期刊目錄列表 - 65卷(2020) - 【教育科學研究期刊】65(3)九月刊(本期專題:東南亞國家相關之教育研究)
Directory

遊戲自我效能、遊戲興趣、認知負荷與地理桌遊的遊玩自信心提升之相關研究
作者:國立臺灣師範大學學習科學跨國頂尖研究中心洪榮昭、國立臺灣師範大學工業教育學系王志美、國立臺北科技大學技術及職業教育研究所葉貞妮、國立臺灣師範大學創造力發展碩士在職專班吳鳳姝

卷期:65卷第3期
日期:2020年9月
頁碼:225-250
DOI:10.6209/JORIES.202009_65(3).0008

摘要:
本研究目的是探討透過使用本研究所設計的地理桌遊牌卡遊戲融入世界地理課程時,遊戲中學生的遊戲自我效能、遊戲興趣、認知負荷與地理桌遊的遊玩自信心提升之相關性為何。為達本研究目的,本研究從新北市國中蒐集149份有效資料,經由信度及效度檢驗後,使用VirtualPLS統計軟體進行研究模型驗證。研究結果顯示:在地理桌遊活動的情境中,遊戲自我效能對於遊戲興趣呈現正影響,遊戲自我效能與認知負荷呈現負影響;最後,遊戲興趣能有效地幫助地理桌遊的遊玩自信心提升,而認知負荷則會負向影響地理桌遊的遊玩自信心提升。由此可見,牌卡桌遊活動是可以融入地理課程的一種良好教學方式,如果學習內容設計得宜,透過玩中學的過程中,讓學習者獲得知識並進行複習。

關鍵詞:自信心提升、地理桌遊、遊戲興趣、認知負荷

《詳全文》 檔名

參考文獻:
    1. 王筱妮、梁淑坤(2018)。桌遊融入國小三年級數與計算課程之設計與反思。臺灣數學教師,39(2),23-49。doi:10.6610/TJMT.201810_39(2).0002【Wang, H.-N., & Leung, S.-K. (2018). A research on the development and integration of board game into 3rd grade number and operation instruction. Taiwan Journal of Mathematics Teachers, 39(2), 23-49. doi:10.6610/TJMT.201810_39(2).0002】
    2. 李金波(2009)。E-learning環境下學習者自我效能對認知負荷的影響。現代遠距離教育,124,39-41。doi:10.3969/j.issn.1001-8700.2009.04.010【Li, J.-B. (2009). The learner self-efficacy on the effects of cognitive load under E-learning environment. Modern Distance Education, 4, 39-41. doi:10.3969/j.issn.1001-8700.2009.04.010】
    3. 周敦寶(2010)。初中學生地理學習興趣之初探。新課程學習(學術教育),10,131。【Zhou, D.-B. (2010). A study among middle school students’ learning interests in geography. New Courses’ Study (Academic Education), 10, 131.】
    4. 洪榮昭、詹瓊華(2018)。共變推理遊戲:遊戲自我效能與後設認知影響遊戲中的焦慮、興趣及表現之研究。教育科學研究期刊,63(3),131-162。doi:10.6209/JORIES.201809_63(3).0005【Hong, J.-C., & Chan, C.-H. (2018). Game performance in covariation reasoning: The correlates between gameplay self-efficacy, and metacognition reflected gameplay anxiety and gameplay interest. Journal of Research in Education Sciences, 63(3), 131-162. doi:10.6209/JORIES.201809_63(3).0005】
    5. 戴育芳、鄭永熏(2017)。桌上遊戲融入國小閩南語教學對學生閩南語口語能力與學習自信心的影響。國際數位媒體設計學刊,9(2),54-62。【Tai, Y.-F., & Cheng, Y.-H. (2017). The impact of tabletop games engaged in Minnan language teaching on oral proficiency and self-confidence at learning: A case study at elementary school. International Journal of Digital Media Design, 9(2), 54-62.】
» 展開更多
中文APA引文格式洪榮昭、王志美、葉貞妮、吳鳳姝(2020)。遊戲自我效能、遊戲興趣、認知負荷與地理桌遊的遊玩自信心提升之相關研究。教育科學研究期刊,65(3),225-250。doi:10.6209/JORIES.202009_65(3).0008
APA FormatHong, J.-C., Wang, C.-M., Ye, J.-N., & Wu, F.-S. (2020). The Relationship Among Gameplay Self-Efficacy, Gameplay Interest, Cognitive Load, and Self-Confidence Enhancement in Geography Board Games. Journal of Research in Education Sciences, 65(3), 225-250. 10.6209/JORIES.202009_65(3).0008

Journal directory listing - Volume 65 (2020) - Journal of Research in Education Sciences【65(3)】September (Special Issue: Educational Research on Southeast Asian countries)
Directory

The Relationship Among Gameplay Self-Efficacy, Gameplay Interest, Cognitive Load, and Self-Confidence Enhancement in Geography Board Games
Author: Jon-Chao Hong (Institute for Research Excellence in Learning Sciences, National Taiwan Normal University), Chih-Mei Wang (Department of Industrial Education, National Taiwan Normal University), Jhen-Ni Ye (Graduate Institute of Technological & Vocational Education, National Taipei University of Technology), Feng-Shu Wu (In-service Master program of Creativity Development, National Taiwan Normal University)

Vol.&No.:Vol. 65, No.3
Date:September 2020
Pages:225-250
DOI:10.6209/JORIES.202009_65(3).0008

Abstract:
This study explored the integration of geography board games into a world geography curriculum. Through this game, students’ gameplay self-efficacy, gameplay interest, cognitive load, and self-confidence were evaluated. This study collected 149 valid data to test the reliability and validity, and VirtualPLS statistical software was employed. The study results demonstrated that in the context of geography board games, gameplay self-efficacy were positively correlated with gameplay interest and negatively correlated with cognitive load. Additionally, gameplay interest in geography board games was found to effectively improve self-confidence. The study results indicate that well-designed learning content enables learners’ knowledge gains and gives them the chance to review the content during the process of playing.

Keywords:self-confidence enhancement, geography board game, gameplay interest, cognitive load