Summary: | 碩士 === 國立清華大學 === 服務科學研究所 === 106 === The present study aims to investigate whether the board game with issues of zoo transformation, "Zoo Challenge", can help students to reflect the value of zoos. This study consolidated literature in Reflective Learning and Persuasive Technology to propose design guidelines for games of reflection, using the Fogg behavior model as the framework. Eight guidelines were proposed, and “Zoo Challenge” is a game that developed by it. It emphasized on the controversial issues of the zoo in the world and asked players to rethink the values of zoos.
The study design was set on a randomized field experiment design with two groups playing two different board games, respectively "Zoo Challenge", and “Jungle Chess”.
The study objects were a class of 24 fifth graders in an elementary school in Hsinchu City. After playing games, all students were asked to draw their ideal zoo and present it, which was the evaluation test. The study analyzed students’ performance by independent-sample t-test to distinguish the difference between students’ reflective ability in two groups. The results showed that the two groups had a significant difference on reflective ability. The proposed design guidelines and “Zoo Challenge” helped students to reflect zoo issues successfully.
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