研究生: |
楊偉宏 Yang, Wei-Hung |
---|---|
論文名稱: |
以GAME² 設計模式之遊戲開發工具引導教師設計說故事桌遊 Using the GAME² Model Game Development Tool to Guide Teachers in Designing Storytelling Board Games |
指導教授: |
曾正宜
TZENG, JENG-YI |
口試委員: |
劉樹忠
吳純萍 |
學位類別: |
碩士 Master |
系所名稱: |
竹師教育學院 - 學習科學與科技研究所 Institute of Learning Sciences and Technologies |
論文出版年: | 2025 |
畢業學年度: | 113 |
語文別: | 中文 |
論文頁數: | 110 |
中文關鍵詞: | 桌上遊戲 、桌遊設計 、教育桌遊 、桌遊機制 、桌遊 |
外文關鍵詞: | Tabletop Game, Board Game Design, Educational Board Game, Board Game Mechanics, Board Game |
相關次數: | 點閱:6 下載:0 |
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本研究旨在探討本研究者提出之GAME² 設計模式,對於從未設計過桌遊,且想要嘗試設計的人之幫助與成效。研究方法採準實驗研究法,且共分別進行兩次的實驗課程,第一次課程的受測對象為四名「對桌遊幾乎沒接觸過的教育工作者」,第二次課程的受測對象為兩名「接觸超過20款桌遊的桌遊愛好者」。課程內容皆分為實驗與對照組,作為實驗組的參與者們將根據GAME² 設計模式,以及搭配一套桌遊設計工具《桌遊狂想卡》來進行桌遊的設計。作為對照組的參與者們將在了解桌遊設計的基礎知識後,隨即依照自己的想法設計桌遊。每次課程皆進行四個小時,其中設計桌遊的時間皆限定在兩個小時。在參與者們設計完桌遊、遊玩體驗彼此的桌遊後,進行半結構式的訪談。最後,根據參與者們的訪談內容進行統整、編碼。研究結果顯示:第一,GAME² 設計模式對「幾乎沒接觸過桌遊的人」幫助明顯;第二,GAME² 設計模式對「接觸較多桌遊的人」有「靈感激發」的作用;第三,使用GAME² 設計模式開發的桌遊,其獨特性、趣味性較沒使用所設計的桌遊還高。本研究發現,對於有自行設計桌遊的需求者,使用GAME² 設計模式,有助於發展與學習目標相契合且有趣的桌遊。
關鍵字:桌上遊戲、桌遊設計、教育桌遊、桌遊機制、桌遊
This study aims to explore the effectiveness and benefits of the GAME² Design Model proposed by the researcher for individuals who have never designed a board game but wish to try. A quasi-experimental research method was adopted, involving two experimental sessions. The first session included four participants who were educators with almost no prior experience with board games. The second session involved two board game enthusiasts who had played over 20 different games. Each session included both an experimental group and a control group. Participants in the experimental group used the GAME² Design Model along with a board game design toolkit called Board Game Imagination Cards to create their games. In contrast, control group participants designed their games based solely on basic knowledge of board game design and their own ideas. Each session lasted four hours, with two hours dedicated to game design. To assess outcomes, the researcher conducted semi-structured interviews using a self-developed interview guide after participants completed their designs and played each other's games. The interview content was then compiled and coded. The findings revealed: (1) the GAME² Design Model significantly benefited participants with little to no prior board game experience; (2) it served as a source of inspiration for experienced board game enthusiasts; and (3) games developed using the GAME² Design Model were generally more unique and engaging than those created without it. The study suggests that the GAME² Design Model can continue to be used to guide various participants in designing different types of board games. Furthermore, individuals wishing to design games on their own may also refer to this model to develop games that are both educationally aligned and enjoyable.
Keywords: Tabletop Game, Board Game Design, Educational Board Game, Board Game Mechanics, Board Game