資訊發達的現在,在面對數位原生的一代,為了引起學生學習興趣,許多教師會運用相關遊戲資源於教學之中,但若教師直接將此遊戲呈現在教學上,雖可能提高學生學習興趣,實際上學生可能無法掌握真正的學習核心目標,會因為專注遊戲而出現逃避學習的行為,對教學反而是種阻礙。 本研究以行動研究方法將數位遊戲「房產大亨」、「麥當勞經營」與「石油大亨」遊戲分別融入高中公民「經濟與永續發展」主題之教學設計中,透過「教學式遊戲設計原則」分析數位遊戲後進行教學設計,並於實施後反思修正,研究結論如下: 一、遊戲融入教學之教學設計模式,著重學生間的互動關係,透過更多的小組互動過程,促使學生能有更深入的思考與討論。 二、遊戲融入教學之教學設計讓學生從遊戲中自然發現經濟概念,學生樂於思考學習。 三、遊戲融入教學之教學設計是由遊戲經驗中學習經濟概念,有助提升知識應用能力。 In the face of a generation of Digital natives in a world of booming information technology, many teachers incorporate course-oriented actitivies into classes to arouse students’ interest. However, if these activities are directly presented during classes, students might become overly obsessed with them and thus prohibit their in-class learning or even result in students’evasion behavior in learning. In this study, use of Action research into the teaching design of the digital games that included Mansion: Impossible , McDonald’s Video Game and Oiligarchy. Teaching design and analysis of digital games through the "teaching style game design principles", the amendments to reflect after the implementation , Conclusions are as follows: 1. Teaching design model of digital game-based learning is focusing on interaction between students through more group interaction, encourage students to have a more in-depth thinking and discussion. 2. Teaching design of digital game-based learning enable students find teaching economic concepts from the game, students willing to learn to think. 3. Teaching design of digital game-based learning is to learn economic concepts from game experience, and help enhance knowledge application skills.