Summary: | 碩士 === 國立臺北教育大學 === 教育傳播與科技研究所 === 105 === In general, indigenous students in Taiwan have worse learning results than the common students, especially in History. They can't memorize, digest and organize well the knowledge of the history in Taiwan. Indigenous students prefer dynamic, visual and situated learning, which can be designed as game-based learning. Therefore, this study is aimed to develop a digital board game to improve the learning results of the indigenous students in the fifth and sixth grades in the elementary schools. This digital board game, named as “Brave across the Taiwan Strait ” can guide indigenous students to learn the Qing Dynasty history in Taiwan.
“Brave across the Taiwan Strait ” is a memory game, which allows players to match the historical events with Taiwan place name cards. The game designer had reviewed many documents and interviewed 7 experts to set up the appropriate instructive object and the game mechanism. This game also has a reference from the” Ziche Zocke” and includes a website, Augmented Reality (AR) and 3D printing technology.
Before the game starts, players can find the introduction of “Brave across the Taiwan Strait” and the game background through the website. Next, players will watch an instructional video to understand the game rules and how to scan the event cards through iPads or Tablets. During the game, players can use Augmented Reality (AR) technology to scan the event cards and watch the popping out historical event video. This historical event video will display if this player matches the right card pair and wins a 3D printing model or not. And the player who can collect all the 3D printing models wins the game and the game ends. As a result, players will easily learn the Taiwan history through a playful learning experience and improve the learning effects easily.
This study was designed based on the pre- and post- test of single target group under the quasi-experimental standard. The target group was 40 indigenous students under fifth and sixth grade from two indigenous elementary schools in Yilan County. Students had to complete the learning achievement test and learning attitude scale pre-test three days before the game started. It took two classes to play “Brave across the Taiwan Strait”. Each class took 40 minutes, so it took 80 minutes in total to finish this digital board game.
After the game completed, all the students had to take the learning achievement test, learning attitude scale post-test, and learning feedback sheet again. After evaluating the pre- and post- test results of implementing the digital board game, “Brave across the Taiwan Strait”. The results were shown as follow:
(1). Through the evaluation of the learning achievement test and learning attitude performance in the post-test, the fifth and sixth grade indigenous students showed significant learning improvement and learning effectiveness of the Qing Dynasty understanding by playing this digital board game, “Brave across the Taiwan Strait ”.
(2). The average scores of usability and ease-of-use were above 5 in the six-point Likert scale, which lied between agree and strongly agree. The results indicated that indigenous students had positive attitudes toward this digital board game “Brave across the Taiwan Strait”. Among all the numerical valuation questions, the ninth usability point was valued as the highest point at 5.68, which proved digital board game was a helpful methodology to improve the indigenous students’ learning results.
(3). According to the result of the learning sheets, indigenous students learned to understand the Taiwan history and recognize the name of Taiwan places through this digital board game. They loved the learning mechanism which “Brave across the Taiwan Strait” introduces, especially the Augmented Reality(AR) and 3D printing model portions in the game. There were 31 students in total love to learn history through “Brave across the Taiwan Strait”, which was over three-quarters of the total target testing group.
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