The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material
碩士 === 國立臺北教育大學 === 數位科技設計學系(含玩具與遊戲設計碩士班) === 104 === Game-based learning can be more helpful in certain circumstances than a traditional approach and can often enhance motivation. Board-game based learning places more emphasis on actual practical aspects and physical interaction and is very helpful...
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ndltd-TW-104NTPT07870332019-05-15T22:53:03Z http://ndltd.ncl.edu.tw/handle/6e5m4j The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material 結合認知學習理論之化學教育桌遊:心流分析與材質評估 LIN,WEI-SHEN 林韋伸 碩士 國立臺北教育大學 數位科技設計學系(含玩具與遊戲設計碩士班) 104 Game-based learning can be more helpful in certain circumstances than a traditional approach and can often enhance motivation. Board-game based learning places more emphasis on actual practical aspects and physical interaction and is very helpful for teachers who have limited experience with digital computers and programming. In this study an educational board game ”Chemistry Story” was used as the experimental tool and an empirical analysis was conducted using “Gathering Friends”, one of the scenarios in ”Chemistry Story”. An investigation of the pupils gaming flow, acceptance, learning achievement and material images explored the relationships and differences between them. We developed a very reliable questionnaire which gave a valid measure of the various images of board game component materials. The subjects of our study were 48 junior high school students in a northern Taiwan school. The results showed that game playing had a significant effect on learning performance and flow and the acceptance were above the median in all sub-dimensions. Variance analysis indicated no significant difference between visual images and visual-tactile images in the same material. The results also revealed that the different materials, wood and plastic, was more conducive to the state of flow than paper.. This suggested that the wood and plastic allowed the players to engage more easily with the game. We were also able to sort out the differences between the visual image, tactile image and visual-tactile image in the various materials. These results can provide references for both the board game designer and the research worker. Our preliminary research analyzed the relationship between flow state, acceptance, learning achievement and material images and will also be helpful in educational board game design and material selection. PA,PAI-SHAN HOU,HUEI-TSE 巴白山 侯惠澤 2016 學位論文 ; thesis 113 zh-TW |
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碩士 === 國立臺北教育大學 === 數位科技設計學系(含玩具與遊戲設計碩士班) === 104 === Game-based learning can be more helpful in certain circumstances than a traditional approach and can often enhance motivation. Board-game based learning places more emphasis on actual practical aspects and physical interaction and is very helpful for teachers who have limited experience with digital computers and programming. In this study an educational board game ”Chemistry Story” was used as the experimental tool and an empirical analysis was conducted using “Gathering Friends”, one of the scenarios in ”Chemistry Story”. An investigation of the pupils gaming flow, acceptance, learning achievement and material images explored the relationships and differences between them. We developed a very reliable questionnaire which gave a valid measure of the various images of board game component materials. The subjects of our study were 48 junior high school students in a northern Taiwan school. The results showed that game playing had a significant effect on learning performance and flow and the acceptance were above the median in all sub-dimensions. Variance analysis indicated no significant difference between visual images and visual-tactile images in the same material. The results also revealed that the different materials, wood and plastic, was more conducive to the state of flow than paper.. This suggested that the wood and plastic allowed the players to engage more easily with the game. We were also able to sort out the differences between the visual image, tactile image and visual-tactile image in the various materials. These results can provide references for both the board game designer and the research worker. Our preliminary research analyzed the relationship between flow state, acceptance, learning achievement and material images and will also be helpful in educational board game design and material selection.
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PA,PAI-SHAN |
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PA,PAI-SHAN LIN,WEI-SHEN 林韋伸 |
author |
LIN,WEI-SHEN 林韋伸 |
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LIN,WEI-SHEN 林韋伸 The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material |
author_sort |
LIN,WEI-SHEN |
title |
The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material |
title_short |
The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material |
title_full |
The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material |
title_fullStr |
The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material |
title_full_unstemmed |
The Development and Evaluation of a Chemistry Board Game Based on Cognitive Learning Theory:An Analysis of Flow and Material |
title_sort |
development and evaluation of a chemistry board game based on cognitive learning theory:an analysis of flow and material |
publishDate |
2016 |
url |
http://ndltd.ncl.edu.tw/handle/6e5m4j |
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