良好的健康習慣需要從小培養,因此在國小階段的健康教學上就顯得十分重要。 本研究針對國小學童在健康促進議題的學習,基於遊戲式學習理論,設計出一套應用擴增實境結合大富翁遊戲的教具,並讓學生操作行動載具來進行學習。主要目的在於運用資訊科技營造遊戲式學習的方式來探究其對學童在健康促進議題的學習動機的影響。 本研究採準實驗法,以嘉義縣某國小46位四至六年級學生為研究對象,分為實驗組與控制組,以同樣的健康促進議題相關宣導影片為教材內容,實驗組學生採用「大富翁行動擴增實境遊戲」的學習方式,而控制組學生則以「觀看影片」的方式進行。在教學前、後皆對兩組學生施測「教材動機量表」,將其所得資料進行無母數的統計檢定,以驗證本研究之假設。 分析得到以下結果:一、實驗組學生較控制組學生在學習動機上有顯著的提升。二、兩組裡不同性別的學生在學習動機上皆無顯著差異。三、兩組裡不同年級的學生在學習動機上皆無顯著差異。 Good health habits need to be cultivated from childhood. Therefore, in the primary school stage of health teaching is very important. This study on elementary school students in health promotion issues. Design a teaching aids application of augmented reality combined with the Monopoly game, and let students to use the mobile device for learning. The main purpose is to use information technology to create a game-based learning approach to explore its impact on learning motivation for children's health promotion issues. This study adopted the method of quasi-experimental research on 46 4th~6th grade students which comprised of experimental and control groups. The two groups of learning content are the same health promotion related videos.The experimental group used the " Monopoly game with Applying Mobile Augmented Reality " to learn, and the control group used "Watch the video" to learn.Before and after the experiment,these two groups took the Instructional Materials Motivational Scale (IMMS) as pre-and-pro test.Then the method of nonparametric statistics were used to test the research hypotheses. The results of the analysis are as follows: 1. The students in the experimental group had a significant improvement in learning motivation compared with the control group. 2. There were no significant differences in learning motivation between male and female students in both groups. 3. There were no significant differences in learning motivation between 4th~6th grade students in both groups.