标题: 不同思考风格玩家在游戏中解决问题的行为分析
Behavior Analysis on Problem Solving of Players with Different Thinking Styles in Games
作者: 蔡崇仁
Chung-Jen Tsai
孙春在
Chuen-Tsai Sun
资讯学院资讯学程
关键字: 电脑游戏;思考风格;问题解决;computer game;thinking styles;problem solving
公开日期: 2004
摘要: 摘 要


本研究的主要目的是要探讨在“电脑游戏”的环境中,“思考风格”与“问题解决”历程的关系。以学习的角度来看,利用电脑游戏来辅助学习可增加学生的学习动机然而游戏的过程是一个问题解决历程,不同的人在问题解决历程中的差异是否受到思考风格的影响?此为本研究欲探讨的主题。
研究采观察研究法及相关研究法。电脑游戏是以“机械反斗城”游戏(TOPIC_1)为实验环境;在思考风格部份则以Sternberg定义的行政型、立法型及司法型三种功能型思考风格为研究变项;在“问题解决”方面,则利用“观测点”的设定,将游戏中的问题解决历程区分为三个“阶段历程”及三个“障碍历程”;并分别以知觉的改变、类比及讯息处理等相关理论来解释历程的特质。玩家在各历程中的整体差异则以其“历程使用时间”为代表;而对于玩家在游戏中的“动作行为”方面,是以其在各历程中的“工具使用种类及次数”代表。在实验设计上,以六十二位大学学生为研究样本,分别施以“思考风格问卷”调查及“机械反斗城”游戏实测,根据问卷调查及游戏录影资料进行观察、纪录与分析。
根据实验结果分析发现:玩家在电脑游戏历程中,其“历程使用时间”与“动作行为”有显着的关联。高思考风格玩家分组在偏向顿悟性的问题解决历程中,其“历程使用时间”有显着差异;其中行政型思考风格玩家与其“历程使用时间”呈正相关,须使用较长的时间才能完成该历程。高思考风格玩家分组在偏向类比性的问题解决历程中,其联想的时间有显着差异。而司法型思考风格玩家在偏向类比性的历程中有较多的尝试行为。
ABSTRACT

The main objective of this research is to analyze within a “computer game” environment, the relationship between “thinking styles” and the process of “problem solving”. From the aspect of learning, using computer game can promote students’ learning motivations. Since game playing is a process of problem solving, whether thinking styles have any impact on people’s diversity in the process of problem solving is the main discussion point in this paper.
Observational and correlational research methods were used in this study. Experiment was done in “Machine-Rus” computer game (TOPIC-1) environment. With regard to thinking styles, Sternberg’s three functional thinking styles--executive, legislative, and judicial, were used as a research factor. As for problem solving, this paper research used the setup of “Observation Point” - dividing the process of problem solving in games into three stage processes and three blocking processes, and used perceptual changes, analogy, and information process theory respectively to explain the attributes of processes. The differences of players’ overall diversity in each process were represented by “Process Using Time”; and the variety and frequency of tools used in each game denoted to players’ “Motion Behavior”. The design of this experiment was taking 62 college students as research sample and had them went through the “Thinking Styles Questionnaire” and “Machine-Rus” game. All observations, records, and analyses were based on answers to the questionnaire and data recorded in game playing.
Based on analyses of this experiment, players’ “Process Using Time” and “Motion Behavior” in computer games had significant correlation. In the process of solving insight-prone problems, group of high thinking styles players showed significant difference in the “Process Using Time”; in which players with high executive thinking style had positive correlation - they needed more time to complete that process. In the process of analogical-prone problems, group of high thinking styles players showed significant difference in time to make associations. Players with high judicial thinking style showed more trying behavior in analogical process.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT009267589
http://hdl.handle.net/11536/77762
显示于类别:Thesis


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