文化大學機構典藏 CCUR:Item 987654321/30167
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    題名: 建立以遊戲化為本之學習機制成效初探 –以某高職為例
    Effects of Gamification-Based Design on Learning Outcomes in a High School Context
    作者: 葉佩君
    Yeh, Pei-Chun
    貢獻者: 資訊管理學系碩士在職專班
    關鍵詞: 遊戲化
    教育應用
    系統開發
    成效評估
    行動研究
    gamification
    application in education
    system development
    performance evaluation
    action research
    日期: 2015-06
    上傳時間: 2015-08-13 10:35:49 (UTC+8)
    摘要: 資訊科技進步及遊戲發展成熟,為學習產業帶來變革與典範移轉。其中,近年間浮現的遊戲化(Gamificaiton)概念,更被許多研究單位與顧問機構視為未來十年的關鍵技術與應用趨勢。因此,如何在教育界落實,為傳統遊戲式學習升級,便成為重要課題。但迄目前為止,領域研究仍處於探索階段,尚無具體模式與結論;此外,教育相關研究多鎖定課程層次的效果分析,尚未著眼整體學習機制的宏觀層面作法與成效之探究。
    為回應此一需求缺口,本研究以遊戲化概念開發配套的雛型系統,進行高中職學習機制的重設計,並針對某餐飲學校,以行動研究方式,透過課程導入進行觀察,據此進行成效評估。研究結果發現,除可有效藉由前台具吸引力的人機介面,及排行榜與關卡等遊戲化元素的導入,提升學生主動參與和關注意願外;同時間,連結學習評量後台的遊戲化設計機制,讓老師可在原有的學習評量規範下進行教學,並在第一時間掌握同學參與情況,據此調整派任務的頻率與難度,並於事後依同學表現調整教學策略,因此成功創造可快速結合既有課程、改善學生實質學習成效,及提升教師使用意願等效果。
    Gamification has attracted considerable attention since 2011, and educational services are regarded as one of the most heavily affected domains. Although recent studies have reported the value of applying gamification in learning, few design disciplines and applications take into account the concerns of school administrators and teachers. In addition, how to respond to the broader needs for holistic learning remains unclear.
    To aid in bridging this research gap, this study determined whether gamifica-tion-based design can achieve a win–win situation in a high school context. A gamified prototype App linked to the e-portfolio system in a Taiwanese high school was developed and deployed. The results of a 3-month field test on two classes were used for measuring learning outcomes. The preliminary results revealed that the developed gamification App linked to the school e-portfolio system and teacher evaluations attracted the attention of the students and teachers. We also observed that, because of real time responses, the teachers were willing to actively adjust their instructional strategy to retain learning outcomes and the attention of students, thus achieving a win–win situation. Consequently, we argued that once the demands of students and teachers are integrated and transformed, a gamification App may create a new learning paradigm in a high school context, thus exemplifying the power of gamification in educational services.
    顯示於類別:[資訊管理學系暨資訊管理研究所 ] 博碩士論文

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