Summary: | 碩士 === 國立臺灣師範大學 === 工業教育學系在職進修碩士班 === 94 === Abstract
The purpose of this study is to investigate the effectiveness of computerized Go Playing instruction on cultivating student’s “making correct decision and creative thinking” abilities through extracurricular activities. Sample objects selected from the Go Playing Club at Private TaiBei High School were divided into two groups each with 18 students, experimental group treated with computerized instruction, and control group treated with traditional lecture instruction. Both of them were given eight weeks learning material on “Introduction to Go Playing” each week two hours.
A posttest and questionnaire survey were conducted to the above two groups after their learning for understanding the difference of effectiveness of these two instruction methods. A small number of students who achieved significant improvement were given interview to understand the reasons of their achievement after experimental instruction. The results of this study were found through statistical analysis as in the followings:
1. There is no significant difference between experimental group and control group on learning “Introduction to Go Playing” and “ability in Go”, but the overall average achievement of experimental group is higher than control group.
2. Adolescents who prefer Go Playing can adapt to Go’s network environment to cultivate creative thinking abilities.
3. Advancement in Go playing ability is not only based on interest in Go, but also in existing logical and mathematical capacity. One who does not have sufficient logical and mathematical capacity cannot make apparent improvement in a short term.
Keywords: Computerized Go Playing Instruction,
Go Innovative ability,Logic inference ability
|