國立臺灣師範大學教育心理與輔導學系宋曜廷吳昭容2014-12-022014-12-022009-07-31http://rportal.lib.ntnu.edu.tw/handle/20.500.12235/40853『擬題』是一種透過經驗的轉化以有效提升學生思考的教學策略,此策略在許多領域都被廣泛討論。本研究主要目的是探討以科技輔助擬題策略的可行性。主要依據擬題與遊戲理論的設計原則,設計一個結合遊戲式問答的擬題與解題系統,並探討結合遊戲的擬題活動融入數學學習,對於學生擬題能力、解題能力及神馳經驗的影響。研究以台北市西門國小五年級四個班級學生為樣本,兩個班級提供遊戲式擬題系統,兩個班級則實施傳統紙本擬題。根據研究結果與觀察進行討論,結果顯示學生在整體擬題能力方面有顯著的促進效果;也能有效的產生神馳經驗。“Problem-posing” is an experience-converting instructional strategy for effectively enhancing students’ thinking abilities and is broadly discussed in many domains. This study aims to probe into the possibility of technology assistance for problem-posing strategy. Based on the design principles of problem-posing and game theories, we designed a game-based problem-posing and solving system. Moreover, the influences of game-based problem-posing Math learning activities for students’ problem-posing, problem- solving abilities, and flow are discussed. Four classes of fifth graders were participated in the research. Two classes were provided with game-based problem-posing system, while the other two used paper-based problem-posing method. The result shows that game-based problem-posing system positively enhances students’ overall flow and problem-posing abilities.適用於教室教學的動態評量系統之設計與應用:整合行動科技與適性診斷測驗的取向(Ⅲ/Ⅲ)Implementing a Dynamic Assessment System for Classroom Instruction: an Approach of Integrating Mobile Technologies with Adaptive Diagnostic Testing