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研究生: 呂博瑋
Po-Wei Lu
論文名稱: 以Group Scribbles建構行動裝置上之合作學習系統
Constructing a cooperative learning system on mobile based Group Scribbles
指導教授: 區國良
Kuo-Liang Ou
林秋斌
Chiu-Pin Lin
口試委員:
學位類別: 碩士
Master
系所名稱:
論文出版年: 2012
畢業學年度: 100
語文別: 中文
論文頁數: 107
中文關鍵詞: 合作學習行動裝置學習成效N-G評分法腦力激盪GS
外文關鍵詞: Collaborative Learning, Mobile Device, Learning Effectiveness, N-G Method, Brainstorming, GS
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  • 本論文以智慧型手機為平台建置『Group Scribbles for Android, GSA』(Google Play上之名稱為iKnow)合作學習系統,以歷史事件之相關知識學習為例,設計合作學習之相關教學活動。歷史事件的發生背景往往反應了當時的社會、政治、文化、經濟等多元面向,可能同時或先後在不同的地點發生,所以學習歷史事件的相關知識時除了需要具備跨領域的專業知識外,對於史料中缺少記錄的各種疑問,則有賴於利用行動裝置協助蒐集及拼湊遺失的記錄片段,並且支援多人之間推理討論及腦力激盪等活動。
    本論文研究目的希望透過建立一個無所不在的腦力激盪素材蒐集及互動系統,並且支援合作學習,以提升學習者的學習成效。本論文以實驗組29位和對照組22位學生進行實驗,於新竹市黑蝙蝠中隊文物陳列館及眷村博物館兩個場域進行實驗活動,透過合作學習,讓小組成員自行策劃學習內容及工作流程,並且配合課堂中進行腦力激盪活動,透過腦力激盪的概念構圖讓學習者能更進一步激發更多的想法,藉此提升學習者對於歷史事件相關知識之學習成效。


    This thesis construct a system named GSA(Group Scribbles for Android) based on a mobile based collaborative learning system(The system on google play is iKnow) for students’ historical study. History is the representation of past event, which reflects various aspect of society such as political, culture, economic and so on. Therefore, learners need to have the ability of interdisciplinary knowledge intergration when learning history. A successful historical studying activity needs to assist learners collecting history-related material and support the channels for students’ discussion and brainstorming to infer the answer of historical mysteries.
    Purpose in this thesis is construct an interactive system that can assit learners collect material for brainstorming anytime and anywhere in collaborative learning and enhance learning effectiveness. Learners in this study divided into experimental group (29 learners), and control group (22 learners). The experiment was progressed in the Black-Bat Quaron Museum and the Military Dependants Village Museum. Collaborative learning mechanism was employed for each group member to plan the learning activities and participate in brainstorming activities when learning both in class and in the museums. The results illustrate that students in experimental group have better learning effectiveness and brainstorming grade of concept map than the students in control groups.

    中文摘要 I Abstract II 圖目錄 V 表目錄 VII 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 3 第三節 研究限制 4 第四節 論文架構 4 第五節 名詞解釋 5 第二章 文獻探討 7 第一節 電子腦力激盪(Electronic Brainstorming) 7 第二節 合作學習(Cooperative Learning) 8 第三節 概念構圖評量(Concept Map Assessment) 12 第三章 研究方法 17 第一節 研究架構 17 第二節 研究場景 18 第三節 研究流程 19 第四節 系統架構 23 第五節 資料處理及分析 25 第六節 問卷分析 25 第四章 系統實作 27 第一節 系統模組 27 4.1.1. 客戶端 28 4.1.2. 伺服器端 34 第二節 系統介面設計 36 第三節 系統命令碼以及錯誤代碼 38 第四節 系統畫面 43 4.4.1. 行動裝置端畫面 43 4.4.1. 伺服器端畫面 58 第五章 研究結果與討論 61 第一節 前測資料分析 62 第二節 實驗組以及對照組組內學習成效差異 63 第三節 實驗組以及對照組學習成效後測差異 64 第四節 實驗組以及對照組腦力激盪構圖評量分數差異 66 第五節 學習滿意度問卷調查分析 69 第六節 實驗組便利貼製作分析 73 第六章 結論及未來工作 76 第一節 結論 76 第二節 未來工作與建議 77 參考文獻 79 附錄 82 附錄一【學習滿意度問卷】 82 附錄二【黑蝙蝠中隊以及眷村博物館學習成效題目】 85 附錄三【腦力激盪概念構圖】 91 附錄四【各組便利貼張貼情況】 104 附錄五【腦力激盪概念構圖】 107

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