在家教育癌症病童參與傳統電腦遊戲和虛擬實境遊戲的遊戲動機之比較研究,ERICDATA高等教育知識庫
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篇名
在家教育癌症病童參與傳統電腦遊戲和虛擬實境遊戲的遊戲動機之比較研究
並列篇名
The Comparative Study of Traditional Computer Games and Virtual Reality Games on Gameplaying Motivation of Children With Cancer in Homebound Education
作者 劉少維李淑玲
中文摘要
本研究旨在比較傳統電腦遊戲和虛擬實境遊戲對三位在家教育癌症病童遊戲動機之提升效果。研究法採用單一受試研究法之交替處理設計,自變項為傳統電腦遊戲和虛擬實境遊戲,依變項則是兒童意志量表的得分、遊戲動機自評表的得分、在玩各種遊戲所花的時間,以及受試者自行選擇喜歡玩的遊戲之次數。將所得的資料以目視分析法和U考驗進行分析。本研究的結果如下:(1)傳統電腦遊戲和虛擬實境遊戲都能提升癌症病童的遊戲動機。(2)從三位受試者在兒童意志量表的分數,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。(3)從三位受試者在動機自評表的分數,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。(4)從三位受試者在玩各種遊戲所花的時間,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。(5)從三位受試者自行選擇喜歡玩的遊戲之次數,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。
英文摘要
The purpose of this study was to compare the effects between traditional computer games and virtual reality games on game-playing motivation of three children with cancer in homebound education. Alternating treatment design of single subject research was employed. The independent variables were traditional computer games and virtual reality games. The dependent variables were the scores of 'Pediatric Volitional Questionnaire', the scores of 'Game-playing Motivation Scale', how much time they spent on all kinds of games and the times they chose their favorite games by themselves. The data was analyzing by visual analysis and U-test. The results of the study were as follows:(1) Both traditional computer games and virtual reality games can be used to promote the game-playing motivation of children with cancer in homebound education.(2) According to the scores of Pediatric Volitional Questionnaire of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games.(3) According to the scores of Game-playing Motivation Scale of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games.(4) According to how much time they spent on all kinds of games of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games.(5) According to the times they chose their favorite games by themselves of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games. Based on the results of this study, the implications of game and further research were recommended.
起訖頁 97-122
關鍵詞 癌症病童遊戲動機在家教育傳統電腦遊戲虛擬實境遊戲Children with cancerGame-playing motivationHomebound educationTraditional computer gameVirtual reality game
刊名 特殊教育學報  
期數 200812 (28期)
出版單位 國立彰化師範大學特殊教育學系
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