英文摘要 |
This study developed a digital role-playing game (RPG) that employs the environmental literacy as the story scenarios to integrate into STS instruction. The purpose was to explore its impact on student environmental literacy and how the environmental literacy relates to role identity. A total of 102 students were took part. They were divided into two groups, experimental (n = 52) and control (n = 50). Students in the experimental group received STS instruction integrated with digital RPG, while those in the control group received STS-only instruction. This study collected both quantitative and qualitative data. For quantitative data, one-way ANCOVAs and Pearson’s correlation coefficients were used to test the differences in the environmental literacy between pre- , post-, and delayed posttest and the relationship between environmental literacy and in game role identity. For qualitative data, energy saving and carbon reduction learning sheet were converted to quantitative scores according to the developed coding rubrics, then paired t tests were run to examine the differences in student energy saving and carbon reduction between experimental and control group. 1. Some significant findings were revealed: Students in the experimental group had a significantly better performance on the delayed test than those in the control group in terms of the dimensions of knowledge of environmental concepts and environmental ethics and values of environmental literacy. 2. Students in the experimental group significantly outperformed those in the control group in terms of energy saving and carbon reduction behaviors. 3. Student in-game role identity was significantly and positively related with the dimensions of environmental perception and sensitivity, capacity to take environmental actions and experience of taking environmental actions of environmental literacy. |