• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • 1
  • Tagged with
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

專題導向式電腦輔助學習策略在國小自然科教學上的應用 / Computerized Project-Based Learning for Elementary Science Education

趙金婷, Chao, Jing-Ting Unknown Date (has links)
本研究旨在探討如何設計以建構主義為基礎的專題導向式VR學習環境,並進一步藉由教學實驗探討運用此VR學習環境能否提升學童的學習效果,以及配合「配對合作」、「引導輔助」策略之應用,是否能提升VR學習環境輔助學習之效果。最後,則藉由晤談之分析,瞭解學童經過教學後仍存在哪些錯誤概念,並藉由不同學習環境及不同學習成就學童心理模式之比較,進一步推論影響學童概念之因素,期能提供教學者及後續研究者之參考。 本研究兼採發展學習軟體、準實驗研究法、問卷調查法及晤談法。首先設計並製作「地球的運動VR學習環境」。並選取台南市進學國小三個班級125名學童為對象,進行兩週之教學實驗。隨後進行紙筆測驗立即後測,並於四週後進行延宕後測。此外,在教學後依據學習成就及學習環境,分別選取12名學童參與晤談,以瞭解其心理模式。根據研究所獲得的資料,本研究之主要結論如下: 1. 本研究之VR學習環境有助於學童地球的運動相關概念之學習,然而仍有部分設計未達理想。整體而言,建構式虛擬實境學習環境之設計是值得發展的方向。 2. VR學習環境配合引導策略之應用,有助於學童之立即學習,對於問題層次較為抽象的專題報告,也有較好的效果。但在保留學習以及問題架構較明顯的專題報告中,是否給予輔助則無明顯差異。 3. 在地球的運動VR學習環境中,配對學習的效果並未優於個別學習。同時也沒有證據顯示配對學習的過程中,產生增進學習效果的互動過程。 4. 在VR學習環境中,採自由探索方式的學童有較正向的「學習經驗」和「互動經驗」。 5. 不同學習成就的學童其地球的運動相關概念有著極大的差異,一些容易受到直覺觀念影響的錯誤觀念,即使經過教學也很難改變。 6. 課本平面教材在傳達具有空間性質的概念時,易使學童誤解,有必要發展3D空間性質的教材。 根據研究結果,本研究提出建議,以供教育行政單位、國小自然科教師、電腦輔助教學軟體發展者以及未來相關研究之參考。 / The purposes of this dissertation were (1) to design and develop an innovative VR-based learning environment to teach "the motion of the earth" for the 6th grade students, (2) to investigate the effects after two weeks' instruction of VR-based learning environment on students’ learning achievements, which include different cognitive levels and different content areas, (3) to investigate the effects of cooperative dyads and provide guidance within the VR-based learning environment, (4) to analyze what factors may influence on the conceptual knowledge about the earth for sixth graders through interviews. Research approaches of this study included designing a computer-based learning environment, quasi-experiment, questionnaire survey and structured interview. The VR-based learning environment was designed through the processes of literature review, objective analysis, and content analysis. The evaluation of the VR learning environment was conducted through questionnaire surveying 12 experts and 76 students of the 6th grade to elicit their general opinions. This study employed quasi-experimental design to experiment on 3 classes of 125 students from Tainan Jying-Shyue elementary school. Two classes participated in VR learning environment. The members of the two classes were grouped by heterogeneous mixed-ability dyads or individual learning. The members of one of the VR groups learned through the guidance of worksheets; the students of the other VR group explored the environment by themselves. The third class was a control group whose members learned in traditional model based learning environment. After two weeks' instruction, all subjects accepted the test of the unit of "the motion of the earth" and retest after 4 weeks. 12 subjects attending interviews were selected from 125 students by different test achievements and different groups for the analytic framework. Through the design and evaluation of the VR world and the results from quantitative measure and interview data, the results were as follows: 1. We were gaining insights into the virtual reality's potential and limitations for learning. Constructivist VR-based learning environment is a new direction in the future. 2. Students learning by VR learning environment through guidance performed significantly better on the posttest than the other groups. Whether provided guidance or not, students learning by VR outperformed on test after 4 weeks than traditional learning environment. 3. There were no interaction effects between cooperative dyads and other factors. Cooperative dyads had no effect on test achievement in this study. 4. Students exploring the VR environment by themselves had more positive " learning experience" and "interactive experience" toward the environment than those learned through guidance. 5. Students with different achievement levels held extremely different mental models of the earth. The native conceptual knowledge of the earth was difficult to replace even after instruction. 6. The incorrect mental models concerned 3D concepts held by students were ineffectively corrected by the 2D textbooks. Based on the results of the study, recommendations are then made for related educational administration institution, researchers, instructional designers and elementary teachers.

Page generated in 0.0123 seconds