| 研究生: |
李中正 Zhong-zheng Li |
|---|---|
| 論文名稱: |
不同成就學生於模擬遊戲環境中程式學習效果之探究 The Effect of Programming Learning in a Simulation Game: A Study among Students of Different Ability Level |
| 指導教授: |
劉晨鐘
Chen-chung Liu |
| 口試委員: | |
| 學位類別: |
碩士 Master |
| 系所名稱: |
資訊電機學院 - 網路學習科技研究所 Graduate Institute of Network Learning Technology |
| 畢業學年度: | 98 |
| 語文別: | 中文 |
| 論文頁數: | 106 |
| 中文關鍵詞: | 心流理論 、經驗學習 、遊戲式學習 、程式設計 |
| 外文關鍵詞: | Flow Theory, Experiential Learning, Game-Based Learning, Programming |
| 相關次數: | 點閱:9 下載:0 |
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程式語言的學習對大部的初學者來說都是困難的,學習者在面對除了結構化問題的挑戰和去了解程式語言如何執行外,初學者在對程式語言學習的第一個困難就是要去記憶看似隨意又容易混淆的語法和指令,往往不知從何下手,讓學習者感到焦慮,降低學習動機,變的害怕學習程式語言,改善初學者對程式語言學習的環境是很重要的。
因此,本研究建置了一個模擬真實情境的遊戲式學習環境,「Train B&P」火車模擬遊戲,以簡單視覺化的方式,讓學習者可以快速的連結現實中的觀念,結合在遊戲式的學習環境中去學習程式語言。
本研究對象為修習「物件導向程式設計」課程的資工系大一學生117位,並依照該課程期中考成績將學生分成高成就、中成就和低成就三個群組;探討各成就學生在模擬遊戲環境中的程式學習效果。探討的方向從不同成就學生的心流狀態、學習動機的變化和在使用本系統學習行為上的差異,最後再比較不同成就學生在使用本系統的學習成效上的不同。
Learning to program is difficult to most beginners; this is because learners have to face challenges of learning to form structured solutions to problems and understanding how programs are executed. When learning to program, beginners come across problems like learning rigid syntax and commands that may have seemingly arbitrary or perhaps confusing names. Beginners usually do not know how to begin can cause anxiety and fear towards learning, lowering the learning motivation; therefore, improving the beginners environment of learning to program is indeed important.
Hence, this study set up a virtual reality learning environment, called Train B&P. Train B&P is a train simulation game designed in simple visualized way, it allows learners to learn programming through the game-like learning environment.
The participants of the study are 117 freshmen from the Department of Information Engineering, attending the "Object-Oriented Programming" course. The purpose of the study is to find out the effects of program learning in a simulation game between students of different ability level. These Students are classified into three different groups –high, medium and low ability level. The study investigates the student’s flow status of different ability level, the changes in learning motivation and differences in learning behavior with the use of the learning system.
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