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...
Main Authors: | , |
---|---|
Other Authors: | |
Format: | Others |
Language: | zh-TW |
Online Access: | http://ndltd.ncl.edu.tw/handle/37244123442412314249 |
id |
ndltd-TW-097NTNT5395030 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-TW-097NTNT53950302016-05-02T04:11:50Z http://ndltd.ncl.edu.tw/handle/37244123442412314249 The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game 掌上型益智電玩對國小五年級學童多元智慧影響與評測之研究 Yi-ping Tsao 曹佾彬 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. Tsung-Yen Chuang 莊宗嚴 學位論文 ; thesis 104 zh-TW |
collection |
NDLTD |
language |
zh-TW |
format |
Others
|
sources |
NDLTD |
description |
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.
|
author2 |
Tsung-Yen Chuang |
author_facet |
Tsung-Yen Chuang Yi-ping Tsao 曹佾彬 |
author |
Yi-ping Tsao 曹佾彬 |
spellingShingle |
Yi-ping Tsao 曹佾彬 The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game |
author_sort |
Yi-ping Tsao |
title |
The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game |
title_short |
The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game |
title_full |
The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game |
title_fullStr |
The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game |
title_full_unstemmed |
The Possibility of Using Handheld Gaming Device to Increase Fifth-grade Students'' Multiple Intelligences with Digital Puzzle Game |
title_sort |
possibility of using handheld gaming device to increase fifth-grade students'' multiple intelligences with digital puzzle game |
url |
http://ndltd.ncl.edu.tw/handle/37244123442412314249 |
work_keys_str_mv |
AT yipingtsao thepossibilityofusinghandheldgamingdevicetoincreasefifthgradestudentsmultipleintelligenceswithdigitalpuzzlegame AT cáoyìbīn thepossibilityofusinghandheldgamingdevicetoincreasefifthgradestudentsmultipleintelligenceswithdigitalpuzzlegame AT yipingtsao zhǎngshàngxíngyìzhìdiànwánduìguóxiǎowǔniánjíxuétóngduōyuánzhìhuìyǐngxiǎngyǔpíngcèzhīyánjiū AT cáoyìbīn zhǎngshàngxíngyìzhìdiànwánduìguóxiǎowǔniánjíxuétóngduōyuánzhìhuìyǐngxiǎngyǔpíngcèzhīyánjiū AT yipingtsao possibilityofusinghandheldgamingdevicetoincreasefifthgradestudentsmultipleintelligenceswithdigitalpuzzlegame AT cáoyìbīn possibilityofusinghandheldgamingdevicetoincreasefifthgradestudentsmultipleintelligenceswithdigitalpuzzlegame |
_version_ |
1718254783132860416 |