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運用混成數位遊戲教學提升國小五年級學童創造力之探討及成效評估
蘇瑋翔; Su, Wei-hsiang 莊宗嚴; none; 數位學習科技系數位學習科技碩士在職專班 2009
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題名:
運用混成數位遊戲教學提升國小五年級學童創造力之探討及成效評估
著者:
蘇瑋翔
;
Su, Wei-hsiang
莊宗嚴
;
none
;
數位學習科技系數位學習科技碩士在職專班
主題:
數位遊戲
;
混成教學
;
創造力
;
blended learning
;
digital game
;
creativity
描述:
數位學習科技時代,混成學習也逐漸被重視,本研究旨在探討以混成數位遊戲提升國小學童創造力之成效,再討論混成數位遊戲、傳統創造力教學與一般市售創意教材,三者影響創造力的差異性。本研究以台南縣某國小五年級學生為樣本,總共80人,分三組進行實驗研究,實驗組A接受研究者所設計的傳統創造力教學活動,實驗組B接受研究者所設計的混成數位遊戲教學活動(Sheep’s Quest與Arctic Quest 2兩款數位遊戲混成創造力教學),對照組則接受市售創意思考教材教學,每組均進行8次,每次為40分鐘的教學,採用威廉斯創造性傾向量表與威廉斯創造性思考活動為評量工具。研究結果發現:經過一般市售創意教材、傳統創造力教學、混成數位遊戲教學的實驗後,市售創意教材無明顯提升成效,而傳統創造力教學及混成數位遊戲教學皆有提升之效。針對一般市售創意教材、傳統課堂創造力教學及混成數位遊戲教學三者之間的比較,實驗結果說明混成數位遊戲教學優於傳統課堂創造力教學,傳統課堂創造力教學亦優於一般市售創意教學。根據研究結果本研究建議,在現今國小的教育環境中,適當地運用數位遊戲結合傳統創造力教學,能有效提升創造力。在未來,混成數位遊戲教學將可為提供教師新的創造力教學模式之參考。
Era of digital learning technologies, blended learning a great importance has been gradually.The research attempts to discuss the effect of blended digital game teaching on creativity enhancement in elementary education, including implementation, and performance assessment. Then to find the differences between blended digital game teaching, creativity teaching, and creativity books sold on the market which influence on 5th graders’ creativities.This reaserch conducted experimental method. Eighty fifth grade elementary school students in Tainan County were separated into three groups. Each group received 8 classes’ teachcing activities, which was forty minutes for one section. The experimental group A received creativity teaching, experimental group B received blended digital game and teaching creativity teaching, and the the control group received creativity books sold on the market.The instruments applied in this study were Creativity Assessment Packet (CAP), including the“Test of Divergent Thinking” and the “Test of Divergent Feeling”. The conclusions are summerized as follows:After experiment, blended digital game teaching and creativity teaching can make significant progress on creativity, but creativity books sold on the market cannot.The blended digital game teaching is better than the creativity teaching, and the creativity teaching is better than creativity books sold on the market.The findings of this research suggested that digital games blended creativity teaching adopted appropriatedly in elementary education can make significant progress on creativity.In the future, teachers could use blended creativity teaching in creativity teaching models.
碩士
建立日期:
2009
格式:
121 bytes
text/html
語言:
中文
識別號:
http://nutnr.lib.nutn.edu.tw/handle/987654321/2893
資源來源:
NUTN IR
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