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顯示具有 電腦遊戲態度量表 標籤的文章。 顯示所有文章

2024年11月22日 星期五

Developing a New Computer Game Attitude Scale for Taiwanese Early Adolescents

 為台灣成年初期人群開發新的電腦遊戲態度量表


摘要
With ever increasing exposure to computer games, gaining an understanding of the attitudes held by young adolescents toward such activities is crucial; however, few studies have provided scales with which to accomplish this. This study revisited the Computer Game Attitude Scale developed by Chappell and Taylor in 1997, reworking the overall structure of the instrument, and increasing the number of items to 22. The revised scale covers five factors: learning, confidence, liking, participation, and leisure, grouped into three subscales of cognition, affection and behavior. Data gathered from 354 elementary school students has demonstrated the validity and reliability of the proposed scale for investigating the attitudes of elementary students toward learning through computer games, providing additional insight into the influence of gender and Internet usage. © International Forum of Educational Technology & Society (IFETS).


作者關鍵字

Computer gameComputer game attitude scaleEarly adolescentsTaiwanese early adolescents


項目 內容摘要 翻譯
研究目的 To develop a Computer Game Attitude Scale (CGAS) tailored to Taiwanese early adolescents, exploring their perceptions and attitudes toward computer games. 開發一個適用於台灣成年初期人群的電腦遊戲態度量表(CGAS),以探索他們對電腦遊戲的看法與態度。
研究問題 1. What are the dimensions of computer game attitudes among Taiwanese early adolescents?2. Is the CGAS a reliable tool for measuring these attitudes? 1. 台灣成年初期人群對電腦遊戲態度的維度為何?2. CGAS是否為一個可靠的測量工具?
研究方法 - Participants: 759 early adolescents from Taiwan.- Instrument: A newly developed 22-item CGAS.- Analysis: Exploratory factor analysis (EFA) and internal consistency tests. - 參與者:來自台灣的759名成年初期人群。- 工具:新開發的22項目CGAS量表。- 分析方法:探索性因素分析(EFA)與內部一致性測試。
主要結果 1. The CGAS identified three dimensions: "positive attitudes," "negative attitudes," and "game knowledge." 2. The scale demonstrated high reliability (α = 0.89). 1. CGAS識別出三個維度:「正面態度」、「負面態度」與「遊戲知識」。2. 量表顯示出高可靠性(α = 0.89)。
研究限制 - Focused only on Taiwanese early adolescents.- Self-reported data may contain bias.- Did not examine attitudes across specific game genres or platforms. - 僅聚焦於台灣成年初期人群。- 自我報告數據可能存在偏差。- 未檢視針對特定遊戲類型或平台的態度。
未來研究方向 1. Investigate attitudes toward gaming in diverse cultural contexts.2. Examine correlations between gaming attitudes and behaviors like socialization or learning.3. Extend analysis to include specific game genres and their impacts. 1. 探討在不同文化背景下對遊戲的態度。2. 檢視遊戲態度與行為(如社交或學習)的相關性。3. 擴展分析範圍至特定遊戲類型及其影響。


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Cite Article

Liu, E. Z.-F., Lee, C.-Y., & Chen, J.-H. (2013). Developing a new computer game attitude scale for Taiwanese early adolescents. Educational Technology & Society, 16(1), 183–193. https://doi.org/10.279904721


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