具學童創造思考能力評量機制之線上遊戲系統之研究
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2008
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Abstract
過去的學童創造力評量,多利用紙筆測驗進行,但紙筆測驗的表現方式未必能真正反應出學童的創造能力;相對的,由於學生對於教學式的網路遊戲的接受程度非常高,將線上遊戲式運用在創造力的評量上,成為對國小學生適用的創造力評量工具,則為本研究之主要研究目的。本研究遂提出具創造力評量機制之遊戲建置、檢核流程,並依照此流程,實際建構一套具創造力評量機制之線上遊戲系統。
本研究採取準實驗研究法,以台北市吳興國小三個班級共80名學生為對象,進行教學實驗前,實施威廉斯創造力評量作為前測分數;而後,進行線上遊戲的操作並得創造力分數,並將其創造力分數愈威廉斯創造力評量前測分數進行相關分析。本研究之相關分析結果,除獨創力並無呈現相關外,流暢力、變通力、精進力、冒險性、好奇性、想像力、挑戰性七力之間,遊戲所測得的創造力分數與威廉斯創造力分數皆呈現正相關性。由此可知,本研究所提出之具創造力評量機制之線上遊戲系統建置模式是有效的。
Although there are many different ways to measure a child’s creativity, we usually take a psychometric method in a quantificational research. But some how, such measuring tool, like written test, may not be quite suitable for every particular case. Compared with this fact, we have notice on-line games are highly acceptable to children; even a game-based test is quite well accepted. So, in terms of children’s creativity measurement, there might be a possible way to develop a creativity evaluation system by using on-line games. Accordingly, the purpose of this study is to construct an on-line game-based creativity assessment system. After the experiments, we have made a comparison between a game-based achievement and a traditional creativity test’s achievement, in order to prove the two measuring tools reached a statistical related agreement. The quasi-experimental design was used to experiment on three classes of the forth graders in WUXING Elementary School in Taipei city, among which are 80 students in all. Before experiment, we adopted the William’s Creative Thinking Test and the William’s Creative Tendency Test to get children’s creativity achievement in advance; after deleting bad samples, 60 samples were used for data analysis of Pearson product-moment correlation to compare with our game-based creativity achievement. Conclusions of this research are as follows: 1.In the test of divergent thinking, Fluency, Flexibility, and Elaboration are displayed positive correlation; Originality displays no correlation. 2.In the test of divergent feeling, Curiosity, Imagination, Complexity, and Risk-taking are presented positive correlation. In consequence of the result, we may say that the on-line game-based creativity accessment system does provide a possible and available way to measure children’s creativity.
Although there are many different ways to measure a child’s creativity, we usually take a psychometric method in a quantificational research. But some how, such measuring tool, like written test, may not be quite suitable for every particular case. Compared with this fact, we have notice on-line games are highly acceptable to children; even a game-based test is quite well accepted. So, in terms of children’s creativity measurement, there might be a possible way to develop a creativity evaluation system by using on-line games. Accordingly, the purpose of this study is to construct an on-line game-based creativity assessment system. After the experiments, we have made a comparison between a game-based achievement and a traditional creativity test’s achievement, in order to prove the two measuring tools reached a statistical related agreement. The quasi-experimental design was used to experiment on three classes of the forth graders in WUXING Elementary School in Taipei city, among which are 80 students in all. Before experiment, we adopted the William’s Creative Thinking Test and the William’s Creative Tendency Test to get children’s creativity achievement in advance; after deleting bad samples, 60 samples were used for data analysis of Pearson product-moment correlation to compare with our game-based creativity achievement. Conclusions of this research are as follows: 1.In the test of divergent thinking, Fluency, Flexibility, and Elaboration are displayed positive correlation; Originality displays no correlation. 2.In the test of divergent feeling, Curiosity, Imagination, Complexity, and Risk-taking are presented positive correlation. In consequence of the result, we may say that the on-line game-based creativity accessment system does provide a possible and available way to measure children’s creativity.
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線上遊戲, 創造力, 創造力評量, 創造力傾向, 遊戲式評量, On-line game, Creativity, Creative Assessment, Creative Inclination, Game Assessment