标题: 探究悦趣式反钓鱼教材学习者之序列行为模式、心流体验与学习成效
Explore anti-phishing game-based learners’ sequential behavioral patterns, flow experience, and learning performance
作者: 郭芊妤
Kuo,Cian-Yu
孙之元
Sun,Chih-Yuan
教育研究所
关键字: 悦趣式学习;网路钓鱼;行为模式;心流体验;序列分析;Game-based learning;Phishing;Behavioral patterns;Flow experience;Sequential analysis
公开日期: 2015
摘要: 网际网路带来丰富的资讯与无远弗届的沟通管道,养成网路使用者习惯仰赖网际网路的方便性。然而,相关文献指出,网路钓鱼攻击往往是网路使用者所忽视的议题。目前网路钓鱼攻击以社群网站作为攻击据点成为新兴的途径,基于社群网站广大的用户,以及网路使用者的心态与习性,诱使网路使用者成为网路钓鱼攻击事件的受害者。然而,网路上侦测网路钓鱼攻击事件的工具,其防御效果并不彰显,因此,需要透过完整的教育训练教授使用者正确网路钓鱼攻击概念与防御网路钓鱼攻击的办法,使其具备基本防御网路钓鱼攻击事件之能力。
本研究以台湾地区,某国小110位学生作为研究对象,透过教材Log、社群网站钓鱼知识试题、心流状态量测问卷,以及悦趣式反钓鱼教材进行施测。本研究透过记录学习者的行为,利用序列分析法探索学习者的行为模式,用以比较不同心流体验的学习者在悦趣式反钓鱼教材环境上学习的行为模式与学习成效表现差异。研究结果发现,本研究之悦趣式反钓鱼教材虽仍须改进 ,仍具备学习成效 ,使大部分的学习者体验心流,透过游戏→游戏的行为模式在错误中学习反钓鱼知识。
本研究建议,未来从事悦趣式教材开发与教育之研究者 ,可由二面向提升悦趣式反钓鱼教材之教育价值,其一为提升悦趣式教材之内容,藉由提升悦趣式反钓鱼教材之教学内容与悦趣性,使学习者乐衷于阅读,透过教材得到更多网路钓鱼攻击的知识,提升学习者的学习成效,并适时增加游戏挑战的难度,使学习者乐衷于游戏,在游戏过程中,获取知识;其二为改善学习者之学习行为,在学习者进入课程后,引导学习者进行阅读教材,透过完整的教育课程,瞭解游戏任务内容,并在进入游戏后,鼓励焦虑与无聊的学习者与同侪间互动,讨论问题,进行交流与思考,降低焦虑学习者的焦虑感,增加无聊学习者的参与感,藉此帮助学习者体现心流,提升学习成效,增进教材之教育价值。本研究结果希望能作为悦趣式学习课程与悦趣式教材开发相关研究或教学者之参考。
The popularity of the Internet have provided users abundant information and easy access to communicate with each other, and therefore Internet users rely on it heavily. However, research showed that the consequences of the phishing attacks are often underestimated by the Internet users. In recent years, social networking sites (SNS) have become the new bases of phishing attacks. Because of the large population in SNS and the users’ attitude toward the Internet usage, SNS users are at a high risk of phishing attacks. The anti-phishing tools available on the current market are not effective enough to stop the attacks, so the development of the anti-phishing training and strategies become an important topic.
The purpose of this study was to apply lag sequential analysis to explore the influence of game-based learners’ behavioral patterns on flow experience and learning performance. Participants were 110 students from an elementary school in Taiwan. System logs of the anti-phishing instructional materials, participants’ scores on the flow scale, their anti-phishing performance in SNS and the anti-phishing instructional materials in a game-based learning environment were analyzed. Learners’ behaviors were logged and coded. The sequential analyses were conducted to explore the students’ learning behavioral patterns in the game-based learning environment. The learning behavior patterns were compared to their learning performance among students with different flow experiences. Results revealed that although the anti-phishing instructional materials should be further modified, these students still performed positively and had flow experience. The learners applied the trial and error strategy and followed the “Gaming → Gaming” pattern when they were reading the anti-phishing instructional materials.
The findings of this study suggest that educators, course developers and instructors may increase the value of the anti-phishing instructional materials in the following two ways. The first way is to improve the materials, making them more interesting and richer in content. In this way, learners can enjoy reading and learning; they could also gain more knowledge about phishing attacks. It should be noted that the difficulty levels of the challenging game had to be increased gradually so that the students can find it challenging and appealing every time they try it. Secondly, it is important for learners to have ideal learning behavioral patterns. When the course begins , the instructions should be provided to guide learners to finish the materials and help them to understand the process of the challenging game. After the game starts, the learners who feel anxious or bored should be encouraged to interact and discuss with peers, and review the answers. By reducing learners’ anxiety and boredom, their flow experiences should be enhanced, which may in turn increase the learning outcomes and enhance the educational value of the instructional materials. The findings of this study may serve as references for course designers of game-based learning and relevant researchers and educators.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT070159641
http://hdl.handle.net/11536/125727
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