knowledge about galls; 2. The game-based learning of go go gall has a positive effect on the attitude of insect galls; 3. The frequency of exposure to nature was only partially positively correlated with attitudes towards galls; 4. The number of pet species was only positively correlated with part of the attitude towards galls; 5. The go go gall board game can help students to understand the significance of galls in the ecosystem. Finally, based on the results of the study and the experience gained in the process, suggestions for follow-up research and promotion of teaching and learning on related topics were made.
摘要 i
Abstract ii
誌謝辭 iii
目錄 iv
圖目錄 vi
表目錄 vii
第一章 緒論 1
第一節 研究動機 1
第二節 研究目的與待答問題 2
第三節 研究假設 3
第四節 研究範圍與限制 3
第五節 名詞解釋 4
第二章 文獻回顧 5
第一節 遊戲式學習 5
第二節 自然體驗經驗與學習 8
第三節 對生物的情緒態度 9
第四節 蟲癭教學 11
第三章 研究方法 13
第一節 研究架構與流程 13
第二節 研究工具 16
第三節 研究對象 20
第四節 教學流程設計 21
第四章 資料蒐集與分析 24
第一節 描述性統計 24
第二節 蟲癭學習成效結果分析 31
第三節 蟲癭情緒態度結果分析 33
第四節 接觸自然頻率結果分析 35
第五節 飼養寵物經驗結果分析 37
第六節 質性資料分析 39
第七節 小結 41
第五章 結論與建議 43
第一節 結論 43
第二節 建議 44
參考文獻 46
附錄 54
附錄一 預試問卷 54
附錄二 正式問卷 57
附錄三 家長知情同意書 64
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