• 沒有找到結果。

第六章 結論與建議

第二節 建議

一、研究設計建議

(一) 增加學生使用遊戲之時間

本研究因受限於學校課程之安排,可使用之實驗時間較短,因此刪減了一些 單元內容,也壓縮了學生學習的時間,建議未來的研究設計可於實驗前和實驗學 校再協調,做更長期的觀察,以獲得最好的實驗效果。

(二) 教學與數位學習遊戲結合

由學生的問卷調查發現,約 40%的學生不認同用遊戲的方式學習會學得更好,

但大部份學生卻都喜歡這樣的學習方式,覺得用遊戲來學習方很有趣,因此建議 未來可將教師教學和遊戲結合,透過教師的教學發揮更多遊戲的優勢,更有效提 升學習成效。

二、學習遊戲設計建議

(一) 學習遊戲可延伸至其它單元或學科

從研究結果可以得知,學生對於使用遊戲學習有正向看法,願意繼續用遊戲 學習,本研究因時間、人力限制,只挑選自然科學的其中一單元內容進行遊戲設 計,建議未來可以將自然科其它單元或其他科目融入學習遊戲中來輔助學習。

(二) 遊戲設計更多變

從問卷調查中發現,有少部分學生認為,此遊戲不夠吸引人,這樣的結果可 能影響學習成效及學習動機。在實驗的過程中發現,國小四年級的學童已經具備 不錯的電腦操作能力,建議在故事的設計上,可加入更豐富的劇情,在關卡的設 計上也可以更有挑戰性。

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附錄

附錄一 光的奇妙世界單元測驗卷(前測)

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附錄二 光的奇妙世界單元測驗卷(後測)

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附錄三 測驗卷試題專家審核表

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附錄四 遊戲滿意度調查問卷

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附錄五 科學學習態度問卷

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