擴增實境與鷹架教學策略 對高中數學空間單元學習成效與動機之影響

dc.contributor陳明溥zh_TW
dc.contributorMing-Puu Chenen_US
dc.contributor.author蔡承哲zh_TW
dc.contributor.authorCheng-Che Tsaien_US
dc.date.accessioned2019-08-29T07:50:29Z
dc.date.available2018-7-31
dc.date.available2019-08-29T07:50:29Z
dc.date.issued2013
dc.description.abstract本研究旨在探討讓高中一年級學習者在教學者不同的教學策略(程序鷹架教學策略、後設認知鷹架教學策略)之下,經由不同學習環境(擴增實境學習環境、講授式學習環境)進行立體空間座標系與空間向量的數學題目演練,對學生在高中數學課綱中,學習空間知識與觀念之單元的學習成效與學習動機之影響。研究對象為普通高中一年級學習者,常態編班之中隨機抽取四個班級共181人參與實驗教學,學習內容參考教育部公佈之高中數學課綱中之「空間座標系」與「空間向量」單元。本實驗採用因子設計之準實驗研究法,自變項包含學習環境以及鷹架教學策略。學習環境依照教學過程所在的環境分為「擴增實境」與「講授式教學」兩種環境;鷹架教學策略則分為「程序鷹架教學策略」以及「後設認知鷹架教學策略」。依變項包含單元學習成效以及學習動機。研究結果顯示: (1)學習者在擴增實境學習環境中比起講述式學習環境組有更好的空間座標系與向量學習成效表現; (2)學習者在擴增實境學習環境中比起講述式學習環境組有更好的學習動機; (3)擴增實境學習環境下,使用後設認知鷹架教學策略的學習者會有較高的外部目標導向; (4)講述式學習環境下,使用程序鷹架教學策略的學習者會有較高的外部目標導向。zh_TW
dc.description.abstractThe purpose of this study was to investigate the effects of Augmented Reality (AR) technology and different scaffolding strategies on senior high school students’ performance in learning spatial lessons. There were four classes, including 181 tenth graders participating in the learning activity, and the methodology of this study is designed according to the experiential learning cycle. The independent variables of this research are learning environment and scaffolding strategy, the learning environments include the Augmented Reality learning and the traditional lecturing learning; and the scaffolding strategies are the procedural scaffolding and the metacognitive scaffolding. The dependent variables are learning performance and learning motivation toward mathematics. The results revealed that (a) the Augmented Reality learning environment facilitated learner’s performance better than the traditional lecturing learning environment; (b) Learners in the Augmented Reality learning environment showed more positive learning motivation than those in the traditional lecturing learning environment; (c) In the Augmented Reality learning environment, the metacognitive scaffolding group revealed more positive effect on learner’s extrinsic goal orientation than the procedural scaffolding group; and (d) In the traditional lecturing learning environment, the procedural scaffolding group showed more positive effect on learner’s extrinsic goal orientation than the metacognitive scaffolding group.en_US
dc.description.sponsorship資訊教育研究所zh_TW
dc.identifierGN060008029E
dc.identifier.urihttp://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22GN060008029E%22.&%22.id.&
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/92845
dc.language中文
dc.subject空間能力zh_TW
dc.subject鷹架教學策略zh_TW
dc.subject擴增實境zh_TW
dc.subject體驗式學習zh_TW
dc.subject學習成效zh_TW
dc.subject學習動機zh_TW
dc.subjectSpatial abilityen_US
dc.subjectScaffolding strategiesen_US
dc.subjectAugmented Realityen_US
dc.subjectexperiential learning cycleen_US
dc.subjectlearning performanceen_US
dc.subjectlearning motivationen_US
dc.title擴增實境與鷹架教學策略 對高中數學空間單元學習成效與動機之影響zh_TW
dc.titleThe Effects of Augmented Reality and Scaffolding Strategies on Senior High School Students’ Performance and Motivation of Learning Spatial Lessonsen_US

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