應用溯因推理於歷史學習成效之研究

dc.contributor洪榮昭zh_TW
dc.contributorHong, Jon-Chaoen_US
dc.contributor.author許懿心zh_TW
dc.contributor.authorXu, Yi-Xinen_US
dc.date.accessioned2019-08-28T07:58:32Z
dc.date.available2019-08-01
dc.date.available2019-08-28T07:58:32Z
dc.date.issued2018
dc.description.abstract本研究在探究實施科學聯想遊戲於歷史遠程聯想活動中,對於國民中學學生溯因推理之效益。另外比較不同認知風格的學生在歷史遠程聯想活動中的差異表現,並分析學生認知負荷的相關因素。 本研究以立意抽樣選取204位新北市某郊區市立完全中學國中部八年級、九年級學生做為研究對象。研究者以「團體嵌圖測驗(GEFT) 」區分學生的學生認知風格,並於課程時間中進行歷史遠程聯想遊戲、讓學生出題以及解題。另外透過「認知負荷量表」了解對於「科學聯想遊戲」操作的認知負荷高低。最後以「歷史遠程聯想活動實用性量表」,了解學生對於此活動作為翻轉學習的接受度。根據資料分析結果如下: (1)學生的認知風格與玩科學聯想活動App的認知負荷呈現顯著負相關。(2)學生的認知風格與歷史遠程聯想活動中的出題表現呈現顯著正相關。(3)學生在歷史遠程聯想活動中的出題表現與玩科學聯想活動App的認知負荷呈現顯著負相關。(4)學生玩科學聯想活動App的認知負荷與活動實用性評價無顯著相關。(5)學生在歷史遠程聯想活動中的出題表現與活動實用性評價呈現顯著正相關。(6)活動實用性評價與學生在歷史遠程聯想活動中的答題表現呈現顯著正相關。 本研究結果提供教學實務建議與未來研究方面之參考。zh_TW
dc.description.abstractBeside divergent and convergent thinking in human mental reasoning, abductive reasoning is one of essential reasoning skills which has rare been practiced in educational settings. To understand the effect of abductive reasoning practice, this study first asked 8th students (aged M = 13.6) to design 3 cues for peer to identify the objects or people; and if those items participants raised without the second answer would be counted as good abductive reasoning score. Moreover, all participants play a game, named V-aquarium, in which teachers collected those good items and install at that game system for all other participants to play with abductive reasoning. According to cognitive-affective factors in media learning, this study explored the correlates between field-independent cognitive style (FI-CS), cognitive load, the performance of posing questions with abductive reasoning (PPQAR), perceived usefulness of playing V-aquarium (PU) and game performance of playing V-acquarium (GPP). Data were recruited by purposive sampling from a junior high school located at New Taipei city. A total of 204 useful data were collected and subjected to confirmatory factor analysis. The result of the study showed as follows: participants’ FI-CS are negatively correlated with their cognitive load; students’ FI-CS are positively related to their PPQAR; participants’ PPQAR is negatively related to their cognitive load; participants’ cognitive load is not significantly related to the PU; participants’ PPQAR are positively related to the PU; participants’ PU is positively related to their GPP. The results of this study provide implications for teaching practice and future researches. Keywords: Abductive reasoning, Remote association, Cognitive style, Cognitive load, Game performanceen_US
dc.description.sponsorship創造力發展碩士在職專班zh_TW
dc.identifierG0005A02102
dc.identifier.urihttp://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22G0005A02102%22.&%22.id.&
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/88788
dc.language中文
dc.subject溯因推理zh_TW
dc.subject遠程聯想zh_TW
dc.subject認知風格zh_TW
dc.subject認知負荷zh_TW
dc.subject遊戲表現zh_TW
dc.subjectAbductive reasoningen_US
dc.subjectRemote associationen_US
dc.subjectCognitive styleen_US
dc.subjectCognitive loaden_US
dc.subjectGame performanceen_US
dc.title應用溯因推理於歷史學習成效之研究zh_TW
dc.titleApplying Abductive Reasoning to Game-based History Flipped Learningen_US

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