The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game

碩士 === 國立臺南大學 === 數位學習科技系教學碩士班 === 97 === Today, video game has become an indispensable entertainment to children, and the theory of Multiple Intelligences is popular in Education, too. But so far, there are no researchers focused their studies on relation between video game and Multiple Intelligenc...

Full description

Bibliographic Details
Main Authors: Yi-ping Tsao, 曹佾彬
Other Authors: Tsung-Yen Chuang
Format: Others
Language:zh-TW
Online Access:http://ndltd.ncl.edu.tw/handle/37244123442412314249
Description
Summary:碩士 === 國立臺南大學 === 數位學習科技系教學碩士班 === 97 === Today, video game has become an indispensable entertainment to children, and the theory of Multiple Intelligences is popular in Education, too. But so far, there are no researchers focused their studies on relation between video game and Multiple Intelligences in education. In this study, the researcher explored that students’ change after utilizing video game into the curriculum of Multiple Intelligences. According to the theory of authentic assessment, there were four fifth grade students participated in this study, the researcher tried to investigate the effect of Multiple Intelligences when students played video game. The researcher used hand-held device: Nintendo Dual Screen and puzzle game software: Big Brain Academy for this experiment, and adopted observation and interview for data collection to understand students’ change of Multiple Intelligences. The period of time lasted 19 days. The researcher discovered that he could assess students’ spatial intelligence and logical-mathematical intelligence during the game. At the same time, students also enhanced their spatial intelligence, logical mathematical intelligence, interpersonal intelligence and bodily-kinesthetic intelligence. Furthermore, the learning outcomes of prism, cone angle, and the coordinates also promoted.