题名 |
以網路遊戲實施科技創造力教學之研究 |
并列篇名 |
A Study on Technological Creativity Instruction by the On-line Game |
DOI |
10.6793/JNTCA.200904.0093 |
作者 |
蕭顯勝(Hsien-Sheng Hsiao);洪琬諦(Wan-Ti Hong);伍建學(Jian-Xue Wu) |
关键词 |
網路遊戲教學 ; 科技創造力 ; On-line Game Instruction ; Technological creativity |
期刊名称 |
藝術學報 |
卷期/出版年月 |
84期(2009 / 04 / 01) |
页次 |
93 - 116 |
内容语文 |
繁體中文 |
中文摘要 |
創造力教育是為教育重要議題,為創新產業型態來培育人才。科技創造力是創造力教育重要項目之一,除了創造力的基本意涵,問題解決、動手做和設計等能力亦包含其中。網路遊戲具有令人沈浸的特性,本研究建置網路遊戲作為學習工具,並將創造思考教學策略融入遊戲,配合實作,以啟發學生的科技創造力。研究採實驗組、對照組後測的準實驗研究方法,以高雄市某一國小六年級兩班學生為對象,一班為實驗組,採用網路遊戲的教學;另一班為對照組,採用一般傳統教學。研究採用「威廉斯創造力測驗」和「實作活動測驗」為資料來源,分別評估學生的科技創造力之認知、情意與技能。研究發現實驗組學生在科技創造力之認知與技能等能力有顯著提升。 |
英文摘要 |
Creativity education which nurtures elite of innovative industry is a central issue in education. Technological creativity is one of the most important research subjects in creativity education. Except its basic content of creativity, it also concludes the ability of problem solving, ability of doing in person, ability of design. On-line game owns the trait of making people immerse to the game world. This research which aimed to inspire students’ technological creativity designed the on-line game as the study tool, and also merged with creative thinking teaching strategies. The research adopted the Williams Assessment Packet and Performance Assessment as the information source that is to value students’ ability of cognitive, affective and skill in technological creativity. Experiment samples were certain of two class’s students at 6th grade of elementary school in Kaohsiung. The learners were divided into experimental group, and control group. Experimental group were taught by on-line game instruction, control group were taught by traditional instruction. The study found that the experimental group's ability of cognitive and skill were significant improved in technological creativity. |
主题分类 |
人文學 >
藝術 |
参考文献 |
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被引用次数 |