教師遊戲融入科學教學意圖量表之開發、效化與啟示
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2024
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近年來臺灣教育界興起遊戲學習與科學教育結合潮流。相關研究多探討學生使用遊戲的學習效益,對教師運用遊戲教學研究尚不多見。但教師在實施遊戲教學中扮演重要角色。研究目的是了解現今教師運用遊戲於科學教學的意圖因素,開發與效化「教師遊戲融入科學教學意圖量表」且驗證量表的信度及效度。本研究先參考計畫行為分解理論 (Decomposed Theory of Planned Behavior, DTPB) 相關的視角,初步建構量表的各向度及題項對應。邀請7位專家修正建議量表。以200位教師為樣本進行項目分析與探索式因素分析。最後取308位教師為研究樣本進行驗證性因素分析,完成建構效度。研究結果顯示,遊戲融入科學教學意圖量表包含遊戲有用性、遊戲易用性、自我效能、同儕和長官的期待等四個構面,合計20題,信度與效度良好。20-30歲教師族群在自我效能表現較於其他年齡組別有顯著較高現象。教學年資0-5年的教師族群於遊戲有用性表現較於其他組別有顯著較高現象。國小教師在量表中的四個構面上表現最佳。另外,亦使用潛在剖面分析(LPA)來識別不同教師風格子群組。根據教師於遊戲有用性、遊戲易用性、自我效能、同儕和長官期待方面,識別出三種類型的風格教師,其分別為中接受度/高主觀規範、低接受度/低主觀規範、高接受度/高主觀規範。這些子群組教師在測量遊戲意圖的四個構面上表現存在顯著差異。本研究對遊戲式教學有一定的啟示,可給予現今面臨多元化教學之 108 課綱的教師們,且益於之後其他非制式科學教育教學、教師科普遊戲活動使用,對後續研究有相當的助益。
In recent years, the trend of combining game-based learning with science education has gained momentum in Taiwan's education sector. Most related research focuses on the learning benefits for students using games, while studies on teachers implementing game-based teaching are still relatively scarce. However, teachers play a crucial role in the implementation of game-based teaching. The purpose of this study is to understand the factors influencing teachers' intentions to use games in science teaching and to develop and validate the "Teachers' Intentions to Integrate Games into Science Teaching Scale" while verifying its reliability and validity. This study initially constructs the dimensions and corresponding items of the scale by referencing the Decomposed Theory of Planned Behavior (DTPB). Seven experts were invited to revise the proposed scale. Item analysis and exploratory factor analysis were conducted with a sample of 200 teachers. Finally, confirmatory factor analysis was performed with a sample of 308 teachers to complete the construct validity.The results indicate that the scale includes four dimensions: game usefulness, game ease of use, self-efficacy, and peer and supervisor expectations, with a total of 20 items. The reliability and validity of the scale were found to be good. Teachers aged 20-30 exhibited significantly higher self-efficacy than other age groups. Teachers with 0-5 years of teaching experience showed significantly higher performance in game usefulness compared to other groups. Elementary school teachers performed best across the four dimensions of the scale. Additionally, Latent Profile Analysis (LPA) was used to identify different teacher style subgroups. Based on game usefulness, game ease of use, self-efficacy, and peer and supervisor expectations, three types of teacher styles were identified: moderate acceptance/high subjective norms, low acceptance/low subjective norms, and high acceptance/high subjective norms. These subgroups of teachers showed significant differences in the four dimensions of measuring game intentions.This study provides insights into game-based teaching and offers guidance for teachers facing the diverse teaching demands of the new 108 curriculum guidelines. It also benefits subsequent non-formal science education teaching and the use of science popularization games by teachers, contributing significantly to future research.
In recent years, the trend of combining game-based learning with science education has gained momentum in Taiwan's education sector. Most related research focuses on the learning benefits for students using games, while studies on teachers implementing game-based teaching are still relatively scarce. However, teachers play a crucial role in the implementation of game-based teaching. The purpose of this study is to understand the factors influencing teachers' intentions to use games in science teaching and to develop and validate the "Teachers' Intentions to Integrate Games into Science Teaching Scale" while verifying its reliability and validity. This study initially constructs the dimensions and corresponding items of the scale by referencing the Decomposed Theory of Planned Behavior (DTPB). Seven experts were invited to revise the proposed scale. Item analysis and exploratory factor analysis were conducted with a sample of 200 teachers. Finally, confirmatory factor analysis was performed with a sample of 308 teachers to complete the construct validity.The results indicate that the scale includes four dimensions: game usefulness, game ease of use, self-efficacy, and peer and supervisor expectations, with a total of 20 items. The reliability and validity of the scale were found to be good. Teachers aged 20-30 exhibited significantly higher self-efficacy than other age groups. Teachers with 0-5 years of teaching experience showed significantly higher performance in game usefulness compared to other groups. Elementary school teachers performed best across the four dimensions of the scale. Additionally, Latent Profile Analysis (LPA) was used to identify different teacher style subgroups. Based on game usefulness, game ease of use, self-efficacy, and peer and supervisor expectations, three types of teacher styles were identified: moderate acceptance/high subjective norms, low acceptance/low subjective norms, and high acceptance/high subjective norms. These subgroups of teachers showed significant differences in the four dimensions of measuring game intentions.This study provides insights into game-based teaching and offers guidance for teachers facing the diverse teaching demands of the new 108 curriculum guidelines. It also benefits subsequent non-formal science education teaching and the use of science popularization games by teachers, contributing significantly to future research.
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遊戲式學習, 量表發展, 潛在剖面分析, game-based learning, scale development, Latent Profile Analysis