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運用線上角色扮演遊戲支援網路學習的研究

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架、有效的促使玩家主動學習、自我管理等均值得網路學習效法[9]。

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對依變項(網路學習成就測驗成績)的影響力後,自變項(兩種不同策略的網路 學習)對依變項所造成的實驗處理效果顯著,達到統計上的顯著差異,表示網路 學習成就測驗成績的高低,會因受試樣本所接受的實驗處理不同而有顯著的差異 存在。亦即,接受線上角色扮演遊戲的學習者,其學習成效會明顯比僅接受一般 網路學習的學習者來的好,這代表本研究期望運用線上遊戲來促使學習者主動進 行網路學習之目的有一定的成效呈現。

伍﹒結語與建議

網路學習如同許多學者所言,是一個符合建構式學習理念的環境,但也因為 網路學習太過於彈性與開放,缺乏傳統建構式教學時教師能從旁協助與鼓勵,使 得沒有自我管理能力的學習者較容易喪失學習動力與成效。所以,網路學習並非 只是將傳統的教材放在網頁上即可,其實需要更多的學習支援來促使學習者學 習。本研究運用電腦遊戲可促進學習的原則,作為支援網路學習的鷹架,並運用 目前青少年所熱衷的線上角色扮演遊戲,來促進學習者從遊戲過程中主動學習。 初步的研究成果發現,這樣的網路學習方式與傳統的網路學習相比,確實收到一 定的成效,即運用線上遊戲策略來支援網路學習的學習成績顯著比較好。

日前,美國國防部著名的 ADL(Advanced Distributed Learning)計畫也開 始注意到線上遊戲對教育及軍事訓練上的重要,並提出許多線上遊戲在教育上可 以研究的方向[4]。因此,線上遊戲式的網路學習需要更多研究投入,本研究僅 是一個線上遊戲式學習的初探,未來應當可再進一步研究學習者在線上遊戲環境 中與他人互動或分工合作的情形,或是不同遊戲風格屬性在線上遊戲學習環境中 表現的差異等,均值得做更深入的探討。

陸﹒參考文獻

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[9]J. P. Gee, What video games have to teach us about learning and literacy. Palgrave, NY: MacMillan, 2003.

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games: An exploration by TEEM of the contribution which games can make to the education process. Cambridge, 2002.

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Futures in Tertiary Teaching. Proceedings of the 9th Annual Teaching Learning forum, 2-4 February, 2000. Perth: Curtin University of Technology, 2000,

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http://cleo.murdoch,edu.au/confs/tlf/tlf2000/mcloughlin.html.

[15] M. Prensky, Digital Game-Based Learning. New York, NY: McGraw-Hill, 2001. [16] L. P. Rieber, “Seriously considering play: Designing interactive learning

environments based on the blending of microworlds, simulations, and games”,

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[18] S. Terrell & P. Rendulic, “Using computer-managed instructional software to increase motivation and achievement in elementary school children”, Journal of

Research on Computing in Education, vol. 26, no. 3, pp. 403-414, 1996.

[19] B. Y. White, “Designing computer games to help physics students understanding Newton’s laws of motion”, Cognition & Instruction, vol. 1, pp. 69-108, 1984. [20] B. Whitehall & B. McDonald, “Improving learning persistence of military

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A Study of Using Online Role-Playing Game to Support

Web-based Learning

Kuang-Chao Yu, Hsien-Sheng Hsiao, Fu-Hsing Tsai*

Department of Industrial Technology Education, National Taiwan Normal University

*

E-mail: 89071002@ntnu.edu.tw

Abstract

The study uses game-based strategy to promote student’s learning through online game which was designed based on scaffolding theory. In this online game, students adopt role-playing as a major approach to communicate and corporate during the game learning process. The preliminary results showed that this online game-based approach had positive effects on learning. It means the students who received online game-based learning in a role-playing game scenario performed significantly better than those who received traditional web-based learning.

數據

圖 2 線上角色扮演遊戲模式 參﹒研究方法與設計 一﹒研究設計 本研究主要探討以線上角色扮演遊戲為策略的網路學習所帶來的成效。研究 設計採準實驗研究法,研究的自變項即網路學習的型態,包括線上角色扮演策略 的網路學習與一般網路學習的兩種學習型態;依變項是網路學習成效,即學習者 的網路學習成就測驗成績。實驗主要在考驗自變項對依變項的影響效果,即不同 的網路學習型態是否會對學習成效造成影響。研究設計如圖 3 所示。 圖 3 研究設計 二﹒研究對象與程序 本研究以高雄市某國中二年級學生為對象,隨機抽樣四個班級,然後
圖 4 一般網路學習環境 (二)線上遊戲式網路學習環境 受限於人力與時間之不足,本研究採由義大利作者 Cristiano Leoni 所開發 的線上遊戲引擎 Dimensione X,來建構本研究之線上遊戲式學習系統。此遊戲 引擎所建構出的線上遊戲與目前 MMORPG 的不同點是,僅能建構出 2D 的遊戲環 境,且採第一人稱的遊戲視角,即僅可看到其他玩家的虛擬角色(Avatar),無法 模擬出不同角色在同一畫面中走動情形。 (三)網路學習成就測驗 本研究為了瞭解學習者在網路學習系統使用後的學習成效,便以學習
圖 5 線上角色扮演遊戲支援網路學習的模式 圖 6 線上角色扮演遊戲畫面 圖 7 線上角色扮演遊戲畫面 二.線上角色扮遊戲策略支援網路學習的學習成效 為了瞭解學習者使用線上角色扮演遊戲來進行網路學習的成效,本研究以高 雄市某國中二年級學生四個班級共 133 人為實驗對象,並分為實驗組及控制組各 兩班(實驗組合計 67 人,控制組合計 66 人) 。實驗組進行遊戲式的網路學習, 控制組則進行一般網路學習,兩組於實驗結束後都接受自編的網路學習成就測 驗,以作為網路學習成效之依據。 本研究運用單因子共變數分析(

參考文獻

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