English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 109951/140892 (78%)
Visitors : 46205927      Online Users : 1442
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/54623


    Title: 技能型學習遊戲之設計要素對學習情緒及成效之影響研究
    A study on assessing the effects of the design features of game-based learning for skill training on learning emotion and performance
    Authors: 胡琬琪
    Hu, Wan Chi
    Contributors: 陳志銘
    Chen, Chih Ming
    胡琬琪
    Hu, Wan Chi
    Keywords: 遊戲設計要素
    學習情緒
    學習成效
    技能型學習遊戲
    Key design features
    learning emotion
    learning performance
    Games-based learning for skill training
    Date: 2011
    Issue Date: 2012-10-30 11:25:52 (UTC+8)
    Abstract: 學習型遊戲可提供學習者一個具備「滿足學習發生的基本需求」、「以問題解決為基礎」、「有趣」以及「吸引人」等特色的安全學習環境,而技能型學習遊戲更不同於一般認知與情意型遊戲,其設計過程除了著重事實、知識之外,更強調經由實際操作或練習使學生能真正習得某些動作和技能。因此,有哪些遊戲設計要素能吸引學習者,讓學習者在進行技能學習過程中感到有趣,進而達到學習目標,值得我們關切。再者,從學習型遊戲設計層面來看,重視學習情緒和使用者經驗是不可或缺的遊戲設計考量面向,特別是在數位學習環境中,哪些遊戲設計要素會對學生的學習情緒及學習成效產生影響,值得更進一步的探討。
    因此,本研究採用兩款具遊戲設計要素差異之英文打字遊戲,探討技能型學習遊戲之遊戲設計要素對於學習者之學習情緒與學習成效之影響與關聯,以釐清技能型學習遊戲之遊戲設計要素如何影響學習者之正負面情緒以及學習成效,進而作為學習型技能遊戲設計時的參考。研究結果顯示,具遊戲設計要素差異之技能型英打學習遊戲對於引發女性學習者之負面情緒會產生顯著差異,而男性學習者則未產生顯著差異;本研究採用之兩款技能型英打學習遊戲,均可以有效增進學習者之學習成效,並且遊戲設計要素較高之技能型英打學習遊戲對於男性學習者較具學習成效;具遊戲設計要素差異之技能型英打學習遊戲,其遊戲設計要素之「適時回饋」為設計學習型遊戲時之最重要因素;而學習情緒會影響學習成效部分,僅在低打字能力學習者採用具遊戲設計要素差異之技能型英打學習遊戲時獲得部份驗證。
    Game-based learning can provide a safe environment with satisfied basic needs during learning process, problem solving domain foundation, funny and attractive characteristics for learners. Skill learning games are different from normal cognitive and affective games. The design of skill learning games emphasizes on not only facts and knowledge but also on learning some kinds of motion and skills by operation and practice, so we concerned about the key design features attracting learners to interest the learning process and get the learning goals. On the other hand, it is indispensable for key design features considering about learning emotions and learner’s experience, and it is also necessary to be further investigated about which feature will affect the learner’s emotion and learning performance. Two English typing games with different design features were adapted to investigate the effects and relations between design features and learner’s emotion and learning performance to clarify the positive or negative emotions and performance were affected by which design feature of the skill learning games and to set a reference for the game designer.
    The study results show that female learner’s negative emotion which was caused by different game design features of the English typing games was significantly affected, but male learner’s emotion was not. The two adapted games were both with learning performance, and her male learning performance was better with better game design features of the typing games. Proper feedback was the most important design feature. The effects of emotions to performance were partly proven from poor typing ability learners.
    Reference: 中文部分
    王明傑、陳玉玲譯,Slavin, R. E.著(2001)。教育心理學-理論與實務。臺北:學富。
    王惠平(2010)。基於情緒識別技術評估不同型態多媒體教材之學習情緒及成效研究。未出版之碩士論文。國立臺灣師範大學應用電子科技研究所,臺北。
    王淑俐(2003)。情緒管理祝你健康快樂。台北:全華。
    池青玫(2006)。國中生涉入線上遊戲相關因素之研究-以高雄市為例 。未出版之碩士論文。國立臺南大學社會科教育學系,臺南。
    呂同斌(2005)。專業技能的原則與方法。安徽水利水電職業技術學院學報,5(4),82-84。
    吳叔鎮(2011)。悅趣化數位學習對國小高年級學童自然與生活科技領域學習成效之影響。未出版之碩士論文。國立臺北教育大學教育傳播與科技研究所,臺北。
    吳明翰(2010)。以高信任階層式策略進行心電訊號上的情緒偵測。未出版之碩士論文,國立成功大學電腦與通信工程研究所,臺南。
    吳家碧(2002)。適當回饋在體育教學上之探討。育達研究叢刊,3,185-190。
    吳季耕(2008)。以共同特徵截取與識別進行生理信號上之情緒偵測。未出版之碩士論文,國立成功大學電腦與通信工程研究所,臺南。
    吳鐵雄(1988)。電腦軟體遊戲帶來的影響。第三波,66,64-71。
    李小融(2003)。教育心理學。臺北縣:新文京開發。
    李引玉(2000)。談護理技能教學。護理雜誌,47(3),77-82。
    李世忠、趙倩筠(2007)。步驟性教材製作軟體於E-learning應用軟體學習之探討。教育資料與圖書館學,45(2),233-248。
    李向東(2006)。動作技能教學模式建構。職業教育研究,5,125-126。
    李冠佑、梁朝雲(2005)。線上遊戲沈浸玩家的轉換行為研究。教學科技與媒體,73,77-95。
    李堅萍(2001)。技能領域教育目標分類之比較研究。屏東師院學報,14,675-710
    李峻德 (2006)。嚴肅遊戲於學習科技之設計概念探討:可玩性與使用性觀點。教學科技與媒體,75,18-37。
    單美賢、馬萬全(2003)。動作技能教學策略探析。職教通訊,9,50-51。
    林玉雯、黃台珠、劉嘉茹 (2010)。課室學習專注力之研究--量表發展與分析應用。科學教育學刊,18(2),107-129。
    林奇賢(1998)。網路學習環境的設計與應用。資訊與教育,67,34-50。
    林淑琴、楊淑玲、王蓉敏、劉碧芳(2004)。應用網路教學提昇病房在職教育方
    案。慈濟護理雜誌,3(2),75-83
    林遠彬 (2011)。基於腦波頻譜變化探討聆聽音樂之情緒反應。未出版之博士論文,國立臺灣大學電機工程學研究所,臺北。
    周書暉、林祐全 (2011)。結合情境與情緒:人機互動理論沿革與發展。傳播與管理研究,11(1),29-68。
    周養萍 (2006)。技能學習淺析。機械職業教育,4,32-33。
    洪榮昭、劉明洲 (1982)。電腦輔助教學之設計原理與應用。臺北:師大書苑。
    洪蘭(譯) (1997)。Seligman, M. E. P (著)。學習樂觀,樂觀學習。台北:遠流。
    紀佳妮(2009)。技能領域數位學習教材使用效能評鑑量表建構之研究。未出版之碩士論文,私立淡江大學教育科技學系研究所,臺北。
    徐典裕、劉杏津、王秀雯(2011)。 兒童學習網站融入遊戲因子之研究──以國立自然科學博物館兒童數位 博物館為例。 博物館學季刊,25(2),65-91
    施伊穗(2007)。兒童學習網站中遊戲開發之研究─以「古蹟樂園」為例。未出版之碩士論文。國立嘉義大學教育科技研究所,嘉義。
    曹慶紅、雍照章(2006)。影響學生技能形成的內因。機械職業教育,5,37-38。
    范家敏(2004)。高雄縣國小高年級學童電腦遊戲使用行為與電腦態度、電腦自我效能之相關研究 。未出版之碩士論文,國立臺東大學教育研究所,臺東。
    許義雄譯,DAVID L. GALLAHUE原著(1997):兒童發展與身體教育。國立編譯館主譯。麥克羅,希爾印行。
    張仁至(2005)。國小學童家長網路遊戲認知與態度之研究 。未出版碩士論文,國立臺南大學社會科教育學系,臺南。
    張武成(2002)。線上遊戲軟體設計因素與使用者滿意度關聯之研究。未出版之碩士論文,私立淡江大學資訊管理學系研究所,臺北。
    張春興 (2004)。三化取向的理論與實踐。臺北:東華書局。
    梁朝雲、楊叔卿、楊接期、陳德懷(2008)。「悅趣化數位學習」研究宣言。
    梁朝雲、鄭時雨、楊郁芬(2006)。電子遊戲玩性因素與數位學習參與性和持續性之關聯研究。教學科技與媒體,76,20-41。
    陳怡安(2003)。線上遊戲的魅力—以重度玩家為例。未出版之碩士論文,南華大學社會研究所,嘉義。
    陳怡真 (2007)。技能領域數位學習教學設計原則與模式。未出版之碩士論文,淡江大學教育科技學系研究所,臺北。
    陳昭文 (2002)。虛擬教室情境中學習專注度之研究。未出版之碩士論文,國立台南師範學院資訊教育研究所,臺南。
    陳淑雯、邱淑卿、夏大明、鍾月琴 (2005)。實證護理,1(3),202-207。
    陳淑娟 (2002)。網際網路電腦輔助於心血管疾病護理之成效。未出版之碩士論文,國立台北護理學院護理研究所,臺北市。
    陳怡真、徐新逸(2007)。技能領域數位學習教學設計原則之探討。教學科技與媒體季刊,82,101-112。
    游光昭、徐昊杲、顏銘宏(2006)。技能模擬學習系統之建置與評估。教學科技與媒體季刊,77,51-66。
    游光昭、蕭顯勝、洪國勳、蔡福興(2004)。線上遊戲式學習系統之設計與評估。教學科技與媒體季刊,68,59-75。
    黃志方、粘為博、蘇俊銘(2010,11月)。以生理回饋之情緒分析自動產生音樂。載於元智大學「第六屆國際電腦音樂與音訊技術暨新媒體研討會論文集」(頁179-182),桃園。
    黃光雄(1996)。課程與教學。台北:師大書苑。
    慎基德,(2006)。以生理訊號探討多媒體環境之使用者情感反應。未出版之碩士論文,國立台灣大學電機工程學研究所,臺北。
    莊宗元(2007)。在模擬情境設計歷程中探討學生沈浸經驗對情緒與創造力的影響。未出版之碩士論文,國立交通大學資訊科學與工程研究所,新竹。
    楊立煒(2008)。探討影響三維虛擬環境中沈浸經驗之因素。未出版之碩士論文,國立交通大學資訊科學與工程研究所,新竹。
    楊偲敏(2005)。學習風格與神馳經驗對數位學習成效的影響。未出版之碩士論文,國立高雄師範大學資訊教育研究所,高雄。
    楊斐羽、梁朝雲(2004)。將傳統遊戲的玩性因素導入電子遊戲之設計-一個遊戲心理學的基礎研究。教學科技與媒體,69,20-38。
    趙倩筠(2007)。步驟性教材製作軟體於E-learning應用軟體學習之探討。教育資料與圖書館學,45(2),233-248。
    臺灣教育傳播暨科技學會主編(2009)。教育科技:理論與實務。臺北市:學富。
    謝錫湖(2002)。技能檢定術科測驗對高職模具科技能學習影響之研究。未出版之碩士論文,國立台北科技大學技術及職業教育研究所,台北市。
    韓曉鳴(2003)。體育動作技能學習的網路教學模式探討。體育文化導刊,4,46-47。
    鍾健剛(2002)。非同步遠距教學對高職汽車修護科汽油噴射引擎實習課程學習成效之影響。未出版之碩士論文,國立彰化師範大學工業教育學習系在職進修專班研究所,彰化市。
    鍾斌賢、吳育龍、鄭立川、孫荻雯、高苑芳、林聰武和鄭憲永 (2000)。虛擬學校學習環境設計與建置。2000年台灣區網際網路研討會。
    簡幸如(2004)。數位遊戲設計之教學模式建構。未出版之碩士論文,國立中央大學學習與教學研究所,桃園。
    蘇榮章(2006)。數位教育遊戲設計與評估指標之研究。未出版之碩士論文,國立政治大學資訊管理研究所,桃園。

    西文部分
    Alessi, S. M., & Trollip, S. R.(1985).Computer-based instruction: Methods and development. New Jersey: Prentice-Hall.
    Asgari, M., Kaufman, D. (2004): Relationships Among Computer Games, Fantasy, and Learning. In: The 2nd International Conference on Imagination and Education
    Bloom, B.S.(Ed.) (1956). Taxonomy of educational objectives: Handbook 1 cognitive domain. New York: Longman.
    Bolls, Paul D., Lang, A., & Potter, R.F. (2001). The effects of message valence and listener arousal on attention, memory, and facial muscular responses to radio advertisements. Communication Research, 28, 627-651.
    Brave, S., & Nass, C. (2002). Emotion in human-computer interaction. In Jacko, J. and Sears, A. (Eds.), Handbook of Human-Computer Interaction (pp. 81-93). Mahwah, N.J.: Lawrence Erlbaum Associates.
    Chen, H., Wigand, R. T., & Nilan, M. S. (1999). Optimal experience of web activities.
    Computers in Human Behaviour, 15, 585-608.
    Chaiken, S. R., Kyllonen, P. C. & Tirre, W. C. (2000). Organization and components of psychomotor ability. Cognitive Psychology, 40, 198-226.
    Coles, G. (1998). Reading lessons: The debate over literacy. New York: Hill & Wang.
    Csikszentmuhalyi, M. (1975). Beyond boredom and anxiety. San Francisco: Josey-Bass.
    Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.
    Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: Harper Perennial.
    Csikszentmihalyi, M. & LeFevre, J.(1989).Optimal experience in work and Leisure. Journal of Personality and Social Psychology, 56(5), 815-822.
    Dempsey, J. V., Rasmussen, K., & Lucassen. B. (1994). Instructional gaming: implication for technology. (ERIC Document Reproduction Service No. EJ368345).
    Desmet, P.M.A., Overbeeke, C.J., Tax, S.J.E.T. (2001). Designing products with added emotional value: development and application of an approach for research through design. The Design Journal, 4(1), 32-47.
    Ekman, P., Friesen, W. V., & Hager, J. C. (Eds.). (2002). Facial action coding system: Research Nexus, Network Research Information, Salt Lake City, UT.
    Ellington, H., Adinall, E., & Percival, F.(1982).A Handbook of Game Design. London, UK:Kogan.
    Feinberg, S. and Batson, L.(2006). Game designs that enhance motivation and learning for teenagers. Electronic Journal for the Integration of Technology in Education, 5, 34-43.
    Finneran, C.M., Zhang, P. (2005). Flow in Computer-Mediated Environments. Communications of the Association for Information Systems, 15, 82-101.
    Fitts, P. M. & Ponser, M. I. (1967). Human performance. Belmont, CA: Brooks/Cole.
    Freitas, S. D. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education, 46, 249-264.
    Freud, A. (1968). Indications and contraindications for child analysis. Psychoanalytic Study of the Child, 23, 37-46.
    Gange, R. M. and Briggs, L. J. (1992). Principles of instructional design(4th ed.). N.Y.:Holt, Rinehart and Winston.
    Goleman, D. (1995). Emotional Intelligence. New York: Bantam Books.
    Hayes, J., & Allinson, C. W. (1998). The implications of learning styles for training and development: A discussion of the matching hypothesis. British Journal of Management, 7(1), 63-73.
    Hochschild, A. R. (1975). The sociology of feeling and emotion: Selected possibilities. In M. Millman, & R. M. Kantor (Eds.), Another voice: Feminist perspectives on social life and social science. New York: Anchor Books. 208-307
    Hochschild, A. R. (1979). Emotion work, feeling rules, and social structure. The American Journal of Sociology, 85, 551-575.
    Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective "edutainment" (Master’s thesis ). Available from ERIC Documents. (ED425737)
    Hsiao, H. (2007). A brief review of digital games and learning, IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (IEEE DIGITEL 2007), 124-129
    Jenkins, H. (2002). Game theory. Technology Review, 29, 1-3.
    Katsis, C.D., Ganiatsas, G., Fotiadis, D.I. (2006). An integrated telemedicine platform for the assessment of affective physiological states. Diagnostic Pathology, 1(1), 16.
    Karat, J., Karat, C., & Ukelson, J.(2000). Affordances, motivation, and the design of user interfaces. Communications of the ACM, 43(8), 49-51.
    Keller, J.M.(1983). Development and use of the ARCS model of instructional design. Journal of Instructional Development, 10(3), 2-10.
    Kemper, T. D. (1978). A social interactional theory of emotions. New York: Wiley.
    Kemper, T. D. (1991). Predicting emotions from social relations. Social Psychology Quarterly, 54, 330-342.
    Kickmeier-Rust, M. D., Peirce, N., Conlan, O., Schwarz, D., Verpoorten, D. and Albert, D.(2005). Immersive digital games: The interfaces for next-generation E-Learning. Universal Access in Human-Computer Interaction, 4556, 647-656.
    Kiili, K. (2005). Educational game design:Experiential gaming model revised, Tampereen teknillinen yliopisto, Porin yksikkö, Pori 2005.
    Kiili, K. (2006). Evaluations of an experientail gaming model. Human Technology, 2(2), 187-201.
    Kort, B., Reilly, R., and Picard, R.W. (2001). “An Affective Model of Interplay Between Emotions and Learning: Reengineering Educational Pedagogy—Building a Learning Companion”, IEEE International Conference on Advanced Learning Technologies(ICALT2001), 43-48.
    Laarni, J. (2004). Aesthetic and emotional evaluations of computer interfaces. Paper presented at the the 4th Nordic conference on Human-computer interaction: changing roles, Tampere, Finland.
    Lang, K. R. (1980). Astrophysical Formulae. Berlin: Springer.
    Lee, S. C. (2001). Development of instructional strategy of computer application software for group instruction. Computers & Education, 37(1), 1-9.
    Liao, L. F. (2006). A flow theory perspective on learner motivation and behavior in distance education. Distance Education, 27(1), 45-62.
    Magill, R. A. (1989). Motor learning: Concepts and Applications. Dubuque, Iowa:
    Wm. C. Brown Publishers.
    Mahlke, S., Minge, M., & Thuring, M. (2006). Measuring Multiple Components of Emotions in Interactive Contexts. Paper presented at CHI’06 extended abstracts on Human factors in computing systems, Montréal, Québec, Canada.
    Newton, G. (1999). Introduction to developing online electrical course ware. Electrician.com, Anchorage, AK, (available at www.electrician.com/articles/dlearn.htm).
    Norman, D., Ortony, A., & Russell, D. (2003). Affect and machine design: Lessons for the development of autonomous machines. IBM Systems Journal, 42(1), 38-44.
    Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42
    Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 8, 1-18.
    Parsons, T. (1955). Family socialization and interaction processes. Glencoe, IL: Free Press.
    Parsons, T. (1964). Social structure and personality. Glencoe, IL: Free Press.
    Parush, A., Hamm, H., & Shtub, A. (2002). Learning histories in simulation-based teaching: The effects on self-learning and transfer. Computing and Education , 39, 319-332.
    Piaget, J. (1962). Play, Dreams and Imitation in Childhood. New York: Norton.
    Piaget, J., (1989). Les relations entre l’intelligence et l’affectivité dans le developpement de l’enfant. Rimé, B.; Scherer, K. (Eds.) Les Émotions. Textes de base en psychologie. Paris: Delachaux et Niestlé. 75-95.
    Prensky, M. (2001), Types of learning and possible game styles, Digital Game-Based Learning, USA: McGraw-Hill.
    Prensky, M. (2007). Digital game-based learning. New York:McGraw-Hill.
    Rollin McCraty, Mike Atkinson, William A. Tiller, Glen Rein, and Alan D. Watkins(1995). The Effects of Emotions on Short-Term Power Spectrum Analysis of Heart Rate Variability, American Journal of Cardiology. 76(14): 1089-1093
    Rouse, R. III (2001). Game Design: Theory & Practice. Plano, TX: Wordware Publishing.
    Scherer, K. R. (1984). On the nature and function of emotion: A component process approach. In K. R. Scherer & P. Ekman (Eds.), Approaches to emotion (pp. 293-318). Hillsdale, NJ: Erlbaum.
    Schmidt, R. A. (1988). Motor control and learning: A behavioral emphasis (2nd ed.). Champaign, IL:Human Kinetics.
    Shin, N. (2006). Online learner`s `flow` experience: An empirical study. British Journal of Educational Technology, 37, 705-720.
    Simpson, E. J. (1972). The classification of educational objectives in the psychomotor domain. DC: Gryphon House.
    Smith, P. L., & Ragan, T. J. (2004). Instructional design. (3nd ed.). Upper Saddle River, NJ: Prentice Hall.
    Stephen, M. A., & Stanley, R. T.(2000). Multimedia for learning: Methods and development. Massachusetts: Allyn & Bacon.
    Stipek, D. J. (2002). Motivation to learn: Integrating theory and practice (4th. Ed.). Boston: Allyn & Bacon, 17-18, 31-32, 113-116, 128, 164-166, 176-177.
    Susan Harter (1981). A New Self-report Scale of Intrinsic Versus Extrinsic Orientation in the Classroom: Motivational and Informational Components, Development Psychology, 17, 300-312
    Sweetser, P., Wyeth, P.(2005). Game Flow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3(3), 1-24.
    Umetsu, T., Hirashima, T., & Takeuchi, A. (2002). Fusion method for designing computer-based learning game. Proceedings of ICCE2002, 1, 124-128
    Wang, H., Prendinger, H., & Igarashi, T. (2004). Communicating Emotions in Online Chat Using Physiological Sensors and Animated Text. In Proceedings of the 1st international conference for human-computer interaction, 1171-1174.
    Webster, J., Trevino, L. K., & Ryan, L. (1993). The Dimensionality and Correlates of flow in Human-Computer Interactions. Computers in Human Behavior, 9, 411-426.
    Description: 碩士
    國立政治大學
    圖書資訊學數位碩士在職專班
    99913005
    100
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0099913005
    Data Type: thesis
    Appears in Collections:[圖書資訊與檔案學研究所] 學位論文

    Files in This Item:

    File SizeFormat
    300501.pdf3610KbAdobe PDF2853View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback