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    Please use this identifier to cite or link to this item: http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/74595


    Title: 探究悅趣式學習環境下學生學習動機與學習成效之關聯 : 利用ZMET分析法
    Other Titles: Game-Based Learning environment of students interested in learning motivation and learning relationship : analysis using ZMET
    Authors: 林澄璋;Lin, Cheng-Jang
    Contributors: 淡江大學資訊工程學系資訊網路與通訊碩士班
    趙榮耀;Chao, Louis R.
    Keywords: 數位原生;教學法;悅趣式學習;薩爾特曼隱喻誘引技術;digital natives;Pedagogy;Game-based Learning;ZMET
    Date: 2011
    Issue Date: 2011-12-28 18:59:48 (UTC+8)
    Abstract: 傳統的教學對於此數位原生世代的學生已經逐漸失去吸引力,在本研究中為了增進學生的學習動機,採用的教學法為悅趣式學習的策略,並透過淡水地區的歷史為背景開發教學用途之遊戲,遊戲的開發遵循ADDIE流程,並配合教育理論以問答遊戲為主題,透過兩階段的實驗探究學生的學習動機以及對於悅趣式學習之成效,第一階段為教學式遊戲對於學生的影響,接著透過薩爾特曼隱喻誘引技術作分析,透過此技術之特性找出學生對於悅趣式學習的共識地圖,由此共識地圖就能找出學生對於悅趣式學習的想法以及此教學法的通用模型。未來可透過此模型再做進一步研究
    Traditional teaching for this digital native generation of students has gradually lost its appeal, In this research, in order to enhance students'' learning motivation, using the Game-Based Learning as the strategy, through the education game based on Damsui history, the game development follow the ADDIE processes. And with educational theory and quiz to design the game. Through the two-phases experiments to explore students'' learning motivation t and the effectiveness of Game-Based Learning. Then using the ZMET to analysis, and find the consensus map of Game-Based Learning. Students will be able to find this consensus map for Game-Based learning ideas and general model for this teaching, And we can use this general model
    To extend this research in the future.
    Appears in Collections:[資訊工程學系暨研究所] 學位論文

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