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2024年11月25日 星期一

The Effect of Game-Based Learning on Students’ Learning Performance in Science Learning – A Case of "Conveyance Go"

 遊戲式學習對科學學習成效的影響——以《運輸工具GO》為例


摘要

Abstract Many previous studies have demonstrated that learning motivation and efficiency can be enhanced through educational games, and the recent introduction of enriched gaming elements has made such games increasingly popular. The main purpose of this study was to help elementary school student learn science-related concepts by participating in an educational card game, named Conveyance Go. We then investigated the perceptions of students regarding the integration of the game into science learning as well as the educational benefits of the game with regard to learning performance. A one-group pretestposttest design was used with eighteen 5th grade students from a single elementary school in northern Taiwan. The students demonstrated positive attitudes toward the use of the educational card game in science learning. Our results also demonstrate the effectiveness of the proposed education card game in improving the students’ scientific knowledge of transport and energy.

作者關鍵字

game-based learning; educational card game; science learning; game design

項目 內容摘要 翻譯
研究目的 To investigate the effects of an educational card game, "Conveyance Go," on elementary school students' learning performance and attitudes in science learning. 探討教育卡牌遊戲《運輸工具GO》對小學生科學學習成效與態度的影響。
研究問題 1. How does the card game influence students’ scientific knowledge acquisition?2. Does the game improve students' attitudes and motivation toward learning science? 1. 卡牌遊戲如何影響學生的科學知識習得?2. 此遊戲是否提升學生對學習科學的態度與動機?
研究方法 - Participants: 18 elementary students (grades 3-6) in Taiwan.- Design: One-group pretest-posttest design.- Tools: Pretest, posttest, and satisfaction questionnaire. - 參與者:18名台灣小學生(三至六年級)。- 設計:單組前後測設計。- 工具:前測、後測及滿意度問卷。
主要結果 1. Posttest scores (M=92.13, SD=8.80) were significantly higher than pretest scores (M=83.33, SD=11.43; t=-3.32, p<0.01).2. Students expressed high satisfaction with the game. 1. 後測得分(M=92.13, SD=8.80)顯著高於前測得分(M=83.33, SD=11.43; t=-3.32, p<0.01)。2. 學生對遊戲表達高度滿意。
研究限制 - Small sample size.- Limited to a single science topic: transport and energy.- Short experimental duration (120 minutes). - 樣本數量少。- 僅限於單一科學主題:運輸與能源。- 實驗時間較短(120分鐘)。
未來研究方向 1. Expand to other science topics and grade levels.2. Investigate long-term effects of game-based learning.3. Examine group dynamics and student-student interactions. 1. 擴展至其他科學主題與年級。2. 探討遊戲式學習的長期效果。3. 檢視小組動態與學生之間的互動影響。

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Liu, E. Z. F., & Chen, P. K. (2013). The effect of game-based learning on students’ learning performance in science learning – A case of "Conveyance Go." Procedia - Social and Behavioral Sciences, 103, 1044–1051. https://doi.org/10.1016/j.sbspro.2013.10.430



2023年7月14日 星期五

Strengthening Writing Ability Among Students Learning Chinese as a Second Language Through Creative Thinking Spiral Teaching Strategy

 利用桌遊學中文,可以讓學生在輕鬆無壓力的環境下,增進中文寫作能力.


Abstract

This study investigated the effect of educational board games and the creative thinking spiral teaching strategy (CTSTS) on the learning outcomes of beginner-level Chinese language learners. Two dimensions were measured: learning outcome and writing ability. A total of 82 learners from one university in Taiwan participated in this study. Participants were non-randomly selected using convenience sampling. The participants were divided into the control group (40 participants) and experimental group (42 participants). In the control group, the teacher used the board game “Conveyance GO” as a teaching tool; in the experimental group, both Conveyance GO and CTSTS were used to teach the Chinese language. The results indicate no significant difference in learning outcomes between the groups. However, the experimental group exhibited a significantly larger improvement in writing abilities than did the control group, especially in terms of cohesion, coherence, and grammatical accuracy.


項目 內容摘要 翻譯
研究目的 To investigate the effects of educational board games and the Creative Thinking Spiral Teaching Strategy (CTSTS) on the learning outcomes and writing ability of beginner-level Chinese language learners. 探討教育桌遊與創意思維螺旋教學策略(CTSTS)對初級中文學習者學習成效與寫作能力的影響。
研究問題 1. Does integrating CTSTS with board games improve learning outcomes?2. Does the combination enhance writing skills more effectively than board games alone? 1. 將CTSTS與桌遊結合是否能提升學習成效?2. 這種結合是否比單獨使用桌遊更有效地提升寫作技能?
研究方法 - Participants: 82 beginner-level learners divided into control (40) and experimental (42) groups.- Instruments: Learning outcome tests, writing assessments, and semi-structured interviews.- Duration: 3 weeks. - 參與者:82名初級學習者,分為控制組(40人)與實驗組(42人)。- 工具:學習成果測驗、寫作評估與半結構化訪談。- 時長:3週。
主要結果 1. No significant differences in overall learning outcomes between groups.2. Significant improvement in writing ability, including cohesion, coherence, and grammatical accuracy, in the experimental group. 1. 各組學習成效整體無顯著差異。2. 實驗組在寫作能力(連貫性、條理性與語法正確性)方面有顯著提升。
學生回饋 - Board games promoted communication and confidence in speaking.- CTSTS encouraged deeper reflection and creativity in writing but was initially challenging due to vocabulary unfamiliarity. - 桌遊促進溝通並提升口語自信。- CTSTS鼓勵更深入的反思與創意寫作,但因詞彙不熟悉最初有些困難。
研究限制 - Small sample size and limited focus on writing ability.- Short study duration limited the observation of long-term impacts. - 樣本量較小且僅聚焦於寫作能力。- 研究時長較短,無法觀察長期影響。
未來研究方向 1. Investigate the effects of CTSTS on listening and reading skills.2. Explore the combination of CTSTS and board games in various language proficiency levels and cultural contexts.3. Conduct longitudinal studies. 1. 探討CTSTS對聽力與閱讀能力的影響。2. 探索CTSTS與桌遊在不同語言能力水平和文化背景中的結合效果。3. 開展縱向研究。



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Wen, J.-M., Do, H.-D., Liu, E. Z.-F., Lin, C.-H., & Huang, S. K. (2023). Strengthening Writing Ability Among Students Learning Chinese as a Second Language Through Creative Thinking Spiral Teaching Strategy. SAGE Open, 13(3). https://doi.org/10.1177/21582440231179710

Developing Multimedia Instructional Material for Robotics Education

 開發用於機器人教育的多媒體教學媒材 摘要 This study aimed to develop multimedia instructional material for robotics education and apply it in a course to evalu...