具學習夥伴之線上遊戲學習系統之研究
No Thumbnail Available
Date
2010-05-01
Authors
蕭顯勝
黃元暉
洪琬諦
林建佑
蔡福興
Journal Title
Journal ISSN
Volume Title
Publisher
國立交通大學
Abstract
數位遊戲具有奇幻、規則、目標、感官刺激、挑戰、神祕感與控制等特性,提升使用者的專注與投入,這樣的體驗能讓人們專注於學習上,但學習者可能只將專注力放在遊戲娛樂非學習上,原因在遊戲與教學內容間連結鬆散,反而減低學習動機。學習夥伴有同儕互動、提高動機及學習成效之特性,因此本研究建置一具學習夥伴機制之線上遊戲學習系統試圖解決遊戲與學習內容鬆散連結問題,並以國小六年級學生為研究對象進行實驗,探討分別利用學習夥伴機制進行線上遊戲教學與無利用學習夥伴機制線上遊戲教學在學習成效之差異,實驗結果證實使用學習夥伴機制系統的學習成效較佳。
Digital games have some traits, such as fantasy, rule, goal, excitement, mystery, challenge, and control. It makes people immerse in and concentrate on digital games, and that kind of experience can make people focus on learning. Yet, participants could only want to play digital games, but not want to learn from digital games. The reason is that the link between learning contents and game contents isn’t tight enough. Learning companions have characteristics such as peer interaction, gaining motivation, and learning outcomes. Therefore, this study constructs an online game-based learning system with learning companions to solve the problem in linking learning contents and game contents. In the experiment with 6th graders in an elementary school, we find that the achievement of the students using online game-based learning system with learning companions are higher than that of the students using online game-based learning system without learning companions.
Digital games have some traits, such as fantasy, rule, goal, excitement, mystery, challenge, and control. It makes people immerse in and concentrate on digital games, and that kind of experience can make people focus on learning. Yet, participants could only want to play digital games, but not want to learn from digital games. The reason is that the link between learning contents and game contents isn’t tight enough. Learning companions have characteristics such as peer interaction, gaining motivation, and learning outcomes. Therefore, this study constructs an online game-based learning system with learning companions to solve the problem in linking learning contents and game contents. In the experiment with 6th graders in an elementary school, we find that the achievement of the students using online game-based learning system with learning companions are higher than that of the students using online game-based learning system without learning companions.