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篇名
關懷服務學習動機影響程度探析──以桌遊融入「健康促進」課程為例
並列篇名
Investigation of Effects on the Motivation of Caring and Service-Learning: A Case Study of Using Board Games in the General Education Course of Health Promotion
作者 王素真 (Su-Zhen Wang)
中文摘要
本研究以健康促進為藍本,融入桌遊作為輔助教材並結合教學活動,採用小組合作學習方式進行高齡者健康促進關懷服務之行動研究。目的:檢視桌遊融入於「健康促進」教學中,能否有效提升學生對高齡者健康促進關懷服務的學習動機。方法:研究對象為參加 16 小時微學分課程──「桌遊設計工作坊」,且修習「健康促進」專業課程之 28 位大二學生。採行動研究於第一階段藉由「桌遊設計工作坊」,讓學生瞭解桌遊類型、體驗桌遊之遊戲機制、特色,作為專業課程教學之前導;第二階段於「健康促進」課程在教學中除專業知能外,設計課程方案,讓學生分組自製設計桌遊為媒材,並實際應用桌遊於關懷服務場域;並利用學習動機量表,進行前後測資料分析。結果:1.桌遊融入「健康促進」教學,有助於增強學習動機且達顯著性差異。2.桌遊融入教學有助於學生學習「健康促進」知識與技能,提高學生課堂的專注力、連結到生活經驗、增強自信,進而自主接觸健康促進資訊等,故桌遊融入教學能有效提升學生從事高齡者健康促進關懷服務的動機,帶給學生學以致用的滿足感。結論:提供本研究結論,給將採用桌遊融入教學之教師,及未來研究者做參考。
英文摘要
The study investigated health promotion and elderly caring services via group-learning using board games and academic activities based on the concept of health promotion. The objective of this study aimed to understand whether incorporating board games into the classroom activities of health promotion would increase students’ motivation for elderly caring services. The 28 sophomores who attended both the 16-hour “Board game design workshop” and the professional courses of “health promotion” participated in this study. In the first phase of the study, students attended the “Board game design workshop” to understand and experience different types of board games. In the second phase, students took “health promotion” course, from which they learned professional knowledge of health promotion, designed their own board games, and applied them to caring and service settings. Study subjects were also provided with the learning motivation scale for pre-test and post-test analysis. The results are: First, Combining board games with the “health promotion” course is helpful to the enhancement of learning motivation which reaches statistical significance. Second, Combining board games with the course helps students understand the knowledge and skills of “health promotion” and reach out for other health promotion information in advance. This means that the combination of board games and professional courses can effectively increase students’ motivation for participating in the elderly caring services and provide them with a sense of satisfaction. This paper concludes that the study provides a useful reference for teachers and scholars who plan to combine board games with academic activities in the future.
起訖頁 141-175
關鍵詞 桌遊高齡者健康促進關懷服務board gamethe elderlyhealth promotioncaring service
刊名 通識教育學刊  
期數 202206 (29期)
出版單位 中原大學通識教育中心
該期刊-上一篇 共敘大港聚落之環境正義敘事力融入通識課程之人文陶養與學習成效探究
該期刊-下一篇 情境學習合法周邊參與促進學習者互學──以「你說故事我行銷」為例
 

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