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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
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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.

    摘要 i Abstract ii 誌謝 iii 目錄 iv 表目錄 vi 圖目錄 vii 第1章 緒論 1 1-1 研究背景與動機 1 1-2 研究目的與問題 2 第2章 文獻探討 4 2-1 心流與遊戲式學習 4 2-2 經驗式學習 6 2-3 程式語言學習輔助系統 9 2-3-1 Alice 2 10 2-3-2 Scratch 11 2-3-3 Tangible Programming With Train 13 2-4 總結 14 第3章 系統設計與實作 16 3-1 系統架構 16 3-2 『Train B&P』三大特性和三項設計理念 18 3-2-1 三大特性 18 3-2-2 三項設計理念 20 3-3 資料庫設計 21 3-4 「Train B&P」程式學習平台之操作說明 22 3-4-1 系統網站 22 3-4-2 系統程式 23 第4章 研究設計 29 4-1 研究流程 29 4-2 研究對象 29 4-3 研究工具 30 4-3-1 沉浸過程量表 30 4-3-2 學習動機導向策略量表 30 4-4 實驗程序 31 4-4-1 實驗流程說明 31 4-4-2 實驗環境介紹 32 4-4-3 系統活動階段說明 33 4-4-4 學生訪談 36 4-5 資料收集 37 4-5-1 問卷 37 4-5-2 活動記錄 37 4-6 資料分析 38 4-6-1 問卷統計分析過程 39 4-6-2 學習者行為過程分析 39 4-6-3 學習成效評量分析過程 42 第5章 實驗結果與討論 44 5-1 問卷統計分析 44 5-1-1 心流歷程變化 44 5-1-2 學習階段與心流狀態關聯分析 47 5-1-3 學習動機變化 48 5-1-4 問卷統分析小結 53 5-2 學習者行為分析 53 5-2-1 學習歷程統計分析 53 5-2-2 使用手冊檢索歷程分析 56 5-2-3 貼上程式碼行為分析 61 5-2-4 學習者主要學習方式分析 62 5-2-5 學習歷程模式分析 64 5-3 學習成效評量分析 69 5-4 訪談結果 70 第6章結論與建議 72 6-1 結論 72 6-2 建議 73 參考文獻 75 附錄A 心流問卷-甲班前測 80 附錄B 心流問卷-乙班前測 81 附錄C 心流問卷-甲班後測 82 附錄D 心流問卷-乙班後測 83 附錄E 學習動機問卷-甲班前測 84 附錄F 學習動機問卷-乙班前測 85 附錄G 學習動機問卷-甲班後測 86 附錄H 學習動機問卷-乙班後測 87 附錄I 實驗活動問題 88 附錄J 學習成效評量測驗 89 附錄K 甲乙班期中考題 91 附錄L 詳細實驗時程表 94

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