A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class
碩士 === 國立屏東大學 === 資訊科學系碩士班 === 103 === The “After-school child care classes", whether inside or outside of the school, have become another new locations for students who participate in after-school programs. In recent years, although information being integrated into the educational system is b...
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ndltd-TW-103NPTU03940062017-04-02T04:38:29Z http://ndltd.ncl.edu.tw/handle/27787809341628866732 A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class 數位遊戲融入課後照顧班對國語科學習之影響個案研究 SUN, KAI-YU 孫凱鈺 碩士 國立屏東大學 資訊科學系碩士班 103 The “After-school child care classes", whether inside or outside of the school, have become another new locations for students who participate in after-school programs. In recent years, although information being integrated into the educational system is becoming increasingly widespread, however, the research information related to the applications of digital games in the after-school child care classes is relatively limited.This study specially designed a set of Chinese language teaching materials integrated with digital games and invited 11elementary school second graders, who participated in after-school programs, in Kaohsiung City to bethe subjectsof this study. In addition, they were asked to play the digital games for a period of 80 minutes in twoclasses.Afterwards, a comprehensive experiment was conducted based on a quasi-experimental design,single-group experiment, along with follow-up interviewsafter playing their digital games. And wherein, a variety of tests were performed to verify each subject’s sensorymemory, short-term memory, learning attitudescale test combining with various statisticalmethods, including the descriptivestatisticalanalysis, the correlation analysis, independent samples t-test, etc. Qualitative interviews were also conducted after the quantitative analysis. Hence, we obtained the following conclusions: A. There is a positive influence on the elementary school second graders' learning attitudes, while integrating digitalgamesinto teaching activitiesin the after-school child care classes; B.There is no gender differences in attitudes towards learning, while integrating digitalgamesinto teaching activitiesin the after-school child care classes; C. There is no significantcorrelation between the students' sensory memory and short-term memory, while integrating digitalgamesinto teaching activitiesin the after-school child care classes; D. There is a positive correlation between the students'short-term memory and learning attitudes, while integrating digitalgamesinto teaching activitiesin the after-school child care classes . CHENG, CHING-WEN 鄭經文 2015 學位論文 ; thesis 109 zh-TW |
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碩士 === 國立屏東大學 === 資訊科學系碩士班 === 103 === The “After-school child care classes", whether inside or outside of the school, have become another new locations for students who participate in after-school programs. In recent years, although information being integrated into the educational system is becoming increasingly widespread, however, the research information related to the applications of digital games in the after-school child care classes is relatively limited.This study specially designed a set of Chinese language teaching materials integrated with digital games and invited 11elementary school second graders, who participated in after-school programs, in Kaohsiung City to bethe subjectsof this study. In addition, they were asked to play the digital games for a period of 80 minutes in twoclasses.Afterwards, a comprehensive experiment was conducted based on a quasi-experimental design,single-group experiment, along with follow-up interviewsafter playing their digital games. And wherein, a variety of tests were performed to verify each subject’s sensorymemory, short-term memory, learning attitudescale test combining with various statisticalmethods, including the descriptivestatisticalanalysis, the correlation analysis, independent samples t-test, etc. Qualitative interviews were also conducted after the quantitative analysis. Hence, we obtained the following conclusions:
A. There is a positive influence on the elementary school second graders' learning attitudes, while integrating digitalgamesinto teaching activitiesin the after-school child care classes;
B.There is no gender differences in attitudes towards learning, while integrating digitalgamesinto teaching activitiesin the after-school child care classes;
C. There is no significantcorrelation between the students' sensory memory and short-term memory, while integrating digitalgamesinto teaching activitiesin the after-school child care classes;
D. There is a positive correlation between the students'short-term memory and learning attitudes, while integrating digitalgamesinto teaching activitiesin the after-school child care classes .
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author2 |
CHENG, CHING-WEN |
author_facet |
CHENG, CHING-WEN SUN, KAI-YU 孫凱鈺 |
author |
SUN, KAI-YU 孫凱鈺 |
spellingShingle |
SUN, KAI-YU 孫凱鈺 A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class |
author_sort |
SUN, KAI-YU |
title |
A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class |
title_short |
A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class |
title_full |
A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class |
title_fullStr |
A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class |
title_full_unstemmed |
A Case Study of Using Digital Games on the Chinese Subject in an After-School Childcare Class |
title_sort |
case study of using digital games on the chinese subject in an after-school childcare class |
publishDate |
2015 |
url |
http://ndltd.ncl.edu.tw/handle/27787809341628866732 |
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