第五章、 結論與建議
第三節、 未來研究建議
在本研究中,由量化分析結果可知,4 種不同信號及回饋設計方式之數位學 習教材對於學習者之學習奈米科技之學習成效、自我效能皆無顯著差異,另外,
從前測與質化分析資料可知,部分學習者對於奈米科技之概念不甚熟悉與了解。
因此,未來在進行相關研究時,尤其是與數位學習相關之學習活動,必須加強事 前訓練的工作,讓學習者能夠有足夠之先備知識,使學習者對於數位學習課程之 內容能夠先有所了解,當透過數位學習工具進行課程時,較能夠掌握與課程內容 之相關知識,以免使學習者在數位課程進行時,花費太多心力於理解課程之基本 概念。
在數位學習教材設計的部分,必須配合課程內容及研究對象之程度,適當的 加入信號於教材中,將可達到提升學習成效的效果。在本研究中,由教材易用性 問卷之分析結果可知,具信號設計之數位學習教材雖然具有容易閱讀、介面設計 良好等優點,但在課程引導性與選單設計上仍需加強,因此,未來在設計數位學 習教材時,必須考量到課程的引導性與精進選單的設計,當學習者在進行自主學 習時,在不需經教學者的解說下,便能夠直接了解如何操作教材。透過數位學習 教材易用性問卷可知,本研究之數位學習教材中,具回饋設計的部分具有容易閱 讀、介面設計良好、容易引導學習、容易幫助理解與記憶等優點。然後,未來在 進行回饋設計時,可將詳盡回饋之設計方式加以改良,將原本之文字閱讀的部分 (如圖 5-1),改成以圖像、重點式為主呈現的方式(如圖 5-2),將有可能對學習者
94
有所幫助,較能夠學習者之注意力。未來,在設計相關之數位學習教材時,必須 配合學習者自身之學習能力設計相關內容,才能達到因材施教的目的。另外,在 數位學習環境中,國中學生或是一般青少年,對於動畫、圖像等呈現方式或是透 過遊戲學習之教學,較能夠產生共鳴,因此,未來在設計數位學習教材時,必須 兼顧趣味性及學習內容之專業性。
圖5-1 本研究之 EF 回饋設計
圖5-2 未來研究之 EF 回饋設計修改示意圖
在本研究進行之時,經研究觀察發現,由於研究對象為國中學生,部分國中 學生對於前、後測問卷之填寫,易抱持著較消極或輕忽的態度進行,有可能影響
95
到研究之統計結果。因此,未來,在做類似之研究時,若能夠直接將施測問卷的 部分加入數位學習教材中,使之成為數位學習課程之一部分,答題結束後才算完 成課程,將提升研究結果之可信度。由於本研究在施測進行之時間點,為寒假輔 導課期間,研究樣本所在之學校尚有部分學生為參與,同時,寒假期間,學生容 易花較少之心思於課程中,因此,未來若能夠選擇於學期中施測,或將研究對象 推廣至其他地區學校,將有可能會有不同的結果。另外,若能夠將施測期間拉長,
由二週的時間延長為數個月或一學期,對於學習者之自我調節能力或是自我效能,
將可能會有所改變。
96
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