一、課室專注力前測與後測結果
本研究使用「課室專注力量表」來檢測學生課室專注力變化,並透過訪談了 解學生在課室專注力感受的影響。t 檢定結果檢視學生在「專注力選擇」、「專注 力強度」有顯著提升(p<.01)且效果量均達 0.38。此結果說明學生在 GEARS 環境 下,學生會選擇將專注力放在課堂上,而非選擇直接休息或是做其他事。同時學 生能更掌握教師提問內容,維持專注力的強度。然而專注力持續卻較低,說明學 生在答錯後會放棄回答。
表 4.3.1 課室專注力前後測 t 檢定分析與效果量
課室專注力 N
前測 後測
t-value
Effect size 平均 標準差 平均 標準差
專注力容量 34 3.25 0.92 3.46 0.66 1.80 0.26 專注力選擇 34 2.64 0.80 2.91 0.59 3.29** 0.38 專注力持續 34 3.16 0.76 3.14 0.75 -0.26 -0.03 專注力強度 34 3.05 0.76 3.34 0.77 3.43** 0.38
** p < .01
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二、遊戲元素與課室專注力的關聯
表 4.3.2 和表 4.3.3 統計遊戲元素-課室專注力複合代碼統計表,直方圖見 圖 4.3.1、圖 4.3.2。此處引出代表性較高的複合代碼進行討論,共 6 項,分別 為:TU-CS#4/5、TL-CI#5/7、IQ-CC#3/7、IQ-CI#3/7、R-CI#2/3 及 PQA-CS
#2/3 (說明:複合代碼#複合代碼出現次數/遊戲元素代碼出現次數): 1. 使用道具與專注力選擇:(TU-CS)
使用道具讓回答題目更有遊戲的感覺,讓學生不會選擇直接休息,能吸 引學生的專注力,影響其專注力選擇:
SA-3:「我覺得道具對學習也有幫助…讓我們上課比較不想睡覺。」
表 4.3.2 作答時間遊戲元素-課室專注力複合代碼次數統計
複合代碼 次數 複合代碼 次數 複合代碼 次數 複合代碼 次數 TU - CC 1 TL - CC 2 GP - CC 0 IQ - CC 3 TU - CS 4 TL - CS 0 GP - CS 0 IQ - CS 1 TU - CD 0 TL - CD 0 GP - CD 0 IQ - CD 0 TU - CI 0 TL - CI 5 GP - CI 0 IQ - CI 3 總計次數 5 總計次數 7 總計次數 0 總計次數 7
表 4.3.3 非作答時間遊戲元素-課室專注力複合代碼次數統計
複合代碼 次數 複合代碼 次數 複合代碼 次數
R - CC 1 B - CC 0 PQA - CC 1 R - CS 0 B - CS 0 PQA - CS 2 R - CD 0 B - CD 0 PQA - CD 0 R - CI 2 B - CI 1 PQA - CI 0
總計次數 3 總計次數 1 總計次數 3
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3. 即時提問與專注力容量和專注力強度:(IQ-CC & IQ-CI)
即時提問下的學生明白自己回應的問題且仍對題目有印象,學生在答 題的當下能注意到教師說明的細節。適讀學生的專注力容量有提升在 提問後讓學生對題目仍有印象:
研究者:「你還記得題目內容嗎?」
SA-5:「回答的時候知道,現在的時候要看是哪幾題囉」
SA-4:「那天擇說是由誰提出的?」
SA-5:「天擇說嗎?是達爾文吧,雖然一開始我回答達文西(笑聲)。」
即時提問對問題內容有深刻的印象、學生也較能跟上進度甚至不想睡 覺,可知即時提問對學生的專注力容量、專注力選擇與專注力強度有 幫助:
SA-9:「馬上聽馬上回答的問答機制,讓我們記很快,印象會比較 深刻。」
研究者:「跟平常講義有什麼差異?平常講義也有題目阿。」
SA-9:「平常上課沒有吸引力阿,因為你上課方式都一樣,聽到後 面都閉眼了。」
研究者:「所以這樣子是比較吸引力的,而且有幫助你們比較跟得 上課程進度?」
SA-9:「會。」
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4. 排行榜與專注力強度:(R-CI)
學生不希望自己在排行榜上的名次太難看,宣稱自己在課堂上的專注 度會提升,使學生在課堂上能持續保持學習動機與對環境的專注度,
因此研究者視為專注力強度的改善:
研究者:「排行榜會影響你們的上課狀況嗎?」
SA-9:「會,因為不希望自己的名次太糟糕,聽課時會比較專 注。」
5. 公共討論區與專注力選擇:(PQA-CS)
學生在使用手機後有可能會因為手機其他 app 或網站更吸引人,而在 過程中跳出 GEARS 介面。然而 GEARS 在非作答時間還有公共討論區讓 學生可以討論,同儕的討論內容能吸引學生重新回到 GEARS 介面。在 重新進入 GEARS 介面後與老師的指導後,便會跟著繼續上課:
研究者:「你們覺得公共提問的設計有改善你們的上課狀況嗎?」
SA-6:「有。如果沒有這個設計,在老師還沒出題目以前,大家可 能已經把網站關掉、做其他事了。因此我覺得這個功能可以把人留 下來,是有幫助的。」
SA-4:「我的想法跟 SA-6 差不多。雖然我會跳出網站去看其他東西,
但離開後還是會想知道大家在公共提問區的討論內容。跳回網站後 恰逢老師在上課,就會進入學習的感覺,之後反而就會我懶得再跳 出去,繼續在網站中跟同學上課。」
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三、研究討論:GEARS 對課室專注力的影響
量化結果顯示課室專注力中的專注力選擇(CS)與專注力強度(CI)相較於傳 統教學環境有顯著提升。質性資料指出道具與公共討論區能提升專注力選擇,使 學生不易分心。提問與倒數計時則能提升學生的專注強度,讓學生更專注在教師 的提問中。
Li et al.(2012)在 GamiCAD 同樣含有倒數計時這項遊戲元素,且 GamiCAD 能提升學員的任務完成的與完成效率。Pettit et al.(2015)顯示大學一年級學 生在生物課程認為遊戲化群眾互動系統想顯示大部分學生專心參與在活動中。
Sun and Hsieh(2018)指出競爭元素可有效支持學生在課堂上的注意力。兩篇研 究均使用群眾互動系統作為實施平台,顯示遊戲化群眾互動系統可作為改善課室 專注力的教學工具。
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第伍章 結論
高中體育班因其特殊性,在學科的學習動機與課室專注力較弱,科學教育的 研究在以往也較容易被忽視縱使。研究提出的遊戲化電子群眾互動系統(GEARS) 在高中體育班的科學學習開闢一個新的可能。其使用道具的豐富性與能和同儕互 動的公共討論區能提升學習環境誘因,營造自在、愉快的學習環境。同時也讓學 生不想睡覺或分心在其他事物上,專注投入學生在課堂的學習中。逐漸失去作答 機會的倒數計時與提問機制能提升學生的專注強度,使學生專心在課堂上回答教 師的提問。
本研究初步探討短時間內 GEARS 對體育班學生的生物學習影響。目前 GEARS 的八角框架分析僅限於第二、三、五與八項核心動力,未來研究可強化 其他核心動力,探討其他核心動力對學生學習科學的影響。同時也需要延長教學 時間,探討 GEARS 融入教學的長期影響。除體育班外,GEARS 融入教學也可 運用在非體育班級但學習動機和課室專注力較弱的學生,幫助教師與學生面對科 學學習的挑戰。
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