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    Please use this identifier to cite or link to this item: http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/111649

    Title: 小組遊戲競賽教學法結合即時回饋系統於大學課堂應用之教學設計
    Other Titles: The design and implementation of team-game-tournament with instant feedback system into a university course
    Authors: 王倩文;Wang, Chien-Wen
    Contributors: 淡江大學教育科技學系碩士班
    徐新逸;Shyu, Hsin-yih
    Keywords: 即時回饋系統;小組遊戲競賽教學法;學習成效;Kahoot;Instant Feedback System;Team-Game-Tournament;Learn effects
    Date: 2016
    Issue Date: 2017-08-24 23:58:44 (UTC+8)
    Abstract: 回饋系統是有助於達成師生課堂互動的教學策略,即時回饋系統Kahoot利用學生最常攜帶且熟悉的智慧型裝置,透過無線網路,建構課堂上的回饋系統,增強師生間的互動及回饋,讓學習者更有意願去實踐且參與學習過程,且學習者可適時表達意見並得到教師的回饋,教師可以透過學生即時的回饋,隨時掌握每一位學生的狀況,導正學生不瞭解及錯誤的學習觀念,就可提升學習成效或達到預期目標。
    Feedback is the most important strategy to enhance interaction between teachers and students. Learning can be facilitated by Kahoot system through the Internet with students’s own mobile devices. And Kahoot also promote the learning interaction and feedback between teacher and students. Let students are willing to participate in learning and they are able to express their opinions or get the feedback of teacher, then improve their learning effects and accomplish their expected objects.
    The aim of this research is design and implementing teaching activities by Team-Game Tournament with Instent Feedback system for educational technology course. And the further discussion is tries to investigate students’s learning effects and learning experience after students using the Instent Feedback system.
    This study adopted design-based research method. The research subjects were 65 freshmen in a university. According to ADDIE and BOPPPS teaching model and structure, the reasearcher designed teaching activities for educational technology course and implemented in the teaching field. And data were collected through survey, testing, interview of questionnaire in order to examine the students’s learning effects and experience and correlation.
    The result indicated that the learning effects in Team-Game-Tournament with Instant Feedback system had a significantly difference. The result showed student’s learning effects had a positive effect. And the further discussion, in the four factors of learing experience was significantly positive relationship. According to research result of learning experience, the four factors in the questionnaire were higher than 2.5 on mean scores. It’s obvious to see the students were satisfied with using Instant feedback system. In the conclusion, students’s accept Kahoot fits into teaching of educational technology course which had affirmative and positive feedback.
    The research designed teaching activities of Team-Game-Tournament with Instant Feedback System. Through observed to amend and provid the teaching model for teachers reference. Thereby, enhanced students’s learning interest, improve learning effect.
    Appears in Collections:[教育科技學系暨研究所] 學位論文

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