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    請使用永久網址來引用或連結此文件: http://ir.lib.ncu.edu.tw/handle/987654321/49611


    題名: 促進學科能力、本世紀關鍵能力與情意涵養的數位教室學習-以數學科為例-子計畫二:透過情意設計賦予練習新意義;Renovate Drilling via Affective Design
    作者: 吳嫻
    貢獻者: 網路學習科技研究所
    關鍵詞: 研究領域:科學教育
    日期: 2011-08-01
    上傳時間: 2012-01-17 19:05:51 (UTC+8)
    出版者: 行政院國家科學委員會
    摘要: 台灣及許多亞洲國家的學生,在以往的數學國際評比中都名列前茅,但台灣學生學習數學科的興趣,卻敬陪末座。導致此一現象的主因,便是對於大量(甚至是過量)數學練習的重視,雖然可提升技能,卻也造成台灣學生對數學科感到厭煩和疲乏。大量練習的確有助於鞏固基礎技能、提升技能運用的效率,也是學習進階觀念和技能的基礎。由於肯定大量練習對學習的重要性,本研究計畫所關心的議題在於如何維持它所帶來的正面效果,同時不要削弱學生對學習數學的動機和興趣。我們在此提出「重塑練習」的概念,引進遊戲的元素來激發學生的外在動機;教學內容的設計從情意面出發,讓學生透過玩遊戲,不知不覺中進行大量練習。透過建置於明日教室中的數位學習平台,本研究所計畫進行的練習,將是有選擇性的大量(但不過量)練習;藉由在遊戲中不斷的調整難度,可以讓學生處於持續的挑戰當中,以降低疲乏和厭煩感。這樣的設計,不僅可幫助學生鞏固基礎技巧、提升學習動機,同時在遊戲練習的過程中,也希望增強學生對學習數學的成就感與自信心,進而增強學習的內在動機。本研究將針對學生透過遊戲進行大量練習後的數學能力和學習動機,進行有系統的評估,作為開發可用於教室中教學模組的參考。 In recent international mathematics assessments, such as PISA2006, TIMSS2007, and PISA2009, students in Taiwan and many other Asian countries performed superiorly in the academic aspect. Such high performance was due to the fact that extensive practice was highly emphasized in these countries. However, the results of these assessments also revealed that students in Taiwan did not possess positive attitude toward mathematics. It seems that too much practice has caused students fatigue, and has diminished their interests and motivation in learning math. Extensive practice of basic skills is an important process in learning. It consolidates learners’ fundamental abilities and helps them improve the efficiency in task execution. Furthermore, successful consolidation of basic skills ensures the acquisition of advanced mathematical concepts and operations. Because extensive practice plays such an important role in learning, it is necessary to consider whether education would maintain the positive effect of extensive practice (i.e., improve task performance) while avoiding the potential drawback of reducing students’ motivation and interests. The present research proposal advocates “the renovation of drilling” to achieve this goal. In contrast with most of the traditional approaches that only concern academic performance, the current design of renovating drilling concerns students’ affective responses when they learn. Specifically, computer games that are integrated with learning materials will be developed and adopted to replace traditional in-class and take-home assignments to help students practice math. The advantageous elements of computer games are expected to stimulate students’ learning motivation and to sustain their interests in the learning activity. For example, one key element that makes computer games attractive, namely, the challenge, will be implemented through the support of the digital environment that is established by the present integrated project. The difficulty of computer games will be adjusted dynamically to ensure that the learning activity is appropriate for students’ abilities, which would keep learners in the “flow” of the mental state. Also, the present design implements extensive but selective practice, so that students can focus on the important skills that they need to strengthen without spending excessive time on what they have already mastered. With the design and implementation of extensive practice in computer games, the present proposal aims to engage students in practicing the basic skills of math automatically and willingly, without feeling boredom and fatigue, during the process of playing games. Through the renovation of drilling, we expect that not only students’ academic performance will improve due to extensive practice, their interests in learning math will also increase due to the attractive elements of computer games. More importantly, students’ competence in math will improve, which will in turn enhance their self-confidence and self-efficacy in this subject. To ensure the effectiveness of the proposed design approach, the present project has also included standardized and self-designed tests to evaluate students’ academic and affective responses systematically. The ultimate goal of this proposal is to provide a set of educational computer games that promote students to engage in extensive practice of math with internal learning motivation. 研究期間:10008 ~ 10107
    關聯: 財團法人國家實驗研究院科技政策研究與資訊中心
    顯示於類別:[網路學習科技研究所 ] 研究計畫

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