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篇名
競賽數位遊戲結合學生出題運用於國民小學電磁教學之研究   全文下載 全文下載
並列篇名
The Study of Digital Competitive Games and Student-generateed Questions in the Elementary Science Education: A Unit of Electromanetics
作者 楊雅婷陳奕樺 (I-Hua Chen)
中文摘要
本研究結合競賽數位遊戲與學生出題的教學策略,實施於北部一所國民小學六年級的自然科電磁單元教學。目的為:一、探討學生課程投入暨設備使用狀況、出題品質與可能因競賽數位遊戲產生的敵意言語等問題,以及針對這些問題,教師所採取的因應調整方式;二、分析學生於實驗教學後的課業情感。為了更能顯現實驗教學對於學生的影響,本研究加入對照班級的課業情感資料進行分析。研究結果顯示:一、學生課程投入暨設備使用狀況:學生課程投入積極,且教師應注意學生喜好的競賽數位遊戲類型,並重視學生習慣的遊戲輸入介面;二、學生出題的品質:學生出題展現主動探究的科學素養精神,但是出題的品質大多停留在可直接於課本或習作中找到答案的層次,因此仍有賴教師給予學生更多出題鷹架的導引。此外,學生面對面修正題目時,會產生因在意他人觀感而不願修正的問題;三、敵意言語:因競賽數位遊戲產生的組內敵意言語頻率已有所降低,但是組間的敵意言語仍有賴教師事前訂定的規則,與遊戲過程中的即時勸導與制止;四、課業情感:研究班級的課業情感較對照班級更具學習適應性。本研究根據結果進行討論,並提出對未來研究的建議。
英文摘要
This study integrated two strategies in the science education: digital competitive games and student generated questions. The strategies were implemented in a unit on electromagnetics in a sixth grade science class. The purposes of this study were: 1. to investigate the extent to which students engage in the curriculum and the difficulties which the teacher encountered during his teaching and the way in which he regulated his teaching; 2. to analyze the academic emotion of students participating in this study. Data for academic emotion from a control group were used in order to show the effect of the instruction on the participants in the intervention class. The results suggest that: 1. students were highly participating during the curriculum and teachers should evaluate which types of games students were most engaged with. Moreover, the devices which students used to control the game were also needed to be noticed; 2. the setting of scaffolding was needed to provide and the online system of students generated questions was also suggested; 3. Words with hostility was prevented within group competition but still happened between group competition. Therefore, the rule was needed to set before games and teachers should prevent those words happening during game play; 4. the academic emotion of participating students showed greater levels of adaptation than those of the control group. Based on these result, suggestions for future research are provided.
起訖頁 001-025
關鍵詞 課業情感學生出題競賽數位遊戲academic emotionstudent-generated questionsdigital competitive games
刊名 數位學習科技期刊  
期數 201310 (5:4期)
出版單位 數位學習科技期刊編審委員
該期刊-下一篇 程式設計課程應用悅趣化遊戲競爭策略於學習動機與學習成效之影響
 

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