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篇名 |
結合經驗學習圈理論之遊戲式學習模式對國小數學科學習成效之影響
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並列篇名 | The Influence of Integrating Experiential Learning Cycle Theory into Game-based Learning on Elementary School Students’ Mathematical Learning Performances |
作者 | 楊凱翔、羅文妤 |
中文摘要 | 近年來,資訊科技廣泛應用於教學上,完成許多單以傳統教學法無法達成的教學任務。其中,數位遊戲式學習因具備多元豐富的元素,可以吸引學生的注意力,並增進學習動機,屢被證實為是有效的教學輔助工具。然而,由於個體間有其差異性,因此,並非每個學生都有能力在數位遊戲式學習的環境中吸收知識,需要結合學習理論,方能展現效果。而Kolb提出不同學習風格的學習者藉由經驗學習圈的四個階段探索學習後,皆能夠完整地理解概念與學習知識。因此,本研究主要結合經驗學習圈理論和數位遊戲式學習,並應用於國小六年級分數除法單元探討其對於學習成效、學習興趣與自我效能之影響。實驗結果發現,實驗組學生在學習成效上顯著優於對照組,表示結合經驗學習圈理論之遊戲式學習系統能有效幫助學生學習數學知識。 |
英文摘要 | In recent years, computer-based learning tools/methods are gradually used in the classrooms in order to improve the learning contents, and the teaching effect is much better than traditional teaching methods. Among computer-based learning tools, digital game has been proved as a useful learning aid since it has various elements that can attract students’ attention. Besides, RPG is considered as one of the simplest digital games. However, the various elements in digital game may not suit every student because of the diversity of individuals’ learning preference. Kolb asserted that experiential learning cycle may suit all learning styles. Furthermore, an effective learning needs to pass through the four learning stages in experiential learning cycle. Therefore, this study integrates experiential learning cycle theory into game-based learning on elementary school students’ mathematics learning performance. The results showed that experimental group performed significantly higher than control group on learning achievement, it means that the method proposed in this study can effectively help students to learn mathematics. |
起訖頁 | 074-092 |
關鍵詞 | 分數概念、經驗學習圈、資訊教育、遊戲式學習、數學教育、fraction concept、experiential learning cycle、information education、game-based learning、mathematics education |
刊名 | 教育研究月刊 |
期數 | 201710 (282期) |
出版單位 | 高等教育出版公司 |
DOI |
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| 結合同儕互評及心智圖於遊戲設計之學習模式對學習成就、動機與問題解決能力之影響 |