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題名 基於知識翻新原則之小組問題解決歷程與成效之個案研究
A case study of group problem solving processes and outcomes supported by knowledge building principles
作者 林雅婷
Lin, Ya Ting
貢獻者 洪煌堯
Hong, Huang Yao
林雅婷
Lin, Ya Ting
關鍵詞 知識翻新
問題解決
knowledge building
problem solving
日期 2014
上傳時間 1-Jul-2015 15:01:39 (UTC+8)
摘要 本研究旨在探討基於知識翻新原則之小組問題解決歷程與成效。研究方法採個案研究。研究對象為48名修習「生活科技概論」課程的大學生,以小組為單位進行課程,共分為十組,一組四至五人。教學設計是以知識翻新為原則、以知識論壇(Knowledge Forum)為學習平台(用以提供學生一提出想法、討論想法、並進而培養解決問題能力的線上學習環境)。
資料來源包括:(1)各組創意產品成果、(2)平台討論內容、(3)平台活動紀錄(例如:討論文章之數量)。資料分析兼採質性與量化方法,分析過程如下:首先、針對各組創意成品進行評分;第二、評量各組團體動力表現,並進一步將創意產品分數與團體動力分數進行相關的統計分析;第三、針對平台活動紀錄(例如:貼文數量)進行分析;第四、分析學生於平台上之想法品質,並使用「時間序列分析」探討學生想法演變歷程;第五、探討不同小組間在創意成品與問題解決歷程中表現之差異情形。
研究結果如下:(1)學生歷經14周之知識翻新活動之後,確實能提出創意想法並設計各組創意產品成果。各個小組針對生活中不同之實際問題進行發想、翻新知識,最後產出有別於既有產品之生活科技產品;(2) 團體動力(問題解決歷程的表現面向之一)與創意產品表現具有正向相關─若小組團體動力表現較優,則在該組之創意產品表現也有較佳的表現;(3)各組所經歷的創造性問題解決歷程,並非循序漸進由階段一(搜尋目標、問題)發展至階段六(實踐設計);(4)知識翻新能幫助學生發展較高層次的認知活動,特別是關於「想法深化與澄清」之活動;(5)問題解決歷程表現較好之組別也較易產出較好之創意產品成果。反之,如果小組探究的主題已存在既有產品,或如果小組成員參與有限、或所探究的主題聚焦時間太晚,或主要參與成員並非良好的領導者時,則較無法產出較佳之創意產品成果。
本研究建議教師在教學上可以融合知識翻新原則。此外,教師應適時了解學生之團體動力與互動之情形;教師應重視學生想法品質的討論,鼓勵學生深入思考、提升想法層次。
The purpose of this case study was to investigate group problem solving processes and outcomes in an online environment that were supported by knowledge building principles. Participants in this study were 48 undergraduate students who engaged in a course concerning with living technologies. They were divided into ten groups, with each group consisting of four or five students. This course employed Knowledge Forum as a tool to provide a collaborative learning space to help cultivate students’ ability to work creatively with ideas and solve problems.
Data sources included: (1) group’s creative product design (in concept); (2) the content of students’ online discussion; (3) students’ online interaction logs (e.g., number of notes discussed). The study adopted both qualitative and quantitative analysis methods. The process of data analysis was as follows: First, group’s creative product design was assessed by a self-developed evaluation form. Second, using another self-developed rubrics, group dynamics was assessed by means of three dimensions. Additionally, the relationships between group’s creative product design and group dynamics were computed. Third, the quantity of students’ online discussion (e.g., number of notes posted) were calculated. Fourth, open coding was performed to assess the quality of students’ ideas posted in the online forum. Moreover, time series analysis was conducted to find out if students’ idea development process followed a certain pattern. Fifth, different groups’ learning outcomes and problem solving performance were compared to understand the performance differences between different groups.
The main findings were as follows: (1) students could generate creative ideas and design creative products after fourteen weeks of knowledge building activities. Each group focused on a particular problem that happened in real life, and tried to solve their technology problems by means of knowledge building, in order to finally design a creative product ; (2) group’s product design and their social dynamics were found to be positively co-related, meaning that if a group had better social dynamics, this group would more likely to produce more creative product; (3) each groups’ creative problem solving process was non-linear, meaning that the process did not usually go through the six steps of creative problem solving, that is, starting from stage one (searching goals or problems) and ending with stage six (design); (4) engaging students in knowledge building was able to help them improve their ideas while developing higher-level cognitive thinking skills (e.g., how to elaborate ideas); (5) groups that have better performance in terms of problem-solving process also tended to result in better overall group learning outcomes. In contrary, when a group’s final product is similar to an existing product, or when a group’s members could not fully participate in their group’s discussion, or when a group could not develop a clear theme for design at an early problem-solving stage, or when a group’s major participants could not lead the whole team well, that group was less likely to achieve better learning outcome.
Building on the findings, it is suggested that teachers should refer to some knowledge building principles as guidance for their teaching. Moreover, it is important for teachers to help monitor a group’s social dynamics during its problem-solving process. It is also equally important that teachers should pay attention to the quality of ideas discussed in the online forum and accordingly try to encourage students to think deeply, in order to improve their ideas while using higher-level thinking skills.
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描述 碩士
國立政治大學
教育研究所
102152008
103
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0102152008
資料類型 thesis
dc.contributor.advisor 洪煌堯zh_TW
dc.contributor.advisor Hong, Huang Yaoen_US
dc.contributor.author (Authors) 林雅婷zh_TW
dc.contributor.author (Authors) Lin, Ya Tingen_US
dc.creator (作者) 林雅婷zh_TW
dc.creator (作者) Lin, Ya Tingen_US
dc.date (日期) 2014en_US
dc.date.accessioned 1-Jul-2015 15:01:39 (UTC+8)-
dc.date.available 1-Jul-2015 15:01:39 (UTC+8)-
dc.date.issued (上傳時間) 1-Jul-2015 15:01:39 (UTC+8)-
dc.identifier (Other Identifiers) G0102152008en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/76252-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 教育研究所zh_TW
dc.description (描述) 102152008zh_TW
dc.description (描述) 103zh_TW
dc.description.abstract (摘要) 本研究旨在探討基於知識翻新原則之小組問題解決歷程與成效。研究方法採個案研究。研究對象為48名修習「生活科技概論」課程的大學生,以小組為單位進行課程,共分為十組,一組四至五人。教學設計是以知識翻新為原則、以知識論壇(Knowledge Forum)為學習平台(用以提供學生一提出想法、討論想法、並進而培養解決問題能力的線上學習環境)。
資料來源包括:(1)各組創意產品成果、(2)平台討論內容、(3)平台活動紀錄(例如:討論文章之數量)。資料分析兼採質性與量化方法,分析過程如下:首先、針對各組創意成品進行評分;第二、評量各組團體動力表現,並進一步將創意產品分數與團體動力分數進行相關的統計分析;第三、針對平台活動紀錄(例如:貼文數量)進行分析;第四、分析學生於平台上之想法品質,並使用「時間序列分析」探討學生想法演變歷程;第五、探討不同小組間在創意成品與問題解決歷程中表現之差異情形。
研究結果如下:(1)學生歷經14周之知識翻新活動之後,確實能提出創意想法並設計各組創意產品成果。各個小組針對生活中不同之實際問題進行發想、翻新知識,最後產出有別於既有產品之生活科技產品;(2) 團體動力(問題解決歷程的表現面向之一)與創意產品表現具有正向相關─若小組團體動力表現較優,則在該組之創意產品表現也有較佳的表現;(3)各組所經歷的創造性問題解決歷程,並非循序漸進由階段一(搜尋目標、問題)發展至階段六(實踐設計);(4)知識翻新能幫助學生發展較高層次的認知活動,特別是關於「想法深化與澄清」之活動;(5)問題解決歷程表現較好之組別也較易產出較好之創意產品成果。反之,如果小組探究的主題已存在既有產品,或如果小組成員參與有限、或所探究的主題聚焦時間太晚,或主要參與成員並非良好的領導者時,則較無法產出較佳之創意產品成果。
本研究建議教師在教學上可以融合知識翻新原則。此外,教師應適時了解學生之團體動力與互動之情形;教師應重視學生想法品質的討論,鼓勵學生深入思考、提升想法層次。
zh_TW
dc.description.abstract (摘要) The purpose of this case study was to investigate group problem solving processes and outcomes in an online environment that were supported by knowledge building principles. Participants in this study were 48 undergraduate students who engaged in a course concerning with living technologies. They were divided into ten groups, with each group consisting of four or five students. This course employed Knowledge Forum as a tool to provide a collaborative learning space to help cultivate students’ ability to work creatively with ideas and solve problems.
Data sources included: (1) group’s creative product design (in concept); (2) the content of students’ online discussion; (3) students’ online interaction logs (e.g., number of notes discussed). The study adopted both qualitative and quantitative analysis methods. The process of data analysis was as follows: First, group’s creative product design was assessed by a self-developed evaluation form. Second, using another self-developed rubrics, group dynamics was assessed by means of three dimensions. Additionally, the relationships between group’s creative product design and group dynamics were computed. Third, the quantity of students’ online discussion (e.g., number of notes posted) were calculated. Fourth, open coding was performed to assess the quality of students’ ideas posted in the online forum. Moreover, time series analysis was conducted to find out if students’ idea development process followed a certain pattern. Fifth, different groups’ learning outcomes and problem solving performance were compared to understand the performance differences between different groups.
The main findings were as follows: (1) students could generate creative ideas and design creative products after fourteen weeks of knowledge building activities. Each group focused on a particular problem that happened in real life, and tried to solve their technology problems by means of knowledge building, in order to finally design a creative product ; (2) group’s product design and their social dynamics were found to be positively co-related, meaning that if a group had better social dynamics, this group would more likely to produce more creative product; (3) each groups’ creative problem solving process was non-linear, meaning that the process did not usually go through the six steps of creative problem solving, that is, starting from stage one (searching goals or problems) and ending with stage six (design); (4) engaging students in knowledge building was able to help them improve their ideas while developing higher-level cognitive thinking skills (e.g., how to elaborate ideas); (5) groups that have better performance in terms of problem-solving process also tended to result in better overall group learning outcomes. In contrary, when a group’s final product is similar to an existing product, or when a group’s members could not fully participate in their group’s discussion, or when a group could not develop a clear theme for design at an early problem-solving stage, or when a group’s major participants could not lead the whole team well, that group was less likely to achieve better learning outcome.
Building on the findings, it is suggested that teachers should refer to some knowledge building principles as guidance for their teaching. Moreover, it is important for teachers to help monitor a group’s social dynamics during its problem-solving process. It is also equally important that teachers should pay attention to the quality of ideas discussed in the online forum and accordingly try to encourage students to think deeply, in order to improve their ideas while using higher-level thinking skills.
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dc.description.tableofcontents 第一章 緒論 1
第一節 研究動機 1
第二節 研究目的與待答問題 3
第三節 名詞釋義 4
第四節 研究範圍與限制 6
第二章 文獻探討 7
第一節 知識翻新 7
第二節 問題解決 12
第三節 團體認知 19
第四節 團體動力 23
第三章 研究設計與實施 28
第一節 研究架構 28
第二節 研究對象 29
第三節 教學設計 29
第四節 實施程序 39
第五節 資料蒐集與分析 40
第四章 研究結果與分析 47
第一節 小組創意產品成果評估 47
第二節 問題解決歷程與成品之相關分析 58
第三節 小組問題解決歷程之想法數量分析 62
第四節 小組問題解決歷程之想法品質分析 78
第五節 小組之差異分析 86
第五章 結論與建議 106
第一節 結論 106
第二節 建議 109
參考文獻 112
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dc.format.extent 2573037 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0102152008en_US
dc.subject (關鍵詞) 知識翻新zh_TW
dc.subject (關鍵詞) 問題解決zh_TW
dc.subject (關鍵詞) knowledge buildingen_US
dc.subject (關鍵詞) problem solvingen_US
dc.title (題名) 基於知識翻新原則之小組問題解決歷程與成效之個案研究zh_TW
dc.title (題名) A case study of group problem solving processes and outcomes supported by knowledge building principlesen_US
dc.type (資料類型) thesisen
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