标题: | 游戏经验与学习迁移对数学解题能力的影响-以PISA数学试题为例 The Effect of Gaming experience and Learning Transfer on Mathematical Problem-solving Literacy-A Case Study on PISA Mathematical tests |
作者: | 江佳珍 孙春在 理学院科技与数位学习学程 |
关键字: | 数位游戏;digital games |
公开日期: | 2013 |
摘要: | 近年来,线上游戏是时下青少年的重要休闲活动之一,而“游戏化的社会”(gamified society)是个大家都已亲眼目睹的趋势,数位游戏式学习(digital game-based learning,DGBL)也已逐渐受到重视。在游戏介面中的许多图表解释类似于PISA数学试题中常出现的数学情境问题,故本研究欲探讨在学生自身的游戏经验中所接触到的数学知识与概念,是否会产生学习迁移的机制,对数学解题能力产生影响。 本研究将受试学生常玩之游戏经验分成线上游戏“英雄联盟”、线上游戏“绝对武力”与“其他类型”游戏三大类型,其中“英雄联盟”与“绝对武力”两款游戏可接触到之数学概念分成六大主题,依序为“数字计算”、“百分率计算”、“长条图判读”、“表格判读”、“币值转换”与“资源配置”。再利用自编“数位游戏经验问卷”及与前述六大数学概念相关之“PISA数学素养样本试题”施测搜集相关资料;所得之资料以电脑统计套装软体SPSS19.0版进行分析。 本研究主要发现如下: (1)有较多类型游戏经验的受试者,在PISA 数学试题的表现上确实优于较少类型 游戏经验的受试者。 (2)具“英雄联盟”游戏经验的受试学生“游戏测验分数”与PISA数学试题表现 有显着相关 (3)“绝对武力”此款游戏在“接触数学概念多寡”、“接触数学概念频率”、“游 戏测验分数”与PISA数学试题表现有显着相关。 (4) “其他类型”此款游戏在各研究变项均可与PISA数学样本试题的表现达显着 性相关 The Effect of Gaming experience and Learning Transfer on Mathematical Problem-solving Literacy-A Case Study on PISA Mathematical Tests Student: Chia-Chin Chiang Advisor: Dr. Chuen-Tsai Sun Degree Program of E-Learning National Chiao Tung University ABSTRACT Recently, digital games have become one of teenagers’ most important leisure activities, and the status quo also encourages the emergence of “gamified society”. Now, people start taking digital game-based learning (DGBL) more seriously than before. Actually, the chart information appears in games is pretty close to the situational questions designed in PISA mathematical tests. Therefore, based on transfer of learning, the study would like to explore whether students’ mathematical knowledge and concepts acquired from gaming experience could influence their mathematical problem-solving literacy or not. Digital games which are popular with students were divided into “League of Legends”,“Counter-Strike,” and “Other Games” as examples in this study. Furthermore, mathematical concepts which players can acquire in “League of Legends” and “Counter-Strike,” were also divided into six parts, including “figure calculation,” “percentage calculation, ” “chart reading,” “form reading,” “currency change,” and “resource allocation.” Respondents were asked to fill out a questionnaire about digital gaming experience and a PISA mathematical test which included six mathematical concepts mentioned above. Finally, statistical software, SPSS 19.0, was used to analyze all the data. The principal findings of this research are as follows: (1) Students with more kinds of different gaming experience did better on the PISA mathematical test than those with less kinds of different gaming experience did. (2) “Gaming test scores” of students who played League of Legends had notable correlation with their performance in PISA mathematical tests. (3) “ The quantity students paid attention to mathematical concepts,” “the frequency they focused on them” and their “gaming test scores” in “Counter-Strike” had significant correlation with their performance in PISA mathematical tests. (4) The related variables in “Other Games” also had obvious correlation with students’ performance in PISA mathematical tests. Keywords:digital games、transfer of learning、Programme for International Student Assessment、digital game-based learning |
URI: | http://140.113.39.130/cdrfb3/record/nctu/#GT070152825 http://hdl.handle.net/11536/75097 |
显示于类别: | Thesis |