Summary: | 碩士 === 國立高雄師範大學 === 文化創意設計碩士學位學程 === 106 === Board Game that means the game which can be played on the desk or other planes is an emerging educational technology. Because of education reform, learning is no longer limited at school. In terms of the learning process, the learning content with life experience is the best results to learn and to maintain. Therefore, ways to learn are no longer limited to the textbooks. The purpose of board game on learing is to integrate the flow experience and digital learning through experiencing in the game, so as to enhance learners' motivation and interests in learning and encourage learners to enduring participate in learning. Students can not only learn through the whole process of the game, but also produce a flow in that situation. In addition, they can learn new knowledge and skills naturally.
In recent years, board game is more and more popular in the educationese. By board game, learners can cultivate their mind, enhance learner's motivation and interests, and promote enduring learning. Besides, board game with digital technology can increase the games’ variability and enjoyment more. Board Game is the new way that teachers love to use in their teaching recently. Because board game is the teaching methods with interactive and informative, learners can learn to think and to adapt in various subjects, such as mathematics, language, history and science. In addition to intellectual disciplines, board game also provides opportunities for students to be collaborative, explorative and critical thinking. Besides, through the games, train students to resolve conflicts and to apply strategies to learn. This study is based Evaluation Grid Method and questionnaire to research the students' willingness in learning, and take in-depth interviews to evaluate students’ satisfaction surveys by promoting the students' cognition, affection, behavior. The purpose of this study is to understand students’ the acceptance of board games in integrative activities and to disscuse the relationship among environment factors, curriculum factors and students' using behaviors on board games. Therefore, the results of the follow-up verification study can be used as a reference to board games in teaching design in the future.
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