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http://nhuir.nhu.edu.tw/handle/987654321/28529
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題名: | 遊戲化學習平台PaGamO 對小學六年級學生學習數學之影響:台灣的個案研究 |
其他題名: | The Impact of the PaGamO Online Gaming Platform on Sixth Graders' Learning of Mathematics: A Case Study in Taiwan |
作者: | 陳志賢 CHEN, ZHI-XIAN |
貢獻者: | 國際事務與企業學系亞太研究碩士班 張子揚 CHANG, TZU-YANG |
關鍵詞: | PaGamO;學習動機;學習態度;線上遊戲式學習;數學領域;學習效果 PaGamO;learning motivation;learning attitude;online game learning;mathematics field;learning effect |
日期: | 2020 |
上傳時間: | 2022-08-08 13:37:37 (UTC+8) |
摘要: | PaGamO 線上遊戲化平台結合線上角色扮演,利用占領土地作為遊戲主軸,搭配獎金、虛擬寵物、寶物…等有趣的遊戲。學生利用回答題目來執行攻擊佔領他人土地,是一個具有遊戲色彩,並富有吸引力的學習型態。 本研究旨在探討教師將PaGamO 線上遊戲化學習平臺融入國小國小六年級數學領域教學中,希望能學生使用該線上遊戲化學習平臺後,對於學生在數學領域的學習動機、學習態度和學習成效表現的改變之情形,作為教學者日後教學是否持續使用PaGamO之參考。 研究者使用量化結合質性方式進行研究,透過數學領域學習動機量表與學習態度量表,進行前後測驗、第一次與第二次數學總結性評量以及學生訪談問卷結果,進行資料分析與整理。以了解學生數學科目的學習動機、學習態度與學習成效的改變之情形與對 PaGamO線上遊戲化學習平臺的看法。 經數據分析與訪談結果後獲得以下主要結論:一、「 PaGamO 線上遊戲化學習平臺」融入數學教學後,可以有效提升學生數學學習的動機。其中在動機量表三個構面的注意、信心、滿足,均可以有效提升學生數學學習的動機。二、「 PaGamO 線上遊戲化學習平臺」融入數學教學後,在學習態度量表中沒有顯著差異。但學生訪談結果是有提升學生學習數學的態度。三、「PaGamO 線上遊戲化學習平臺」融入數學教學後,總結性評量在中分組與低分組是可以有效提升學生數學學業表現。 本研究根據研究結果與學生建議,提出使用 Pagamo 遊戲學習平台數學教學與學習上的建議,提供教學現場工作者做為未來研究做參考。 PaGamO online gamification platform combined with online role-playing, using occupied land as the main axis of the game, with bonus games, virtual pets, treasures ... and other interesting games. Students use answering questions to carry out attacks to occupy other people's land, which is a playful and attractive type of learning. The purpose of this study is to explore teachers' integration of the PaGamO online gamified learning platform into the teaching of the sixth grade primary school mathematics. It is hoped that after using this online gamified learning platform, students will learn about their motivation, attitude and learning in the field of mathematics The change in performance is a reference for teachers to continue to use PaGamO. The researchers used quantitative and qualitative methods to conduct research, through the Mathematics Learning Motivation Scale and Learning Attitude Scale, conducted pre- and post-tests, the first and second scholastic summative assessments, and the results of student interview questionnaires to organize the data and analyse. In order to understand the changes of students' learning motivation, learning attitude and learning effectiveness in the field of mathematics and their views on PaGamO online gamified learning platform. After data analysis and interview results, the following main conclusions were obtained: 1. "PaGamO Online Game-based Learning Platform" can be integrated into mathematics teaching to effectively enhance students' motivation to learn mathematics. Among them, attention, confidence, and satisfaction in the three aspects of the motivation scale can effectively improve students' motivation in mathematics learning.2. After the "PaGamO Online Game-based Learning Platform" is integrated into mathematics teaching, there is no significant difference in the learning attitude scale. However, the results of student interviews are to improve students' attitudes towards mathematics.3. After the "PaGamO Online Game-based Learning Platform" is integrated into the mathematics teaching, it is effective to improve the mathematics academic performance of students in the middle and low groupings of the conclusive assessment. Based on the research results and student suggestions, this study puts forward suggestions for mathematics teaching using the Pagamo game learning platform, and provides teaching field workers as a reference for future research. |
顯示於類別: | [國際事務與企業學系(亞太研究碩士班,公共政策研究碩士班,歐洲研究碩士班)] 博碩士論文-亞太研究碩士班
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