研究生: |
林冠成 |
---|---|
論文名稱: |
建構具有互動式時間軸之歷史文化遊戲系統 A Study of Using the Interactive Time Line Gear on a Game-based History Learning System |
指導教授: | 區國良 |
口試委員: | |
學位類別: |
碩士 Master |
系所名稱: |
南大校區系所調整院務中心 - 人力資源與數位學習科技研究所 Graduate Institute of Human Resource and eLearning Technology |
論文出版年: | 2016 |
畢業學年度: | 104 |
語文別: | 中文 |
論文頁數: | 65 |
中文關鍵詞: | 歷史教學 、競賽式學習 、互動式時間軸 、遊戲化學習 |
外文關鍵詞: | History Learning, Game-based Learning, Interactive TimeLine, Gamification |
相關次數: | 點閱:2 下載:0 |
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歷史教學的目的,除了培養學生對於表達歷史時序、理解歷史、解釋歷史、運用史料的能力外,並同時要能激發學生對歷史知識的學習動機,以期望能終生學習並充實其生活及內涵。其中對於歷史時序之認知以及對於歷史的理解為學習歷史時最基本的能力,當學生具備了前兩項基本能力之後,才能有效地發展之後對於歷史的解釋以及史料運用的進階能力;然而觀察現今各級學校對於歷史科目的教學的方式,大部分仍然是利用講述法及筆紙測驗進行教學及評量,而這樣的方式容易讓學生們感到無趣,尤其對於許多歷史人物、地點、事件與年代交錯發生時,容易造成學習上的困擾。本研究將建構一個具有互動式時間軸之歷史文化學習的遊戲,以大學通識課中的「日本戰國時代之歷史與文化」課程內容為例,將日本戰國歷史時間、事件及人物結合圖卡方式作為遊戲內的物件,讓學習者藉由清楚的時序了解到戰役與人物之間的相關性。遊戲中加入競賽式遊戲學習等特色,以期能達到讓學習者保有持續性的學習動機。
The goals of learning history are developing students’ history abilities of presenting history, understanding history, describing history and using history, meanwhile, enhancing students’ learning motivation of history. The first two of history abilities, which support students to learn the time series and the content of history events, are the fundamental abilities of learning history. Most of teachers using traditional narrative textbooks and pen-paper based assessments when teaching history. However, when facing the complex relationships between historical events and historical people involved at the same time, students may have to pay a lot of efforts and have difficult to learn. This study proposed a game-based history learning system with interactive time series tools which are corresponding to the sengoku period events of Japan and assist students to learn when playing the game. The result reveals that the interactive time series tools in a game-based learning could improve students’ learning performance of history and learning motivation.
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