• 沒有找到結果。

第五章 結論與建議

第二節 研究建議

綜合本研究的發現與結論,依據本研究的實驗過程及結果,受限於人力、經 費等因素,因此本研究提出幾點建議,以作為遊戲式行動學習研究者之參考或未 來研究可進行之方向:

一、對實驗方面的建議

(一)遊戲設計方面

本研究參考過往文獻,將遊戲設計主要集中在挑戰、好奇、實踐演練、即時 反饋、體驗等五面項因素,其中「體驗」此因素是未來研究者要設計遊戲式行動 學習時的必要因素。同時建議未來研究還可再加上不同層面的遊戲設計因素,或 是遊戲過程中可再加入更多的競爭因子,讓學習者透過遊戲式行動學習,能感到 更豐富的過程。

(二)資訊提供方面

本研究主要以資訊品質及系統品質,來探討學習者對資訊接收的滿意度,在 實驗過程中發現,學習環境的網路設備以及行動載具的運作,須再加強。若未來 研究在這兩部份能提供更好的學習環境,勢必能讓遊戲式行動學習進行得更順暢,

也會有更進一步的改善。

二、對研究方面的建議

(一)研究對象

本研究之研究對象為臺北市不分年齡之二十位學習者,透過測驗卷與問卷調 查瞭解學習者的學習成效及滿意度,並分析不同背景變項對學習成效、遊戲滿意 度及資訊接收滿意度的影響,因未將其他地區之民眾納入研究對象,致無法探討

不同地區在學習上之差異。在未來的研究中,可以增加不同地區之樣本數,以與 北部學習者做比較,瞭解兩者之差異。多增加樣本數進行實驗,可讓研究推論至 更多群體,達到有效性。

未來之研究還可設定尋找無客家文化經驗的學習者,進行實驗後針對細節分 析較適合無客家文化經驗學習者的學習途徑及設計因素。另外還可再增加不同年 齡層之學習者樣本,比較不同年齡層對遊戲式行動學習之學習成效,以及遊戲、

資訊滿意度是否會有不同的影響。

(二)研究變項

本研究所討論的背景變項包括先備知識、有無客家文化經驗以及有無行動學 習經驗,共三項。對於性別、年齡、個性等等背景變項並未加以研究,未來進行 研究時,可適時加入上述變項。

(三)研究方法

本研究方法係以前、後測驗卷與問卷調查法為主,透過問卷填答來蒐集量化 資料,為使研究更加嚴謹,建議未來研究可加上晤談來蒐集質性資料,深入探討 變項間的差異原因,以彌補問卷調查之不足,也能使研究結果更周延。

(四)研究內容

本研究僅以客家擂茶、菸樓水車、服飾、信仰、敬字亭等五項客家代表性文 化為教學主軸,建議未來相關研究可以納入更多不同項目的客家文化,融入遊戲 式行動學習,探討其對於學習成效及遊戲設計滿意度方面的影響。

(五)研究工具

本研究工具係由研究者參考國內外相關文獻資料,及相關量表與問卷編製而 成,測驗卷與問卷完成後,經由預試之因素分析之效度考驗及信度考驗,皆達到

有效的信效度,但仍有待改進的地方。為使研究工具更具實用性,在未來的研究 上,可依據研究者的需要,增加題目內容與問卷因素層面項目,使問卷內容更臻 完善。

參考文獻

一、中文文獻

李清偉(2013)。讓十二年國教邁向成功。台灣教育評論月刊,2,60-62。

林大正(2008)。情境感知行動學習環境下數位教材設計與學習成效之研究(碩 士論文)。取自臺灣博碩士論文系統。(系統編號002030981)

林大正、陳宗禧(2008)。情境感知行動學習環境下數位教材內容設計之研究。

Journal of Information Technology and Applications,2,221-226。

邱榮裕(2007年12月)。臺灣客家運動與客家民間信仰的發展。莊英章(主持人)。 台灣客家運動20年學術研討會,台灣大學社會科學院國際會議廳。

徐雨村(譯)(2008)。文化人類學—文化多樣性的探索(原作者:Conrad Phillip Kottak)。臺北:桂冠圖書。(原著出版年:1972)

黃朝恩(1999)。鄉土教學的環境教育意義及其範例。環境教育,40,7-14。

楊秀停、王國華(2007)。實施引導式探究教學對於國小學童學習成效之影響。

科學教育學刊,15,439-459。

楊佩諭、王新衡(2013)。發現式學習:在科學未來館中遇見科學。博物館簡訊,

63,20-35。

劉佳琪(2011)。幼稚園實施客家文化之鄉土教學研究(碩士論文)。取自臺灣博 碩士論文系統。(系統編號002896352)

劉煥雲(2010年11月)。文化、創意與地方產業結合發展之研究─以客家工藝產 品為例。易毅成(主持人),文化、創意與在地產業:跨域、互依與整合。

2010文化創意產業永續與前瞻研討會,國立屏東教育大學。

蕭顯勝、李貞穎、林建佑(2010)。資訊融入教學發展原則應用於高中資訊課程 之研究。生活科技教育月刊,41,66-84。

謝登旺(2005)。客家文化產業活化芻議。通識研究集刊,8,1-16。

二、英文文獻

Akkerman, S., Admiraal, W., & Huizenga, J. (2009). Storification in History education: A mobile game in and about medieval Amsterdam. Computers &

Education, 52, 449-459.

Arachchilage, N. A. G., & Love, S. (2013). A game design framework for avoiding phishing attacks. Computers in Human Behavior, 29(3), 706-714.

Ausubel, D. P. (1960). The use of advanced organizers in the learning and retention of meaningful verbal material . Journal of Educational Psychology, 51(5), 267–272.

Bell, B. S., & Federman, J. E. (2013). E-learning in postsecondary education. The Future od Children, 23(1), 165-185.

Billings, E. S., & Mathison, C. (2012). I get to use an iPod in school? Using

technology-based advance organizers to support the academic success of English learners. Journal of Science Education and Technology, 21(4), 494-503.

Charsky, D., & Ressler, W. (2011). “Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games. Computers &

Education, 56, 604-615.

Chen, C. Y., Shih, B. Y., & Yu, S. H. (2012). Disaster prevention and reduction for exploring teachers’ technology acceptance using a virtual reality system and partial least squares techniques. Natural Hazards, 62(3), 1217-1231.

Chen, W. L., Chen, T. H., & Chiang, Y. M., (2012, July). A study on Blue Blouse clothing design and selection of Taiwan Hakka culture creativity industry, Proceeding of Southeast Asian Network of Ergonomics Societies Conference, Kedah, Malaysia.

Chen, Y. S., Kao, T. C. & Sheu, J. P. (2003). A mobile learning system for scaffolding bird watching learning. Journal of Computer Assisted Learning, 19(3), 347-359.

Chiu P. S., Kuo Y. H., Huang Y. M., & Chen T. S., (2008, July). A meaningful learning based u-learning evaluation model, Proceedings of The 8th IEEE

International Conference on Advanced Learning Technologies, Cantabria, Spain.

Connolly, T. M., Stansfield, M., & Hainey, T. (2007). An application of games-based learning within software engineering. British Journal of Educational Technology, 38(3), 416–428.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340.

DeLone, W. H., & McLean, E. R. (1992). Information systems success: The quest for the dependent variable. Information Systems Research, 3(1), 60-95.

DeLone, W. H., & McLean, E. R. (2003). The DeLone and McLean model of information systems success: A 10-year update. Journal of Management Information Systems, 19(4), 9–30.

Dickey, M. D. (2006). Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research and Development, 54(3), 245–263.

Dondi, C., & Moretti, M. (2007). A methodological proposal for learning games selection and quality assessment. British Journal of Educational Technology, 38(3), 502–512.

Furio, D., Gonzalez-Gancedo, S., Juan, M. C., Segui, I., & Rando, N. (2013).

Evaluation of learning outcomes using an educational iPhone game vs.

traditional game. Computers & Education, 64, 1-23.

Gagne, N., & Parks, S. (2013). Cooperative learning tasks in a Grade 6 intensive ESL class: Role of scaffolding. Language Teaching Research, 1-22.

Gecer, A., & Dag, F. (2012). A blended learning experience. Kuram ve Uygulamada Egitim Bilimleri ( Education Sciences : Theory & Practice ), 12(1), 438-442.

Gedik, N., Karademirci, A., Kursun, E., & Cagiltay, K. (2012). Key instructional design issues in a cellular phone-based mobile learning project. Computers &

Education, 58(4), 1149-1159.

Gu, J. W. & Jung, H. W. (2013). The effects of IS resources, capabilities, and

qualities on organizational performance: An integrated approach. Information &

Management, 50(2-3), 87-97.

Guo, L., Fu, Y., Yin, X., Yuan, M., Zhang, F., & Gao, J. (2013). Application of mobile learning system in operating system course. Communications and Network, 5(2), 157-160.

Gurlitt, J., Dummel, S., Schuster, S., & N u¨ckles, M. (2012). Differently structured advance organizers lead to different initial schemata and learning outcomes.

Instructional Science, 40(2), 351-369.

Hemmi, A., N-Munro, F., Alexander, W., Parker, H., Yamauchi, Y. (2013).

Co-evolution of mobile language learning: Going global with games consoles in higher education. British Journal of Education Technology, in press.

Hendry, G. D., Bromberger, N., & Armstrong, S. (2011). Constructive guidance and feedback for learning: The usefulness of exemplars, marking sheets and different types of feedback in a first year law subject. Assessment & Evaluation in Higher Education, 36(1), 1-11.

Hsiung, C. M. (2010). An experimental investigation into the efficiency of

cooperative learning with consideration of multiple grouping criteria. European Journal of Engineering Education, 35(6), 679-692.

Huang, K., Lubin, I. A., & Ge, X. (2011). Situated learning in an educational technology course for pre-service teachers. Teaching and Teacher Education, 27(8), 1200-1212.

Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-334.

Hwang, G. J., & Chang, H. F. (2011). A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students.

Computers & Education, 56(4), 1023-1031.

Hwang, G. J., Wu, C. H., Tseng, C. R., & Huang, I. (2011). Development of a ubiquitous learning platform based on a real-time help-seeking mechanism.

British Journal of Educational Technology, 42(6), 992-1002.

International Telecommunication Union. (2010). The world in 2010 : ICT facts and figures [Data file]. Retrieved from

http://www.itu.int/ITU-D/ict/material/FactsFigures2010.pdf.

Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51, 1729–1743.

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model.

Internet and Higher Education, 8(1), 13–24.

Kong, S. L., Kwok, C. W., & Fang, Y. (2012). The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learning. Information

& Management, 49(1), 1-9.

Koning, B. B., Tabbers, H. K., Rikers, R. M. J. P., & Paas, F. (2010). Attention guidance in learning from a complex animation: Seeing Is understanding?

Learning and Instruction, 20(2), 111-122.

Kyndt, E., Raes, E., Lismont, B., Timmers, F., Cascallar, E., & Dochy, F. (2013). A meta-analysis of the effects of face-to-face cooperative learning. Do recent studies falsify or verify earlier findings? Educational Research Review, in press.

Law, Y. K. (2011). The effects of cooperative learning on enhancing Hong Kong fifth graders' achievement goals, autonomous motivation and reading proficiency.

Journal of Research in Reading, 34(4), 402-425.

Lee, S. K., & Yu, J. H. (2012). Success model of project management information system in construction. Automation in Construction, 25, 82-93.

Li, C. H. (2012). Are they listening better? Supporting EFL college students’ DVD video comprehension with advance organizers in a multimedia English course.

Journal of College Teaching & Learning, 9(4), 277-288.

Lin, S. C., Tseng, S. S., Tzeng, W. G., & Yuan, S. M. (2006). A framework of high-confidence e-healthcare information system. Asian Journal of Health and Information Sciences, 1(2), 176–188.

Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers &

Education 55(2), 630–643.

Lo, J. J. U., Wang, H. M., & Yeh, S. W. (2004). Effects of confidence scores and remedial instruction on prepositions learning in adaptive hypermedia. Computers

& Education, 42(1), 45-63

Myllymaki, S. (2012). Cooperative learning in lectures of an advanced electrical engineering course. International Journal of Electrical Engineering Education, 49(2), 146-156.

Oblinger, D. G. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 2004(8), 1–18.

Paul, K., Elizabeth, B., Hyunkyung, K., Tamas, M., Neha, T., & Vallabhi, P. (2012).

A comparative analysis of a game-based mobile learning model in

low-socioeconomic communities of India. International Journal of Education Development, 32(2), 329-340.

Petter, S., Delone, W., & Mclean, E. (2008). Measuring information systems success:

Models, dimensions, measures, and interrelationships. European Journal of Information Systems, 17(3), 236-263.

Pinkwart, N., Hoope, H. U., Milrad, M., & Perez. J. (2003). Educational scenarios for cooperative use of Personal Digital Assistants. Journal of Computer Assisted Learning, 19, 383-391.

Provenzo, E. F. (1991). Video kids: Making sense of Nintendo. Cambridge, MA:

Harvard University Press.

Robertson, J. (2012). Making games in the classroom: Benefits and gender concerns.

Computers & Education, 59(2), 385-398

Robertson, J., & Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers & Education, 50(2), 559–578.

Roseth, C., Akcaoglu, M., & Zellner, A. (2013). Blending synchronous face-to-face and computer supported cooperative learning in a hybrid doctoral seminar.

TechTrends, 57(3) 54-59.

Schmitz, B., Klemke, R., & Specht, M. (2012). Mobile gaming patterns and their impact on learning outcomes: A literature review. Lecture Notes in Computer Science,7563, 419-424.

Slavin, R. E. ( 1999). Comprehensive approaches to cooperative learning. Theory into practice, 38(2), 74-79.

Sung, H. Y., & Hwang, G. J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers &

Education, 63, 43-51

Sung, Y. T., Chang, K. E., & Lee, M. D. (2008). Designing multimedia games for young children’s taxonomic concept development. Computers & Education, 50(3), 1037–1051.

Sykes, J. (2006). Affective gaming: advancing the argument for game-based learning.

In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction: Game-based and innovative learning approaches (pp. 3–7).

Amsterdam, Netherland: IOS Press.

Trkman, M., & Trkman, P. (2009). A Wiki as Intranet – a critical analysis using the DeLone & McLean model. Online Information Review, 33(6), 1087-1102.

Ungi, T., Yeo, C. T., U-Thainual, P., McGraw, R. C., & Fichtinger, G., (2011, Mar.).

Augmented reality needle guidance improves facet joint injection training, Proceeding of Medical Imaging 2011: Visualization, Image-Guided Procedures, and Modeling, Florida, U.S.A.

Wang, L. J. (2007). Multiculturalism in Taiwan. International Journal of Cultural Policy, 10(3), 301-318.

Wang, S., Tsai, C. Y., & Chu, Y. C. (2010). Tourist behavior in Hakka Cultural Parks.

African Journal of Business Management, 4(14), 2952-2961.

Yang, Y. T. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation.

Computers & Education, 59(2), 365-377.

附錄一 客家文化知識成就測驗試卷

10. 下列有關菸樓水車之敘述何者正確?

21. 相傳敬字亭始建於何時?

(1)唐代 (2)宋代 (3)明代 (4)清代 22. 建設敬字亭的由來何者為非?

(1)勉勵客家子弟以科舉作為翻身的途徑 (2)敬重文字的觀念根深蒂固 (3)凡是有文字的紙張不得任意丟棄 (4)同時可以燒紙錢一舉兩得 23. 敬字亭又名?

(1) 聖蹟亭 (2) 敬聖亭(3) 字紙亭(4)以上皆是 24. 敬字亭的煙囪為何種形狀?

(1)圓形 (2)漏斗形 (3)葫蘆形 (4)四方形

25. 敬字亭建築最下層八角形的部分,主要有什麼功用?

(1)燒字紙 (2)積爐灰 (3)放木炭 (4)通風

附錄二 調查問卷

親愛的朋友,您好!

為了瞭解學習者對於使用本遊戲式行動學習系統之遊戲滿意度及行動 學習資訊滿意度,特進行此項問卷調查,希望能透過此份問卷調查,了解學 習者對於此套遊戲式行動學習的看法,作為日後研究建議的依據。

因此您的意見是非常寶貴及重要的,請您費心填寫,並感謝您百忙之中 撥冗填寫這份問卷。您的意見絕對保密,請安心回答,謝謝您的協助與支持!

敬祝

身體健康 萬事如意

國立臺灣師範大學 圖文傳播學系 碩士班 指導教授 王健華 博士 研究生 林庭蔚 敬啟

國立臺灣師範大學 圖文傳播學系 碩士班 指導教授 王健華 博士 研究生 林庭蔚 敬啟

相關文件