《論語》學習態度對「孔子點點名互動遊戲」的認知負荷、遊戲興趣、遊戲學習價值之相關研究
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2020
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Abstract
近年來,數位學習、數位教學隨著科技的發展愈來愈普遍,教育部也在新課綱、各縣市補助計畫等致力推行數位教學,足見數位學習的重要性,而數位遊戲式學習更是被很多研究證實能夠提升學習動機與學習成效等。本研究透過結合《論語》的RPG遊戲「孔子點點名」作為研究工具之一,搭配紙本或網路問卷,於受測者遊戲過後填寫,以此探討學生的《論語》學習態度、語文推理能力是否與遊玩「孔子點點名」的認知負荷、遊戲興趣有相關,以及和「孔子點點名」的遊戲學習價值之間的關連。本研究以北台灣若干縣市,採取隨機抽樣,共回收511份問卷,經一階驗證性因素分析,刪除不適用問卷與題項,最後留下445份問卷。
研究透過AMOS 20.0結構方程式模型進行處理分析,研究結果顯示:(1)《論語》學習態度和遊戲認知負荷具顯著負相關。(2)《論語》學習態度和遊戲興趣具顯著正相關。(3)語文推理能力和遊戲認知負荷具顯著負相關,但和遊戲興趣無相關。(4)遊戲認知負荷和遊戲興趣具顯著負相關。(5)遊戲認知負荷和遊戲學習價值具顯著負相關。(6)遊戲興趣和遊戲學習價值具顯著正相關。
最後,根據研究結果提出建議,以供未來研究之參考。
A great number of studies have demonstrated that Digital Game-Based Learning can enhance learning motivation and effectiveness. However, rare study has been extended to examine the learning effect of digital game on Analect of Confucius learning. To understand this issue, the present study applied a RPG game, named "Confucius Roll Calling Game" for players to learn The Analects of Confucius. Random sampling was adapted for this study, data collected from Northern Taiwan. There were 511 returned, after applying first-order confirmatory factor analysis to test the suitability of items, 445 data were validated. By applying AMOS 20.0 to test the research hypotheses, the results of this study indicated that (1) The participants’ learning attitude of The Analects of Confucius is negatively related to intrinsic cognitive load of playing the game; (2) The participants’ learning attitude of The Analects of Confucius is positively related to gameplay interest; (3) Verbal reasoning ability is negatively related to intrinsic cognitive load, but no significantly related to gameplay interest; (4) Intrinsic cognitive load of playing the game is negatively related to gameplay interest; (5) Intrinsic cognitive load of playing the game is negatively related to the perceived learning value of playing the game; (6) Gameplay interest is positively related to the perceived learning value of playing the game. According to the results, some suggestions were provided for future researches and usage.
A great number of studies have demonstrated that Digital Game-Based Learning can enhance learning motivation and effectiveness. However, rare study has been extended to examine the learning effect of digital game on Analect of Confucius learning. To understand this issue, the present study applied a RPG game, named "Confucius Roll Calling Game" for players to learn The Analects of Confucius. Random sampling was adapted for this study, data collected from Northern Taiwan. There were 511 returned, after applying first-order confirmatory factor analysis to test the suitability of items, 445 data were validated. By applying AMOS 20.0 to test the research hypotheses, the results of this study indicated that (1) The participants’ learning attitude of The Analects of Confucius is negatively related to intrinsic cognitive load of playing the game; (2) The participants’ learning attitude of The Analects of Confucius is positively related to gameplay interest; (3) Verbal reasoning ability is negatively related to intrinsic cognitive load, but no significantly related to gameplay interest; (4) Intrinsic cognitive load of playing the game is negatively related to gameplay interest; (5) Intrinsic cognitive load of playing the game is negatively related to the perceived learning value of playing the game; (6) Gameplay interest is positively related to the perceived learning value of playing the game. According to the results, some suggestions were provided for future researches and usage.
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數位遊戲式學習, 學習態度, 語文推理能力, 遊戲認知負荷, 遊戲興趣, 遊戲學習價值, 孔子點點名, Digital game-based learning, Learning attitude, Verbal reasoning, Cognitive load, Gameplay interest, Learning value, Confucius Roll Calling Game