题名

在家教育癌症病童參與傳統電腦遊戲和虛擬實境遊戲的遊戲動機之比較研究

并列篇名

The Comparative Study of Traditional Computer Games and Virtual Reality Games on Gameplaying Motivation of Children with Cancer in Homebound Education

DOI

10.6768/JSE.200812.0097

作者

劉少維(Shao-Wei Liu);李淑玲(Shwu-Ling Lee)

关键词

癌症病童 ; 遊戲動機 ; 在家教育 ; 傳統電腦遊戲 ; 虛擬實境遊戲 ; children with cancer ; game-playing motivation ; homebound education ; traditional computer game ; virtual reality game

期刊名称

特殊教育學報

卷期/出版年月

28期(2008 / 12 / 01)

页次

97 - 122

内容语文

繁體中文

中文摘要

本研究旨在比較傳統電腦遊戲和虛擬實境遊戲對三位在家教育癌症病童遊戲動機之提升效果。研究法採用單一受試研究法之交替處理設計,自變項爲傳統電腦遊戲和虛擬實境遊戲,依變項則是兒童意志量表的得分、遊戲動機自評表的得分、在玩各種遊戲所花的時間,以及受試者自行選擇喜歡玩的遊戲之次數。將所得的資料以目視分析法和U考驗進行分析。本研究的結果如下:(1)傳統電腦遊戲和虛擬實境遊戲都能提升癌症病童的遊戲動機。(2)從三位受試者在兒童意志量表的分數,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。(3)從三位受試者在動機自評表的分數,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。(4)從三位受試者在玩各種遊戲所花的時間,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。(5)從三位受試者自行選擇喜歡玩的遊戲之次數,顯示虛擬實境遊戲對在家教育癌症病童遊戲動機提升的成效明顯優於傳統電腦遊戲。

英文摘要

The purpose of this study was to compare the effects between traditional computer games and virtual reality games on game-playing motivation of three children with cancer in homebound education. Alternating treatment design of single subject research was employed. The independent variables were traditional computer games and virtual reality games. The dependent variables were the scores of ”Pediatric Volitional Questionnaire”, the scores of ”Game-playing Motivation Scale”, how much time they spent on all kinds of games and the times they chose their favorite games by themselves. The data was analyzing by visual analysis and U-test. The results of the study were as follows: (1) Both traditional computer games and virtual reality games can be used to promote the game-playing motivation of children with cancer in homebound education. (2) According to the scores of Pediatric Volitional Questionnaire of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games. (3) According to the scores of Game-playing Motivation Scale of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games. (4) According to how much time they spent on all kinds of games of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games. (5) According to the times they chose their favorite games by themselves of three participants show that the effects of promoting game-playing motivation in virtual reality games were much better than those in traditional computer games. Based on the results of this study, the implications of game and further research were recommended.

主题分类 社會科學 > 教育學
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被引用次数
  1. 李淑玲(2012)。虛擬實境體感互動遊戲對腦性麻痺幼童數數教學之行動研究。臺中教育大學學報:教育類,26(2),25-49。