跳到主要內容

簡易檢索 / 詳目顯示

研究生: 胡銘銓
Michu M. Hu
論文名稱: 教師與學生對賓果式遊戲的觀點
Teacher''s and Students'' Perspectives on Bingo Game
指導教授: 陳德懷
Tak-Wai Chan
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: 95
語文別: 英文
論文頁數: 132
中文關鍵詞: 遊戲式學習技巧熟練學習動機立即回饋競爭遊戲
外文關鍵詞: game-based learning, skill building, motivation, feedback, sustainability
相關次數: 點閱:11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
  • 本研究為接續先前廖惠鈞的EduBingo (Liao, 2005) 研究,EduBingo是一套用於國小分數技巧熟練的學習系統。在EduBingo的環境裡,每一個學生都擁有一台支援無線上網的行動學習載具去參與各式的學習活動,從先前的研究中發現學生在透過進行賓果遊戲後,於數學學習上的動機、興趣、專注力以及集中力都有所提升,且所有的學生都能投入於練習數學上。由於老師端的題目編輯系統缺乏一個更有彈性的教材編輯系統,以讓老師可以彈性地設計多樣化的題目,所以本研究針對題目編輯系統進行流程規劃 和操作介面的流暢性進行改良設計。同時,隨著科技的進步,資訊工具的體積越來越小、功能越來越強、計算能力越來越快及容量越來越大的趨勢下,科技裝置的設置及使用在未來將變得無所不在。因此,擴展EduBingo系統平台至以手持裝置為基礎的Personal Digital Assistance (PDA) 平台,以邁向無所不在的學習 (Ubiquitous Learning)。
    為了評估系統設計與活動的可用性,研究對象主要以二十六位國小三年級學童以及一位老師為主,採問卷量表與訪談方式參與實驗做觀察與探討。研究問題針對此系統是否可以增加老師在課堂上對學生的了解以及是否可以減少老師的工作負擔?比較於數學練習上在傳統練習活動和EduBingo系統有何不一樣之處?學生對賓果式遊戲的練習活動持有的觀點為何?


    This study bases on a previous research called EduBingo (Liao, 2005), a bingo-like game aiming at providing elementary school children a highly motivating and engaging environment for mathematics skill building in fraction. The concept of the entire EduBingo is mainly derived by Bingo game. In EduBingo environment, each student has a computing device with wireless capabilities to participate in learning activities. The purpose lies in enabling each student to do the exercise with EduBingo, and teacher is to be a coordinator in the learning activity of EduBingo. It was found that there was an increase in the level of motivation, interests, focus and concentration in students while playing the bingo game. However, we need to extend the question editor for the teacher and to design a great diversity of questions such as addition, subtraction, multiplication, division and fraction, etc. by the teacher. Meaning while with the advances in technology and proliferation of computers in small device, there is now an opportunity to apply a new learning environment in traditional classroom. In this study, a combination of quantitative and qualitative research methods was employed for data collection and analysis. Findings showed that EduBingo could really arouse students’ learning motivation, and improve their mathematics skills building. In addition, students and teacher were quite positive towards to the use of EduBingo and some helpful suggestions were raised.

    摘要 I Abstract II Acknowledgements III Contents IV List of Figures VI List of Tables VII 1. Introduction - 1 - 1.1 Background - 1 - 1.2 Motivation - 4 - 1.2.1 Applying handheld and mobile technologies in classroom - 4 - 1.2.2 Use EduBingo to motivate students in Mathematics - 5 - 1.3 Research questions - 6 - 2. Related research - 7 - 2.1 Bingo - 7 - 2.1.1 Bingo origin - 8 - 2.1.2 Bingo objective - 9 - 2.1.3 Bingo rules - 10 - 2.1.4 What makes Bingo fun - 11 - 2.1.5 Bingo strategies - 12 - 2.2 EduBingo - 13 - 3. System design and implementation - 20 - 3.1 Activity flow - 21 - 3.2 System architecture - 23 - 3.3 Design issues to consider - 26 - 3.3.1 Small screen design in PDA - 26 - 3.3.2 Wireless mobile communication - 28 - 3.4 Teacher’s client - 33 - 3.4.1 Teacher’s interface - 36 - 3.4.2 Session design before class - 38 - 3.4.3 Session design during class - 40 - 3.4.4 Session monitor during class - 41 - 3.4.5 Statistics interface after class - 42 - 3.5 Student’s client - 43 - 3.5.1 The user login and grid preparation screen - 46 - 3.5.2 The game screen during session - 48 - 3.5.3 Students reflection after the session - 49 - 3.6 EduBingo servers - 50 - 3.6.1 Instant messaging server - 51 - 3.6.2 Database server - 54 - 3.6.3 Resource management server - 55 - 4. Evaluation - 57 - 4.1 Evaluation goals - 57 - 4.2 Subjects - 58 - 4.3 Settings and procedure - 58 - 4.4 Methods to collect data - 60 - 5. Results and discussions - 63 - 5.1 Students’ background in Mathematics - 64 - 5.2 Students’ interests in Mathematics - 65 - 5.3 Students’ perception with the difficulty of questions - 66 - 5.4 Students’ satisfaction with the interface of EduBingo - 71 - 5.5 Students’ affective states on EduBingo - 73 - 5.6 Students’ affective states on motivation - 77 - 5.7 Students’ affective states on answering - 78 - 5.8 Students’ perception of their own achievement - 80 - 5.9 Teachers’ perception of the system - 81 - 5.10 Teachers’ perception of students’ affective states - 82 - 5.11 Findings - 86 - 5.12 Discussions - 88 - 5.12.1 Usability - 88 - 5.12.2 Motivation - 89 - 5.12.3 Learning result - 90 - 5.12.4 Immediate feedback - 92 - 6. Conclusions - 94 - References - 96 - Appendices - 101 - Appendix A: Teacher interview protocol - 101 - Appendix B: Transcript of interview with teacher - 102 - Appendix C: Transcript of interview with high-achieving students - 108 - Appendix D: Transcript of interview with medium-achieving students - 112 - Appendix E: Transcript of interview with low-achieving students - 117 -

    Abowd, G. D., Atkeson, C. G., Brotherton, J., Enqvist, T., Gulley, P., LeMon , J. (1998) Investigating the capture, integration and access problem of ubiquitous computing in an educational setting, Proceedings of the SIGCHI conference on Human factors in computing systems, p.440-447, April 18-23, 1998, Los Angeles, California, United States
    Adding It Up (2001). Adding it up: Helping children learn mathematics. The National Academies Press.
    Applefield, J., Huber, R. & Mahnaz, M. (2000). Constructivism in theory and practice: Toward a better understanding. High School Journal, 84(2), 35-59
    Behr, M., Harel, G.., Post, T., & Lesh, R. (1992). Rational number, ratio and proportion. In D. Grouws(Ed.), Handbook of research on mathematics teaching and learning. New York: Macmillan
    Bingo History. Retrieved on 18th June, 2007. http://www.bingobuddies.com/facts.html
    Bouton, M.E. & Fanselow, M.S. (1997) Learning, motivation, and cognition: the functional behaviorism of Robert C. Bolles. Washington, DC : American Psychological Association, 1997
    Bredemeier, M.E. & Greenblatt, C.E. (1981) The educational effectiveness of games: A synthesis of findings. Simulation & Gaming, 12(3), 307-332, 1981
    Brooks, J. & Brooks, M. (1993). In search of understanding: The case for constructivist classrooms. Association for Supervision and Curriculum Development, New Jersey: Prentice Hall
    Chan, T.W., Roschelle, J., Hsi, S., Kinshuk, Sharples, M., Brown, T., Patton, C., Cherniavsky, J., Pea, R., Norris, C., Soloway, E., Balacheff, N., Scardamalia, M., Dillenbourg, P., Looi, C.K., Milrad, M., Hoppe, U., and G1:1 MEMBERS (2006) “One-to-one technology enhanced learning: An opportunity for global research collaboration”, Research and Practice in Technology Enhanced Learning, 2006, 1(1), pp.3-29.
    Chang, L.J., Yang, J.C., Deng, Y.C., & Chan, T.W. (2003). EduXs: multilayer educational services platforms. Computers & Education, 41, 1-18.
    Chang, L. J., Yang, J. C., Yu, F. Y. & Chan, T. W. (2003). Development and evaluation of multiple competitive activities in a synchronous quiz game system. Journal of Innovations in Education and Training International. 40(1), 16-26.
    Chang, S.B., Tung, K.J., Huang, H.M., Chan, T.W. (2005). AGQ: A Model of Student Question Generation Supported by One-on-One Educational Computing. Computer Supported Collaborative Learning 2005.
    Ching, E., Chen, C.T., Chou, C.Y., Deng, Y.C., Chan, T.W. (2005). A Pilot Study of Computer Supported Learning by Constructing Instruction Notes and Peer Expository Instruction. Computer Supported Collaborative Learning 2005.
    Clements, D.H. & Nastasi, B.K. (1993) Electronic Media and Early Childhood Education, in B. Spodek (Ed.) Handbook of Research on the Education of Young Children, pp. 251-275. New York: Macmillan.
    Conversant website. Retrieved on 18th June, 2007. http://www.conversant.com
    Copley, J. (1992). The integration of teacher education and technology: A constructivist model. In Carey, D., Carey, R., Willis, D. & Willis, J. (eds.), Technology and Teacher Education Annual – 1992 (pp. 617-622). Charlottesville: Association for the Advancement of Computing in Education
    Crawford, C. (2003). Chris Crawford on game design. Indianapolis, IN: New Riders.
    Delind, Laura B. (1984) Bingo: Some Whys and Wherefores of a Popular Pastime. Journal of Popular Culture 18 (2), 149-156. doi: 10.1111/ j.0022-3840.1984.1802_149.x
    Friedman, T. (1997) Apple''s 1984: The Introduction of the Macintosh in the Cultural History of Personal Computers, the Society for the History of Technology Convention, Pasadena, California, October 1997.
    Huang, C.W., Liang, J.K. & Wang, H.Y. (2001) EduClick: A Computer-supported Formative Evaluation System with Wireless Devices in Ordinary Classroom. In Proceedings of International Conference on Computers in Education (ICCE), 2001, pp. 1462-1469.
    Jabber website. Retrieved on 18th June, 2007. http://www.jabber.org
    Keller, J.M. (1987) Tools for Enhancing and Assessing Learner Motivation. Unpublished manuscript.
    Keller, J.M. (1987) Strategies for stimulating the motivation to learn. Performance and Instruction, pp.1-7.
    Keller, J.M. (1987) The systematic process of motivational design. Performance and Instruction, pp. 1-8.
    Klawe, M. M. (1998a). Designing game-based interactive multimedia mathematics learning activities. Proceedings of the 4th UCSMP International Conference on Math and Education. Retrieved on 18th June, 2007, from: http://taz.cs.ubc.ca/egems/reports.html
    Klawe, M. (1998b). When does the use of computer games and other interactive multimedia software help students learn mathematics? In Proceedings of the Technology and NCTM Standards 2000 Conference.
    Kraus, W.H. (1981) Using a Computer Game to Reinforce Skills in Addition Basic Facts in Second Grade, Journal for Research in Mathematics Education, 12, pp. 152-155.
    LatticeWorks website. Retrieved on 18th June, 2007. http://www.latticeworksw.com/penmath.htm
    Lee, F.L., Lee, H.M.J, & Lau, T.S. (2002) Fantasy-based Learning on the Web- Tong Pak Fu and Chou Heung: the Probabilistic Fantasy. Paper presented at IEEE International Conference on Advanced Learning Technologies. Kazan, Russia, 2002
    Lepper, M. R., and Malone, T. W. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. In R. E. Snow, and M. J. Farr (Eds.), Aptitude, Learning, and Instruction, III: Conative and Affective Process Analysis (pp. 255-286). Hillsdale, NJ: Lawrence Erlbaum Associates.
    Liang, J.K., Liu, T.C., Wang, H.Y., Chang, B., Deng, Y.C., Yang, J.C., Chou, C.Y., Ko, H.W., Yang, S., Chan, T.W. (2005). A Few Design Perspectives on One-on-One Digital Classroom Environment. In Journal of Computer Assisted Learning 21, pp181-189.
    Liu, T. C., Liang, J. K., Wang, H. Y., Chan, T. W., & Wei, L. H. (2003). Embedding EduClick in Classroom to Enhance Interaction. In Proceedings of International Conference on Computers in Education (ICCE), 117-125.
    Liu, T. C., Wang, H. Y., Liang, J. K., Chan, T. W., & Yang, J. C. (2002). Applying Wireless Technologies to Build a Highly Interactive Learning Environment. In M. Milrad, U. Hoppe & Kinshuk (Eds), IEEE International Workshop on Wireless and Mobile Technologies in Education, (pp. 63-70). IEEE Computer Society Publications, Los Alamitos, CA.
    Liu, T. C., Wang, H. Y., Liang, J. K., Chan, T. W., Ko, H. W., and Yang, J. C. (2003) Wireless and mobile technologies to enhance teaching and learning. Journal of Computer Assisted Learning, 19, 3, 371-382.
    Ma, L., Knowing and Teaching Elementary Mathematics: Teachers’
    Maurer, H. (1998) "Web-Based Knowledge Management," IEEE Computer, vol. 31, 1998, pp. 122-123.
    Understanding of Fundamental Mathematics in China and the United States.
    Lawrence Erlbaum associates, publishers, Mahwah, New Jersey 1999.
    Malone, T.W. (1980) What makes things fun to learn? A Study of Intrinsically Motivating Computer Games. Palo Alto: Xerox, 1980
    Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333-369.
    Malone, T.W. (1983) Guidelines for designing educational computer programs. Childhood Education, 59, 241- 247, 1983
    Malone, T. W., and Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow, and M. J. Farr (Eds.), Aptitude, Learning, and Instruction, III: Conative and Affective Process Analysis (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum Associates.
    Morrison, G., Lowther, D. & DeMeulle. (1999). Integrating Computer Technology Into the Classroom. New Jersey: Prentice Hall
    Naismith, L., Lonsdale, P., Vavoula, G., & Sharples, M. (2004) Literature review in mobile technology and learning. Futurelab Series Report 11. (http://www.futurelab.org.uk/research/reviews/reviews_11_and12/11_01.htm)
    Prensky, M. (2000). Digital Game-Based Learning. New York, NY: McGraw-Hill.
    Prensky, M. (2001). Digital Game-Based Learning. New York, NY: McGraw-Hill.
    Randel, J. M., Morris, B. A., Wetzel, C. D., and Whitehill, B. V. (1992). The effectiveness of games for educational purposes: A review of the research. Simulation and Gaming, 25, 261-276.
    Rollings A. & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design. Indianapolis, IN: New Riders.
    Roschelle, J. M., Pea, R. D., Hoadley, C. M., Gordin, D. N., and Means, B. M. (2000). Changing how and what children learn in school with computer-based technologies. Children and Computer Technology, 10(2), 76-101.
    Schmitz, B. (2005) Designing for Small Screens, Ava Publishing
    Sedighian, K. (1997). Challenge-driven learning: A model for children''s multimedia mathematics learning environments. Proceedings of ED-MEDIA 97: World Conference on Educational Multimedia and Hypermedia. Retrieved on 18th June, 2007, from: http://taz.cs.ubc.ca/egems/reports.html
    Sharples, M. (2000) "The design of personal mobile technologies for lifelong learning," Computers & Education, vol. 34, 2000, pp. 177-193.
    Southwell. B. (1985). The development of rational number concepts in Papua. New Guinea. In A. Bell. B. Low. & J. Kilpatrick (Eds.), Theory, Research, and practice in mathematical education. Nottingham,England: Shell Centre for Mathematical Education, University of Nottingham
    TIMSS, International Mathematics Report, 2003
    Zwick, C., Schmitz, B. & Kühl, K. (2005) Designing for Small Screens: Mobile Phones, Smart Phones, PDAs, Pocket PCs, Navigation Systems, MP3 Players, Game Consoles. AVA Publishing.

    QR CODE
    :::