| 研究生: |
曾婉瑜 Wan-yu Zeng |
|---|---|
| 論文名稱: |
利用悅趣化數位學習系統輔助能源教育以提升學習者能源認知與意識 A DGBL System to Facilitate Energy Education and Enhance Learners'' Energy Knowledge and Awareness |
| 指導教授: |
楊接期
Jie-chi Yang |
| 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: | 99 |
| 語文別: | 中文 |
| 論文頁數: | 82 |
| 中文關鍵詞: | 內外控人格 、學習動機 、悅趣化數位學習 、能源教育 |
| 外文關鍵詞: | Digital Game-Based Learning, Energy Education, Learner Motivation, Locus of Control. |
| 相關次數: | 點閱:14 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
摘 要
能源短缺與溫室效應是現今社會急需要面對的重要課題,環境災害的反撲讓人不得不從生活習慣著手,響應節能減碳的新生活運動。但是個人的行為改變要從改變其能源意識著手,若個人對能源相關知識有一定程度的了解,則會形成內在態度與行為意圖的轉變,而改變能源使用的意識和行為也是改變全球環境的重要策略。悅趣化數位學習(Digital Game-Based Learning)近年來蓬勃發展,眾多研究也顯示學習遊戲在幫助理解和增加學習互動與動機上都有相當亮眼的成效。
本研究旨在建置一個悅趣化數位學習系統,把做中學的概念加諸於遊戲中,學習者可以利用本系統培養發現問題進而解決問題的能力,最終能輔助學習者學習能源相關議題,並提升能源認知能力與能源意識。本研究實驗針對學習者的能源認知與能源意識作前後測分析,並將學習者學科背景以及內外控人格取向當作分析變項,結果顯示使用者在使用本學習系統後的能源認知與能源意識都有顯著提升。不同學科背景的學習者在使用本學習系統後,在能源認知與能源意識的學習成效上皆有顯著差異;然而不同內外控人格的學習者在能源認知與能源意識成效上則無顯著差異。除此之外,學習者在使用本系統後對能源教育均抱持著正向的學習動機。
Abstract
The problem of energy shortage and greenhouse effect has become a crucial and critical issue nowadays. We face not only one but simultaneous challenges; meanwhile, the environmental backlash alarms people to change daily behaviors from resources consuming. So far, many studies have shown that individuals who are within increasingly environmental knowledge may accumulate more positive awareness on environmental issues. As long as the awareness is internalized by means, a transformation to behavior would be adapted and presented in action.
In recent years, the concept of digital game-based learning has been seen as an important element to enhance the effectiveness of learning and be able to provide an interactive learning process. To this end, this study aims to develop a digital game to facilitate energy education to enrich learners’ energy knowledge and energy awareness. Learners are asked to solve the events and the given feedbacks will facilitate their learning process. 54 participants joined the study, the findings show as follows:
1. The learners’ energy knowledge and awareness are significantly improved.
2. The effect of learners’ different subject background on learning achievement shows significant differences.
3. The effect of learners’ distinct locus of control on learning achievement shows no significant differences.
參考文獻
中文部分
王立行(1995)。電腦輔助教學理論與實務探討。電腦輔助教學,2,39-53。
田振榮(1997)。高工學生的能源態度。技術及職業教育,38,39-41。
石台榮(2009)。高雄市國小六年級學生能源認知、能源態度與能源行為之研究。碩士,國立臺南大學,台南市。
行政院經濟部能源委員會(1998)。能源政策白皮書。台北市:經濟部能源委員會。
吳天貴(2007)。建置一個數位遊戲式學習系統以促進能源教育之學習動機及自我覺知。碩士,國立中央大學,桃園縣。
吳京一、張瑞香、呂美芳、王佩蓮(1996)。我國學生的能源意識-國小、國中、高中學生。師大學報,41,367-392。
吳政穎(2009)。數位遊戲式學習在環境教育上之應用—以全球暖化對水資源影響為例。碩士,臺北市立教育大學,台北市。
李永吉(2008)。遊戲式學習應用於數位學習之探討-以國民中學自然與生活科技領域之環境污染為例,碩士,南開科技大學,南投縣。
周慶祥(2008)。數位多媒體教材設計與教學策略研究—以採訪寫作課程為例。中國傳播學論壇。廣州。
周錦鐘(2003)。台北市國民小學教師能源態度研究。碩士,臺北市立師範學院,台北市。
周韻芳(2008)。數位教材之動機設計對網路學習者的動機表現與學習策略運用之影響。 碩士,國立臺灣師範大學,台北市。
邱皓政(2000)。量化研究與統計分析。台北:五南圖書出版公司。
范信賢(2000)。國民小學道德教學媒體的研發與省思。教育資料集刊,25,243-255。
涂重敬(2003)。高雄市國中自然與生活科技教師能源教育教學現況與能源態度之研究。 碩士,國立高雄師範大學,高雄市。
張弘典(2008)。能源小蜜蜂:以數位遊戲式學習輔助能源教育。碩士,國立中央大學,桃園縣。
梁朝雲、陳德懷、楊叔卿、楊接期(2008)。「悅趣化數位學習」研究宣言。
陳建州(2001)。高級職業學校教師能源認知、能源態度與能源教學策略關係之研究。博士,彰化師範大學,彰化縣。
陳建州、林彥泯(2008)。能源政策與能源教育的緣起。嶺東科技大學通識教育中心,2(3),1-12。
陳思利(2002)。環境行為相關因素之研究-以屏東縣國中學生為例。碩士,國立臺灣師範大學,台北市。
陳淑銖(2008)。影視材料在教學應用的省思-以希特勒影片為例。台灣科技大學人文社會學報,4。
傅惠筠(2008)。國立臺灣師範大學學生能源認知與能源態度之研究。碩士,國立臺灣師範大學,台北市。
黃筱琳(1998)。高雄市中學生能源認知與態度之研究。碩士,國立高雄師範大學,高雄市。
楊冠政(1997)。環境教育(初版)。台北市: 明文書局。
楊接信(2002)。新竹縣中等學校學生能源認知與態度之研究。碩士,國立高雄師範大學,高雄市。
熊英君(2007)。國中生之內外控、社會支持、情緒智力與學業成就之相關研究-以板橋市國中為例。碩士,銘傳大學,台北市。
蔡孟書(2009)。南部四縣市國小高年級學生能源認知與能源態度之研究。碩士,國立臺南大學,台南市。
賴貞嫻(2010)。以STS教學提升小六學生之能源認知、能源態度與能源行為之研究。碩士,國立臺南大學,台南市。
英文部分
Al Mahmud, A., Dadlani, P., Mubin, O., Shahid, S., Midden, C., & Moran, O. (2007). iParrot: towards designing a persuasive agent for energy conservation. Persuasive Technology, 64-67.
Bell, B., & Cowie, B. (2001). The characteristics of formative assessment in science education. Science Education, 85(5), 536-553.
Black, P., & Wiliam, D. (1998). Assessment and classroom learning. Assessment in Education: principles, policy & practice, 5(1), 7-74.
Cheung, K.K.F., Jong, M.S.Y., Lee, FL, Lee, J.H.M., Luk, E.T.H., Shang, J., & Wong, M.K.H. (2008). FARMTASIA: an online game-based learning environment based on the VISOLE pedagogy. Virtual Reality, 12(1), 17-25.
Cordova, D.I., & Lepper, M.R. (1996). Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88(4), 715.
Dahle, M., & Neumayer, E. (2001). Overcoming barriers to campus greening: A survey among higher educational institutions in London, UK. International Journal of Sustainability in Higher Education, 2(2), 139-160.
De Young, R. (1993). Changing behavior and making it stick. Environment and Behavior, 25(3), 485.
Dempsey, J.V. (1996). Instructional Applications of Computer Games.
Garris, R., Ahlers, R., & Driskell, J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441.
Gee, J.P. (2006). Why are video games good for learning. Digital kompetanse, 3, 2006.
Gilbert, N., Maltby, S., & Asakawa, T. (2002). Participatory simulations for developing scenarios in environmental resource management.
Gipps, C.V. (1994). Beyond testing: Towards a theory of educational assessment: Routledge.
John V. Dempsey, Barbara A. Lucassen, Linda L. Haynes, & Maryann S. Casey. (1996). Instructional Applications of Computer Games. Paper presented at the American Educational Research Association, New York City.
Karoulis, A., & Demetriadis, S. (2005). The motivational factor in educational games. D21. 2.1 (Final).
Keller, J. (2000). How to integrate learner motivation planning into lesson planning: The ARCS model approach. VII Semanario, Santiago, Cuba.
Keller, J.M. (1987). Strategies for stimulating the motivation to learn. Performance+ Instruction, 26(8), 1-7.
Lin, H., Liu, K., & Sambasivan, N. (2008). GreenSweeper: A Persuasive Mobile Game for Environmental Awareness.
Malone, T.W. (1981). What Makes Things Fun to Learn? . Pipeline, v6 n2 p50-51,49 Fall 1981.
Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Pintrich, P.R., & Schrauben, B. (1992). Students¡¦ motivational beliefs and their cognitive engagement in classroom academic tasks. Student perceptions in the classroom, 149-183.
Prensky, Marc (2001). Digital game-based learning. New York : McGraw-Hill.
Ricci, K.E., Salas, E., & Cannon-Bowers, J.A. (1996). Do computer-based games facilitate knowledge acquisition and retention? Military Psychology, 8(4), 295-307.
Rieber, L.P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational technology research and development, 44(2), 43-58.
Simon, H.A. (2000). Observations on the sciences of science learning. Journal of Applied Developmental Psychology, 21(1), 115-121.
Trigg, L.J., Perlman, D., Perry, R.P., & Janisse, M.P. (1976). Anti-Pollution Behavior. Environment and Behavior, 8(2), 307.
Vogel, J.J., Greenwood-Ericksen, A., Cannon-Bowers, J., & Bowers, C.A. (2006). Using Virtual Reality with and without Gaming Attributes for Academic Achievement. Journal of Research on Technology in Education, 39(1), 14.
Wang, T.H. (2008). Web-based quiz-game-like formative assessment: Development and evaluation. Computers & Education, 51(3), 1247-1263.
Wolters, C.A. (1998). Self-regulated learning and college students'' regulation of motivation. Journal of Educational Psychology, 90(2), 224.
Ye, E., Fang, Y., Liu, C., Chang, T., & Dinh, H. (2007). Appalachian tycoon: an environmental education game in second life.
Zografakis, N., Menegaki, A.N., & Tsagarakis, K.P. (2008). Effective education for energy efficiency. Energy Policy, 36(8), 3226-3232.