期刊目錄列表 - 55卷(2010) - 【教育科學研究期刊】55(2) 六月刊
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影響數位遊戲式學習行為與學習遷移成效之因素探討
作者:蔡福興(高雄市立空中大學科技管理學系兼任助理教授)、游光昭(國立臺灣師範大學科技應用與人力資源發展學系教授)、蕭顯勝(國立臺灣師範大學科技應用與人力資源發展學系教授)

卷期:55卷第2期
日期:2010年6月
頁碼:167-206
DOI:10.3966/2073753X2010065502006

摘要:

近年來,數位遊戲式學習(Digital Game-based Learning, DGBL)已逐漸受到數位學習(e-Learning)的重視,但根據過去的一些研究發現,數位遊戲式學習者常會出現逃避學習的行為,且在數位遊戲式學習的成效上似乎也充滿不確定性。本研究以8位國小學生為研究對象,透過質性為主的個案研究,經實地的觀察與訪談,深入分析影響數位遊戲式學習行為的因素,並探討影響學習者的遠遷移成效之因素。研究發現,本研究所採用的教育性線上遊戲雖可促使學生主動學習,但也會伴隨著不認真學習、逃避學習及錯誤嘗試學習等行為的產生,而其主要原因則受到遊戲的設計及學習者特質的因素影響。此外,數位遊戲式學習者於Bransford及Schwartz(1999)觀點的遠遷移測驗表現上則受其知識獲取成效、學習能力及學習動機等因素的影響。

關鍵詞:數位遊戲式學習、學習行為、學習成效、學習遷移

《詳全文》 檔名

中文APA引文格式蔡福興、游光昭、蕭顯勝(2010)。影響數位遊戲式學習行為與學習遷移成效之因素探討。教育科學研究期刊55(2),167-206。doi:10.3966/2073753X2010065502006
APA FormatTsai, F.-H., Yu, K.-C., & Hsiao, H.-S. (2010). Exploring the Factors that Influence Learning Behaviors and Learning Transfer in Digital Game-Based Learning. Journal of Research in Education Sciences, 55(2), 167-206. doi:10.3966/2073753X2010065502006

Journal directory listing - Volume 55 (2010) - Journal of Research in Education Sciences【55(2)】June
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Exploring the Factors that Influence Learning Behaviors and Learning Transfer in Digital Game-Based Learning
Author: Fu-Hsing Tsai(Department of Technology Management, Open University of Kaohsiung),Kuang-Chao Yu(Department of Technology Application and Human Resource Development, National Taiwan Normal University),Hsien-Sheng Hsiao(Department of Technology Application and Human Resource Development, National Taiwan Normal University)

Vol.&No.:Vol. 55, No. 2
Date:June 2010
Pages:167-206
DOI:10.3966/2073753X2010065502006

Abstract:

Digital Game-based Learning (DGBL) has recently received an increasing amount of attention in the e-Learning community. Research has shown that some of the problems associated with DGBL include students avoiding learning and difficulties documenting if this learning approach is effective. The study utilized a case study approach to ascertain what factors affect learning behavior and learning transfer. Eight sixth-grade students were observed and interviewed. The results showed that the digital games not only promoted active learning but also elicited other more negative learning behaviors such as avoiding the learning materials, utilization of trial and error, and a lack of concentration. These different behaviors were influenced by a game’s design and student characteristics. Moreover, we found that the extent of knowledge acquisition, learning ability, and learning motivation were the key factors affecting the performance of Bransfor and Schwartz’s (1999) view of far transfer.

Keywords:digital game-based learning, learning behavior, learning effectiveness, learning transfer