不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析
碩士 === 國立彰化師範大學 === 生物學系 === 96 === The purpose of this research is to assess the effectiveness of a web-based formative assessment on student’s learning in an e-Learning environment on Unit ”Biodiversity”. We use different “Ask-Hint” strategies of the GAM-WATA (Game Assessment Module of the WATA) t...
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ndltd-TW-096NCUE51120202015-10-13T12:26:18Z http://ndltd.ncl.edu.tw/handle/80906079223502732708 不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 林宜潔 碩士 國立彰化師範大學 生物學系 96 The purpose of this research is to assess the effectiveness of a web-based formative assessment on student’s learning in an e-Learning environment on Unit ”Biodiversity”. We use different “Ask-Hint” strategies of the GAM-WATA (Game Assessment Module of the WATA) to explore the learning effectiveness. The participants are 309 tenth grade students of 8 classes from one senior high school in the central part of Taiwan. Each class was randomly assigned into three groups with different “Ask-Hint” strategies of the GAM-WATA. The strategies were “Erase” (G1), “Call in” (G2), “Erase & Call in” (GAM), and ”no Ask-Hint” (FAM). After five weeks treatment, the quantitative data were analyzed with the method of ANCOVA. There was a significant difference in the learning achievement between different strategies (p<0.05). The group of “Erase”(G1) performed better than the group of “no Ask-Hint”(FAM) and group of “Call in”(G2) (p<0.05). From the analysis of Web-based Game Assessment Strategies Scale (WGASS) questionnaire, the participants felt positive attitude to use GAM-WATA module and found that “Ask-Hint” strategy really helped to find the correct answers. 王瑋龍 2008 學位論文 ; thesis 111 zh-TW |
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碩士 === 國立彰化師範大學 === 生物學系 === 96 === The purpose of this research is to assess the effectiveness of a web-based formative assessment on student’s learning in an e-Learning environment on Unit ”Biodiversity”. We use different “Ask-Hint” strategies of the GAM-WATA (Game Assessment Module of the WATA) to explore the learning effectiveness. The participants are 309 tenth grade students of 8 classes from one senior high school in the central part of Taiwan. Each class was randomly assigned into three groups with different “Ask-Hint” strategies of the GAM-WATA. The strategies were “Erase” (G1), “Call in” (G2), “Erase & Call in” (GAM), and ”no Ask-Hint” (FAM). After five weeks treatment, the quantitative data were analyzed with the method of ANCOVA. There was a significant difference in the learning achievement between different strategies (p<0.05). The group of “Erase”(G1) performed better than the group of “no Ask-Hint”(FAM) and group of “Call in”(G2) (p<0.05). From the analysis of Web-based Game Assessment Strategies Scale (WGASS) questionnaire, the participants felt positive attitude to use GAM-WATA module and found that “Ask-Hint” strategy really helped to find the correct answers.
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王瑋龍 |
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王瑋龍 林宜潔 |
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林宜潔 |
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林宜潔 不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 |
author_sort |
林宜潔 |
title |
不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 |
title_short |
不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 |
title_full |
不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 |
title_fullStr |
不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 |
title_full_unstemmed |
不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 |
title_sort |
不同遊戲化評量策略對高中生網路學習生物多樣性單元之效益分析 |
publishDate |
2008 |
url |
http://ndltd.ncl.edu.tw/handle/80906079223502732708 |
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