• 沒有找到結果。

第五章 結論與建議

5.2 建議

根據本研究的發現及所歸納的結論,以下針對教學及未來研究方面提出幾點建議:

一、對教學的建議

一個支持、鼓勵創造力的環境對創造力發展是有利的。但是,不能是完全良好的支 持環境,而是在過程中要有設計一些不同程度的任務挑戰(挫折、障礙),以鼓舞不同程 度的個體玩興,專注於活動任務中且自得其樂,此時即是進入沉浸狀態下,個體會進而 發揮創意、表現傑出,且不斷加強技能,去維繫其樂趣的需求,朝向複雜的境界邁進(自 我成長)。諸如本研究所使用的問題解決遊戲情境,個體專注於電腦遊戲的目標追尋以

及多層次挑戰,即是透過電腦遊戲去培養及訓練學童的問題解決能力(創造力)。

二、對未來研究的建議

(一)、 從本研究的分析結果顯示,創造力是受到玩興透過沉浸狀態的影響。但是,迴 歸分析時整體的預測或解釋力不高,推論其原因,可能是本研究所使用遊戲情 境以及測驗創造力的量表,是屬於自然科技的問題解決情境,在創造力的表現 除了玩興之外,也應考慮到個體的領域知識,這可做為進一步深入的探討。

(二)、 本研究是將玩興視為人格特徵,個人是否達到沉浸狀態可視為展露玩興的一種 指標,也就是將沉浸視為個體玩興的變動(狀態)。未來研究可針對將玩興視為 隨情境變動的狀態,去探討個體經歷遊戲情境前後玩興的變化,以及沉浸狀態 是受到經歷遊戲情境前的玩興影響?還是受到經歷遊戲情境後的玩興影響?

這是一個可探索的議題。

(三)、 本研究所提出的因果模式圖,經過資料統計分析後,雖然迴歸效果及路徑分析 所繪製的路徑圖之「路徑係數」皆達顯著水準,具有統計上的意義,可以得到 驗證。但是解釋變異量及標準化迴歸係數都很低,而且殘差係數過高,推論其 中原因,可能是本研究所考驗的連續變項的顯性變項(玩興、沉浸經驗以及創 造力)間,可能存在潛在變項,必須納入因果模式才趨完整,而在分析方法上 由於複迴歸分析無法解決潛在變項的問題,需使用線性結構方程模式(LISREL) 來解決此方面的問題,在此提供未來研究之參考。

(四)、 本研究從個體玩家的沉浸經驗,去探討個體差異(玩興)在遊戲中的沉浸經驗以 及創造力表現,從遊戲的心理來看玩家的沉浸經驗即是反應玩家的遊戲經驗,

也就是說,我們可以進一步依個體與遊戲(人機互動)互動經驗去探討玩家的遊 戲動機(類型)與沉浸狀態(憂慮、沉浸、無聊)的關係。諸如Lazzaro (2004)所區 分的四類型玩家動機,有內在經驗關鍵(Internal experience key)、艱難獲得的 樂趣(Hard fun)-挑戰和策略關鍵、容易獲得的樂趣(Easy fun)-沉浸關鍵以及 其他玩家(Other player)-社會經驗關鍵。其中深沉浸是否為Hard fun型;淺沉 浸是否為Easy fun型,這是一個蠻有趣的探究。

(五)、 本研究所使用的單機電腦遊戲(機械反斗城)情境是屬於人機互動;未來可再探

討屬於人際互動的線上電腦遊戲情境。

(六)、 分析個體經歷遊戲情境的沉浸過程分佈以及統計問題解決結果,發現沉浸經驗 分佈偏向憂慮狀態且沒解決問題(沒過關)者比例較高,由此顯示,本研究所使 用的「機械反斗城」遊戲問題解決情境,對此次研究樣本(國小四年級學童)而 言是難度稍高,雖然適度增加環境的挑戰度可以有效激發學童的創造力,但難 度過高也不宜,因此建議未來研究可提高樣本的年齡(國小五、六年級)。

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