英文摘要 |
In this study, a quasi-experimental design was applied to understand the influence of scaffolding instructions on student performance in executing a creative online gaming task. A total of 119 students enrolled in the "Creativity and Living" course at a technology college in Northern Taiwan participated in this study. The students were randomly divided into experimental and control groups based on their optional classes. An investigation conducted prior to the experiment indicated that the students in the two groups did not display differences in their reactions to teachers' instructions, their interest in the course before it commenced, or in their level of attention during the courses. The experimental intervention involved following various instructions for performing a creativity task titled "Online Gaming Concept Design." Because the scaffolding instructions for the control group were more lenient than those for the experimental group were, the students in the control group had a comparatively higher degree of freedom when working on the creative task. Conversely, the experimental group strictly adopted specific and detailed scaffolding rules to achieve their goal. Their creativity operation performance was evaluated using three creativity education specialists on the basis of three indices: uniqueness, diversity, and the integrity of the design concept. The results of the t test indicated no difference in the two groups, but the distribution of their scores was compared. Ranking the creative tasks revealed that the performance of students in the control group was limited by their capacity for imagination, and the diversity and details were lacking, but the experimental group demonstrated excellent innovation, high diversity, and presented a degree of integrity. |