• 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

一個充滿支持、鼓勵的學習活動對自我效能的發展是有利的,學童不僅可以因此長 時間累積其自我效能的建立,亦能使學童在此學習活動願意展現其自我調節,進而使其 持續主動投入於學習活動當中。活動難易度的安排須要考量學童認知學習的測近發展 區,並且能提供學童有自我調節的機會,使其不僅能在做中學習,並且能從中獲得樂趣。

對於自我調節運用度不高的學童,可適時引導學童運用其自我調節專注從事學習任務,

使其能在目標明確與回饋清晰的學習任務中獲得樂趣與控制感,並因此得到建立自信的 回饋。

二、對未來研究的建議

(一)、本研究以學童自由選擇關卡的方式進行研究實驗,本欲藉此探討不同選擇模式 之群組間的自我效能、自我調節及心流經驗差異。但除由簡至難的選擇模式外,其他選

擇模式的樣本數不足,導致無法建立可信的分析比較。因此,將來相關研究可以由簡至 難與由難至簡之關卡難度排序,探討關卡難度排序對心流歷程差異的影響及歷程中自我 效能與自我調節的變動趨勢。

(二)、本研究在分析不同年級學童的自我調節差異時,發現遊戲歷程中五年級學童比 四年級學童的自我調節高,但未達顯著差異。因此,將來可考慮擴大年齡差距,以探討 不同年齡層其自我調節的差異對心流經驗差異的影響。

(三)、接續本研究自我調節及成就表現對心流經驗的影響,可藉由精熟學習目標導向 與成就目標導向之不同動機目標學童,探討其在活動歷程中對活動的回饋頻率偏向的差 異因素,對自我效能改變幅度及心流狀態表現是否會有差異影響。

(四)、本研究主要以量化分析探討實驗變項間的相關性為主,將來應蒐集更多質化資 料輔以說明,使研究更加完整有說服力。

(五)、本研究實驗各關卡遊玩時間皆僅有十分鐘,此可能為心流歷程狀態影響自我效 能未有大幅度改變的原因。將來可延長各階段關卡遊玩時間,以檢驗自我效能是否會因 心流歷程狀態改變而有大幅度的改變。

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附錄

A.2 遊戲情境自我效能量表

學號: 姓名: 性別:□男 □女

題號

題目

1

非常不符合

2大部分不符合 3一

半 符 合 一 半 不 符 合

4

大部分符合

5

非常符合

1. 我確定我可以了解這個關卡的問題情境 1 2 3 4 5 2. 我確定我在(此)關卡中可以挑選到適當的工具 1 2 3 4 5 3. 我有信心可以解決關卡中所遭遇的困難或問題 1 2 3 4 5 4. 我相信我的技能可以克服這個關卡的挑戰 1 2 3 4 5

5. 我有信心可以通過這個遊戲關卡 1 2 3 4 5

A.3 遊戲情境自我調節量表

A.4 心流歷程及遊戲成就表現問卷

問卷3

附錄 B 個案研究分析結果

順序4,難度1

表B-3 樣本 4009 之各構面指標

順序1,難度1

表B-6 樣本 4027 之各構面指標 樣本

編號

自我 調節

(PR)

自我 調節 群組

自我 反應

(PR)

自我 反應 群組

心流 狀態

(PR)

心流 狀態 群組

自我 效能

(PR)

自我 效能 群組 4027 64.44 中 81.48 高 18.15 低 67.78 中 關卡選擇順序:難度1-難度 4-難度 3-難度 2

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