學術產出-Theses

Article View/Open

Publication Export

Google ScholarTM

政大圖書館

Citation Infomation

題名 具遊戲激勵機制之即時觀點比較線上討論板對於提升討論成效的影響研究
The Effects of an Online Discussion Board with a Gamified Instant Perspective Comparison on Discussion Effectiveness
作者 陳姵淳
Chen, Pei-Chun
貢獻者 陳志銘
Chen, Chih-Ming
陳姵淳
Chen, Pei-Chun
關鍵詞 線上討論
社會性科學議題
電腦中介溝通
學習成效
討論動機
討論參與度
遊戲化激勵機制
Online discussion
Socio-scientific issues
Computer-mediated communication
Discussion effectiveness
Discussion participation
Discussion motivation
Gamified incentive mechanism
日期 2021
上傳時間 2-Sep-2021 16:34:51 (UTC+8)
摘要 線上討論是數位學習過程中經常採用的學習活動之一,學習者可以透過線上討論與同儕進行意見的交流,激盪其對於討論議題的不同觀點與看法,提升數位學習成效。本研究基於Chen及Tsao (2021)所發展之「即時觀點比較系統(Instant Perspective Comparison System, 以下簡稱IPCS)」,進一步發展為「具遊戲激勵機制之即時觀點比較線上討論板」,希望透過遊戲激勵機制更進一步的促進學習者的議題認知及討論意願,進而有效提升討論成效、討論參與度與動機。
本研究採用真實驗研究法,以線上方式招募各大專院校大學生及碩士級研究生共38名學生為研究對象,對於「藻礁」主題進行線上討論。其中19名學生被隨機分派為採用「具遊戲激勵機制之即時觀點比較線上討論板」的實驗組,另外19名學生則被隨機分派為採用「不具遊戲激勵機制之即時觀點比較線上討論板」的控制組,以探討兩組學習者在學習成效、討論參與度及討論動機是否具有顯著差異。此外,亦以先備知識、電腦中介溝通(Computer-Mediated Communication, CMC)能力作為背景變項,探討不同背景變項之兩組學習者,在學習成效、討論參與度及討論動機是否具有顯著差異。
研究結果發現,相較於使用「不具遊戲激勵機制之即時觀點比較線上討論板」,採用「具遊戲激勵機制之即時觀點比較線上討論板」對於整體學習者及低先備知識學習者在整體及複雜、多元觀點面向上的學習成效具有顯著的助益。在討論參與度方面,使用「具遊戲激勵機制之即時觀點比較線上討論板」學習者總行為操作次數皆顯著優於使用「不具遊戲激勵機制之即時觀點比較線上討論板」。在討論動機方面,使用「具遊戲激勵機制之即時觀點比較線上討論板」整體學習者及高先備知識學習者的整體討論動機,以及價值與期望面向上皆顯著優於使用「不具遊戲激勵機制之即時觀點比較線上討論板」。此外,本研究之質性資料分析顯示,稱號等級挑戰及儀表板能有效地促進學習者查閱IPCS圖形及外部檢索功能,進一步提升討論內容的理解及觀點異同的比較,「具遊戲激勵機制之即時觀點比較線上討論板」將能有效地促進學習者進行線上討論時的學習表現。
最後基於研究結果,本研究提出遊戲激勵機制教學建議和討論區改善建議,以及未來可以繼續發展的研究方向。整體而言,本研究將討論區學習、即時觀點比較系統、遊戲化激勵機制等技術進行結合,發展具遊戲激勵機制之即時觀點比較線上討論板,提供一個科技輔助線上討論之學習工具,對於促進數位學習之線上討論具有貢獻。
Online discussion is one of the learning activities widely used in the digital learning process. Through online discussion, learners can exchange opinions and thoughts with their peers, stimulate their different perspectives on the discussion topics, and enhance the performance of digital learning in a convenient way. This research develops Instant Perspective Comparison system with Gamified Insentive Mechanism (IPCS-GIM) based on the Instant Perspective Comparison System (IPCS) originally developed by Chen and Tsao (2021) to further promote learners’ awareness of discussion topics and willingness, thereby effectively enhancing discussion effectiveness, discussion participation, and discussion motivation.
A true-experimental research was used in this research to collect the needed research data. A total of 38 college and graduate students were recruited from E- recruitment as the research subjects of this study for online discussions with the social scientific issue of “algae reefs.” Among them, 19 students were randomly assigned to the experimental group with the IPCS-GIM-assisted online discussion, and 19 students were randomly assigned to the control group with IPCS-assisted online discussion. Furthermore, learners’ prior knowledge levels and computer-mediated communication (CMC) abilities were regarded as the background variables to examine the difference in discussion effectiveness, discussion participation, and discussion motivation between the learners of two groups.
The research result shows that, in comparison with IPCS-assisted online discussion, the IPCS-GIM could significantly facilitate overall learners and learners with low prior knowledge level on overall discussion effectiveness, complexity, and multiple perspectives. The learners who used the IPCS-GIM-assisted online discussion had significantly better number of total learning actions than learners who used IPCS-assisted online discussion. In terms of discuss motivation, value and expectancy components, and the overall motivation of the overall learners and the learners with high prior knowledge who used the IPCS-GIM-assisted online discussion had significantly better than those who used the IPCS-assisted online discussion. Furthermore, the qualitative data analysis in this study reveals that level challenges and leaderboard could effectively promote learners to use IPCS graphics and external search functions, and further enhance the understanding of the discussion contents and the comparison of perspective. The IPCS-GIM would effectively facilitate learners’ discussion effectiveness during online discussion processes.
Based on the research result, several suggestions for improvement of gamified incentive mechanism as well as further research directions are proposed in this study. Overall speaking, discussion learning, IPCS, and gamification incentive mechanism were combined in this study to develop the IPCS-GIM for effective learning of technology assisted online discussion. It would contribute to facilitating online discussion in e-learning field.
參考文獻 中文文獻
王敬詠(2012)。應用電腦冒險遊戲式學習於專業英文課程對提升學習成效、學習動機與態度之影響。新北市:淡江大學。
周郁凱(2017)。遊戲化實戰全書:遊戲化大師教你把工作、教學、健身、行銷、產品設計……變遊戲,愈好玩尌愈有吸引力!。台北市:城邦商業周刊。
溫如梅(2019)。遊戲化華語教學之研究—以創意思考螺旋融入教育桌遊為例。桃園縣:中央大學。

英文文獻
Abramovich, S., Schunn, C., & Higashi, R. M. (2013). Are badges useful in education?: it depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217-232. doi:10.1007/s11423-013-9289-2
Althaus, S. L. (1997). Computer-mediated communication in the university classroom an experiment with on-line discussions. Communication Education, 46(3), 158. doi:10.1080/03634529709379088
Anderson, J. R., Reder, L. M., & Simon, H. A. (1996). Situated learning and education. Educational Researcher, 25(4), 5-11. doi:10.3102/0013189X025004005
Aparicio, M., Oliveira, T., Bacao, F., & Painho, M. (2019). Gamification: A key determinant of massive open online course (MOOC) success. Information & Management, 56(1), 39–54. doi:10.1016/j.im.2018.06.003
Bakeman, R., & Gottman, J. M. (1997). Observing interaction: An introduction to sequential analysis, 2nd ed. New York: Cambridge University Press. doi:10.1017/CBO9780511527685
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 10-17). Toronto Ontario Canada: ACM. doi:10.1145/2583008.2583010
Blei, D. M. (2003.). Latent dirichlet allocation. Journal of Machine Learning Research, 3 , 993-1022.
Bovermann, K., Weidlich, J., & Bastiaens, T. (2018). Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study. International Journal of Educational Technology in Higher Education, 15(1), 27. doi:10.1186/s41239-018-0107-0
Branon, R. F., & Essex, C. (2001). Synchronous and asynchronous communication tools in distance education. TechTrends, 45(1), 36-36. doi:10.1007/BF02763377
Buder, J., Schwind, C., Rudat, A., & Bodemer, D. (2015). Selective reading of large online forum discussions: The impact of rating visualizations on navigation and learning. Computers in Human Behavior, 44, 191–201. doi:10.1016/j.chb.2014.11.043
Bull, S., Greer, J., Mccalla, G., & Kettel, L. (2001). Help-seeking in an asynchronous help forum, 12.
Chang, J. W., & Wei, H. Y. (2016). Exploring engaging gamification mechanics in massive online open courses. Educational Technology & Society, 19(2), 177–203.
Chen, C. M., & Tsao, H. W. (2021). An instant perspective comparison system to facilitate learners’ discussion effectiveness in an online discussion process. Computers & Education, 164, 104037. doi:10.1016/j.compedu.2020.104037
Chen, C. M., Li, M. C., & Chen, T. C. (2020). A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance. Computers & Education, 144, 103697. doi:10.1016/j.compedu.2019.103697
Chen, C. M., Li, M. C., & Huang, Y. L. (2020). Developing an instant semantic analysis and feedback system to facilitate learning performance of online discussion. Interactive Learning Environments, 1-19. doi:10.1080/10494820.2020.1839505
Chen, C. M., Li, M. C., Chang, W. C., & Chen, X. X. (2021). Developing a topic analysis instant feedback system to facilitate asynchronous online discussion effectiveness. Computers & Education, 163, 104095. doi:10.1016/j.compedu.2020.104095
Chen, M.-P., Wong, Y.-T., & Wang, L.-C. (2014). Effects of type of exploratory strategy and prior knowledge on middle school students’ learning of chemical formulas from a 3D role-playing game. Educational Technology Research and Development, 62(2), 163–185. https://doi.org/10.1007/s11423-013-9324-3
Cole, J., & Foster, H. (2007). Using Moodle: Teaching with the popular open source course management system. (2nd ed.). Sebastopol, CA: O’Reilly.
Darabi, A., & Jin, L. (2013). Improving the quality of online discussion: the effects of strategies designed based on cognitive load theory principles. Distance Education, 34(1), 21–36. doi:10.1080/01587919.2013.770429
De Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (pp. 216-222). Gyeongju Republic of Korea: ACM. doi:10.1145/2554850.2554956
De-Marcos, L.,García-Cabot, A ., García-López, E.(2017).Towards the social gamification of e-learning: a practical experiment. International Journal of Engineering Educadion, 33, 66-73
Dennen, V. P. (2008). Pedagogical lurking: Student engagement in non-posting discussion behavior. Computers in Human Behavior, 24(4), 1624-1633. doi:10.1016/j.chb.2007.06.003
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). New York, NY, USA: Association for Computing Machinery. doi:10.1145/2181037.2181040
Dias, J. (2017). Teaching operations research to undergraduate management students: The role of gamification. The International Journal of Management Education, 15(1), 98-111. doi:10.1016/j.ijme.2017.01.002
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1),1-36. doi:10.1186/s41239-017-0042-5
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mApping study. Journal of Educational Technology & Society, 18(3), 75-88.
Dindar, M., Ren, L., & Järvenoja, H. (2021). An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology, 52(1), 142–159. Doi:10.1111/bjet.12977
Ding, L., Er, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & Education, 120, 213-226. doi:10.1016/j.compedu.2018.02.007
Ding, L., Kim, C., & Orey, M. (2017). Studies of student engagement in gamified online discussions. Computers & Education, 115, 126-142. doi:10.1016/j.compedu.2017.06.016
Dolmans, D. H. J. M., & Schmidt, H. G. (2006). What do we know about cognitive and motivational effects of small group tutorials in problem-based learning? Health Sciences Education, 11(4), 321-336. doi:10.1007/s10459-006-9012-8
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. doi:10.1016/j.compedu.2012.12.020
Feiz, P., Hooman, H. A., & kooshki, S. (2013). Assessing the Motivated Strategies for Learning Questionnaire (MSLQ) in Iranian students: Construct Validity and Reliability. Procedia -Social and Behavioral Sciences, 84, 1820-1825.
Gao, F., Zhang, T., & Franklin, T. (2013). Designing asynchronous online discussion environments: Recent progress and possible future directions. British Journal of Educational Technology, 44(3), 469–483. doi:10.1111/j.1467-8535.2012.01330.x
Garcia‐Cabot, A., Garcia‐Lopez, E., Caro‐Alvaro, S., Gutierrez‐Martinez, J., & de‐Marcos, L. (2020). Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program. Computer Applications in Engineering Education, 28(1), 207–223. doi:10.1002/cae.22186
Ge, Z. G. (2018). The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance. Computers & Education, 126, 143-152. doi:10.1016/j.compedu.2018.07.009
Gerosa, M. A., Filippo, D., Pimentel, M., Fuks, H., & Lucena, C. J. P. (2010). Is the unfolding of the group discussion off-pattern? Improving coordination support in educational forums using mobile devices. Computers & Education, 54(2), 528–544. doi:10.1016/j.compedu.2009.09.004
Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners (pp. 1999-2008). Presented at the World Conference on Educational Multimedia, Hypermedia and Telecommunications (2013).
Gordon, N., Brayshaw, M., & Grey, S. (2013). Maximising gain for minimal pain: utilising natural game mechanics. Innovation in Teaching and Learning in Information and Computer Sciences, 12(1), 27-38. doi:10.11120/ital.2013.00004
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). Waikoloa, HI: IEEE. doi:10.1109/HICSS.2014.377
Hara, N., Bonk, C. J., & Angeli, C. (2000). Content analysis of online discussion in an applied educational psychology course. Instructional Science, 28(2), 115–52. doi:10.1023/A:1003764722829
Hasan, H. F., Nat, M., & Vanduhe, V. Z. (2019). Gamified collaborative environment in Moodle. IEEE Access, 7, 89833-89844. doi:10.1109/ACCESS.2019.2926622
Hawkes, M. (2006). Linguistic discourse variables as indicators of reflective online interaction. American Journal of Distance Education, 20(4), 231-244. doi:10.1207/s15389286ajde2004
Hew, K. F., Cheung, W. S., & Ng, C. S. L. (2010). Student contribution in asynchronous online discussion: A review of the research and empirical exploration. Instructional Science: An International Journal of the Learning Sciences, 38(6), 571–606. doi:10.1007/s11251-008-9087-0
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92-93, 221-236. doi:10.1016/j.compedu.2015.10.010
Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254-272. doi:10.1016/j.compedu.2018.06.018
Huang, B., Hwang G.J., Hew, K.F., & Warning, P.(2019). Effects of gamification on students’ online interactive patterns and peer-feedback. Distance Education,350-379.doi: 10.1080/01587919.2019.1632168
Hung, M.-L., & Chou, C. (2014). The development, validity, and reliability of communication satisfaction in an online asynchronous discussion scale. The Asia-Pacific Education Researcher, 23(2), 165–177. doi:10.1007/s40299-013-0094-9
Hwang, G.-H., Lee, C.-Y., & Tseng, W.-F. (2012). Development and evaluation of an educational computer game for a certification examination. Journal of Educational Technology Development and Exchange, 5(2). https://doi.org/10.18785/jetde.0502.03
Ibanez, M. B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies, 7(3), 291-301. doi:10.1109/TLT.2014.2329293
Kalelioğlu, F., & Gülbahar, Y. (2014). The effects of teaching programming via scratch on problem solving skills: A discussion from learners’ perspective, 19.
Kallio, H., Pietilä, A.-M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954–2965. doi:10.1111/jan.13031
Karpudewan, M., & Roth, W.-M. (2016). Changes in primary students’ informal reasoning during an environment-related curriculum on socio-scientific issues. International Journal of Science and Mathematics Education, 16(3), 401–419. doi:10.1007/s10763-016-9787-x
Kim, J., Jo, I.-H., & Park, Y. (2016). Effects of learning analytics dashboard: analyzing the relations among dashboard utilization, satisfaction, and learning achievement. Asia Pacific Education Review, 17(1), 13–24. doi:10.1007/s12564-015-9403-8
Knutas, A., Ikonen, J., Nikula, U., & Porras, J. (2014). Increasing collaborative communications in a programming course with gamification: a case study. International Conference on Computer Systems and Technologies - CompSysTech ’14,370-377. doi:10.1145/2659532.2659620
Kopcha, T. J., Ding, L., Neumann, K. L., & Choi, I. (2016). Teaching technology integration to K-12 educators: A “gamified” approach. TechTrends. 60(1), 62-69. doi:10.1007/s11528-015-0018-z
Larson, B. E., & Keiper, T. A. (2002). Classroom discussion and threaded electronic discussion: Learning in two arenas. Contemporary Issues in Technology and Teacher Education, 2, 1, 45–62.
Leong, B., & Luo, Y. (2011).Application of game mechanics to improve student engagement, 5.
Levinson, S. (2006). Cognition at the heart of human interaction. Discourse Studies - DISCOURSE STUD, 8, 85-93. doi:10.1177/1461445606059557
Li, L.-Y. (2019). Effect of prior knowledge on attitudes, behavior, and learning performance in video lecture viewing. International Journal of Human–Computer Interaction, 35(4–5), 415–426. doi:10.1080/10447318.2018.1543086
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 9. doi:10.1186/s41039-018-0078-8
Lim, C. P., & Chai, C. S. (2004). An activity-theoretical approach to research of ICT integration in Singapore schools: Orienting activities and learner autonomy. Computers & Education, 43(3), 215-236. doi:10.1016/j.compedu.2003.10.005
Lo, H.-C. (2009). Utilizing computer-mediated communication tools for problem-based learning. Educational Technology & Society, 12(1), 205–213.
Lopez, C. E., & Tucker, C. S. (2019). The effects of player type on performance: A gamification case study. Computers in Human Behavior, 91, 333-345. doi:10.1016/j.chb.2018.10.005
Marbouti, F., & Wise, A. F. (2016). Starburst: a new graphical interface to support purposeful attention to others’ posts in online discussions. Educational Technology Research and Development, 64(1), 87–113. doi:10.1007/s11423-015-9400-y
Marei, H. F., & Al-Khalifa, K. S. (2015). Pattern of online communication in teaching a blended oral surgery course. European Journal of Dental Education, 20(4), 213–217. doi:10.1111/eje.12163
Mikolov, T., Chen, K., Corrado, G., and Dean, J. (2013). Efficient estimation of word representations in vector space, In Proceedings of Workshop at ICLR.
Mollick, E., & Rothbard, N. (2013). Mandatory fun: consent, gamification and the impact of games at work, SSRN Electronic Journal,54.1-68. doi:http://doi.org/10.2139/ssrn.2277103
Nam, Y. (2017). Promoting argumentative practice in Socio-Scientific Issues through a science inquiry activity. EURASIA Journal of Mathematics, Science and Technology Education, 13. doi:10.12973/eurasia.2017.00737a
Ng, C. S. L., Cheung, W. S., & Hew, K. F. (2012). Interaction in asynchronous discussion forums: Peer facilitation techniques. Journal of Computer Assisted Learning, 28(3), 280–294. doi:10.1111/j.1365-2729.2011.00454.x
Nicholson, S. (2015). A RECIPE for meaningful gamification. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 1-20). Cham: Springer International Publishing. doi:10.1007/978-3-319-10208-5_1
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15-29. doi:10.1016/j.compedu.2019.02.015
Ouyang, F., & Scharber, C. (2017). The influences of an experienced instructor’s discussion design and facilitation on an online learning community development: A social network analysis study. The Internet and Higher Education, 35, 34–47. doi:10.1016/j.iheduc.2017.07.002
Park, S., & Kim, C. (2015). Boosting learning-by-teaching in virtual tutoring. Computers & Education, 82, 129-140. doi:10.1016/j.compedu.2014.11.006
Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). Ann Arbor, MI: National Center for Research to ImprovePost secondary Teaching.
Roschelle, j., & teasley, s. D. (1995). The construction of shared knowledge in collaborative problem solving. In C. O’malley (Ed.), computer supported collaborative learning (Pp. 69–97). Berlin, heidelberg: Springer berlin heidelberg. Doi:10.1007/978-3-642-85098-1_5
Sadler, T. D., Barab, S. A., & Scott, B. (2007). What do students gain by engaging in socioscientific inquiry? Research in Science Education, 37(4), 371–391. doi:10.1007/s11165-006-9030-9
Sadler,T,D.(2011) Socio-scientific Issues in the Classroom - Teaching, Learning and Research.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. doi:10.1016/j.chb.2016.12.033
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. doi:10.1016/j.ijhcs.2014.09.006
Seethamraju, R. (2014). Effectiveness of using online discussion forum for case study analysis. Education Research International, 2014, 1-10. doi:10.1155/2014/589860
Smith, E., Herbert, J., Kavanagh, L., & Reidsema, C. (2013). The effects of gamification on student learning through the use of reputation and rewards within community moderated discussion boards, 9.
So, H. J. (2009). When groups decide to use asynchronous online discussions: collaborative learning and social presence under a voluntary participation structure: Asynchronous online discussion. Journal of Computer Assisted Learning, 25(2), 143–160. doi:10.1111/j.1365-2729.2008.00293.x
Solli, A., Hillman, T., & Mäkitalo, Å. (2017). Navigating the complexity of socio-scientific controversies—How students make multiple voices present in discourse. Research in Science Education. doi:10.1007/s11165-017-9668-5
Spitzberg, B. H. (2006). Preliminary development of a model and measure of Computer-Mediated Communication (CMC) competence. Journal of Computer-Mediated Communication,11(2), 629–666. doi:10.1111/j.1083-6101.2006.00030.x
Stolz, M., Witteck, T., & Marks, R. (2013). Reflecting socio-scientific issues for science education coming from the case of curriculum development on doping in chemistry education. Eurasia Journal of Mathematics, Science and Technology Education, 9(4), 361–370. doi:10.12973/eurasia.2014.945a
Strmečki, D., Bernik, A., & Radošević, D. (2015). Gamification in E-Learning: Introducing gamified design elements into E-Learning systems. Journal of Computer Science, 11(12), 1108-1117. doi:10.3844/jcssp.2015.1108.1117
Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements: A mobile gamification learning system. Journal of Computer Assisted Learning, 31(3), 268-286. doi:10.1111/jcal.12088
Tiene, D. (2000). Online discussions: A survey of advantages and disadvantages compared to face-to-face discussions. Journal of Educational Multimedia and Hypermedia, 9, 371-384.
Todor,V., Piticǎ,D. (2013).The gamification of the study of electronics in dedicated e-learning platforms. International spring seminar on electronics technology, 428-431.doi:http://doi.org/10.1109/ISSE.2013.6648287
Turan, Z., & Meral, E. (2018). Game-based versus to non-game-based: The impact of student response systems on students’achievements, engagements and test anxieties. Informatics in Education, 17(1), 105-116. doi:10.15388/infedu.2018.07
Van Blankenstein, F. M., Dolmans, D. H. J. M., Van der Vleuten, C. P. M., & Schmidt, H. G. (2013). Relevant prior knowledge moderates the effect of elaboration during small group discussion on academic achievement. Instructional Science, 41(4), 729–744. doi:10.1007/s11251-012-9252-3
Wetzels, S. A. J., Kester, L., & Van Merriënboer, J. J. G. (2011). Adapting prior knowledge activation: Mobilisation, perspective taking, and learners’ prior knowledge. Computers in Human Behavior, 27(1), 16–21.
Wetzels, S. A. J., Kester, L., & Van Merriënboer, J. J. G. (2011). Adapting prior knowledge activation: Mobilisation, perspective taking, and learners’ prior knowledge. Computers in Human Behavior, 27(1), 16–21.
Wise, A. F., Zhao, Y., & Hausknecht, S. N. (2014). Learning analytics for online discussions: Embedded and extracted approaches. Journal of Learning Analytics, 1(2), 48–71. doi: 10.18608/jla.2014.12.4
Xie, K., Debacker, T. K., & Ferguson, C. (2006). Extending the traditional classroom through online discussion: The role of student motivation. Journal of Educational Computing Research, 34(1), 67-89. doi:10.2190/7BAK-EGAH-3MH1-K7C6
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. doi:10.1016/j.compedu.2019.103729
Zeidler, D., & Nichols, B. (2009). Socioscientific issues: Theory and practice. Journal of Elementary Science Education, 21(2), 49-58. doi:10.1007/BF03173684
描述 碩士
國立政治大學
圖書資訊與檔案學研究所
108155004
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108155004
資料類型 thesis
dc.contributor.advisor 陳志銘zh_TW
dc.contributor.advisor Chen, Chih-Mingen_US
dc.contributor.author (Authors) 陳姵淳zh_TW
dc.contributor.author (Authors) Chen, Pei-Chunen_US
dc.creator (作者) 陳姵淳zh_TW
dc.creator (作者) Chen, Pei-Chunen_US
dc.date (日期) 2021en_US
dc.date.accessioned 2-Sep-2021 16:34:51 (UTC+8)-
dc.date.available 2-Sep-2021 16:34:51 (UTC+8)-
dc.date.issued (上傳時間) 2-Sep-2021 16:34:51 (UTC+8)-
dc.identifier (Other Identifiers) G0108155004en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/136921-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 圖書資訊與檔案學研究所zh_TW
dc.description (描述) 108155004zh_TW
dc.description.abstract (摘要) 線上討論是數位學習過程中經常採用的學習活動之一,學習者可以透過線上討論與同儕進行意見的交流,激盪其對於討論議題的不同觀點與看法,提升數位學習成效。本研究基於Chen及Tsao (2021)所發展之「即時觀點比較系統(Instant Perspective Comparison System, 以下簡稱IPCS)」,進一步發展為「具遊戲激勵機制之即時觀點比較線上討論板」,希望透過遊戲激勵機制更進一步的促進學習者的議題認知及討論意願,進而有效提升討論成效、討論參與度與動機。
本研究採用真實驗研究法,以線上方式招募各大專院校大學生及碩士級研究生共38名學生為研究對象,對於「藻礁」主題進行線上討論。其中19名學生被隨機分派為採用「具遊戲激勵機制之即時觀點比較線上討論板」的實驗組,另外19名學生則被隨機分派為採用「不具遊戲激勵機制之即時觀點比較線上討論板」的控制組,以探討兩組學習者在學習成效、討論參與度及討論動機是否具有顯著差異。此外,亦以先備知識、電腦中介溝通(Computer-Mediated Communication, CMC)能力作為背景變項,探討不同背景變項之兩組學習者,在學習成效、討論參與度及討論動機是否具有顯著差異。
研究結果發現,相較於使用「不具遊戲激勵機制之即時觀點比較線上討論板」,採用「具遊戲激勵機制之即時觀點比較線上討論板」對於整體學習者及低先備知識學習者在整體及複雜、多元觀點面向上的學習成效具有顯著的助益。在討論參與度方面,使用「具遊戲激勵機制之即時觀點比較線上討論板」學習者總行為操作次數皆顯著優於使用「不具遊戲激勵機制之即時觀點比較線上討論板」。在討論動機方面,使用「具遊戲激勵機制之即時觀點比較線上討論板」整體學習者及高先備知識學習者的整體討論動機,以及價值與期望面向上皆顯著優於使用「不具遊戲激勵機制之即時觀點比較線上討論板」。此外,本研究之質性資料分析顯示,稱號等級挑戰及儀表板能有效地促進學習者查閱IPCS圖形及外部檢索功能,進一步提升討論內容的理解及觀點異同的比較,「具遊戲激勵機制之即時觀點比較線上討論板」將能有效地促進學習者進行線上討論時的學習表現。
最後基於研究結果,本研究提出遊戲激勵機制教學建議和討論區改善建議,以及未來可以繼續發展的研究方向。整體而言,本研究將討論區學習、即時觀點比較系統、遊戲化激勵機制等技術進行結合,發展具遊戲激勵機制之即時觀點比較線上討論板,提供一個科技輔助線上討論之學習工具,對於促進數位學習之線上討論具有貢獻。
zh_TW
dc.description.abstract (摘要) Online discussion is one of the learning activities widely used in the digital learning process. Through online discussion, learners can exchange opinions and thoughts with their peers, stimulate their different perspectives on the discussion topics, and enhance the performance of digital learning in a convenient way. This research develops Instant Perspective Comparison system with Gamified Insentive Mechanism (IPCS-GIM) based on the Instant Perspective Comparison System (IPCS) originally developed by Chen and Tsao (2021) to further promote learners’ awareness of discussion topics and willingness, thereby effectively enhancing discussion effectiveness, discussion participation, and discussion motivation.
A true-experimental research was used in this research to collect the needed research data. A total of 38 college and graduate students were recruited from E- recruitment as the research subjects of this study for online discussions with the social scientific issue of “algae reefs.” Among them, 19 students were randomly assigned to the experimental group with the IPCS-GIM-assisted online discussion, and 19 students were randomly assigned to the control group with IPCS-assisted online discussion. Furthermore, learners’ prior knowledge levels and computer-mediated communication (CMC) abilities were regarded as the background variables to examine the difference in discussion effectiveness, discussion participation, and discussion motivation between the learners of two groups.
The research result shows that, in comparison with IPCS-assisted online discussion, the IPCS-GIM could significantly facilitate overall learners and learners with low prior knowledge level on overall discussion effectiveness, complexity, and multiple perspectives. The learners who used the IPCS-GIM-assisted online discussion had significantly better number of total learning actions than learners who used IPCS-assisted online discussion. In terms of discuss motivation, value and expectancy components, and the overall motivation of the overall learners and the learners with high prior knowledge who used the IPCS-GIM-assisted online discussion had significantly better than those who used the IPCS-assisted online discussion. Furthermore, the qualitative data analysis in this study reveals that level challenges and leaderboard could effectively promote learners to use IPCS graphics and external search functions, and further enhance the understanding of the discussion contents and the comparison of perspective. The IPCS-GIM would effectively facilitate learners’ discussion effectiveness during online discussion processes.
Based on the research result, several suggestions for improvement of gamified incentive mechanism as well as further research directions are proposed in this study. Overall speaking, discussion learning, IPCS, and gamification incentive mechanism were combined in this study to develop the IPCS-GIM for effective learning of technology assisted online discussion. It would contribute to facilitating online discussion in e-learning field.
en_US
dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 6
第三節 研究問題 8
第四節 研究範圍與限制 9
第五節 名詞解釋 10
第二章 文獻探討 13
第一節 非同步線上討論 13
第二節 遊戲化學習 17
第三節 影響非同步線上討論成效之相關因素 21
第三章 系統設計 23
第一節 系統架構介紹 23
第二節 系統元件說明 27
第三節 遊戲激勵機制設計 36
第四節 系統開發環境 42
第四章 研究設計與實施 43
第一節 研究架構 43
第二節 研究方法 47
第三節 研究對象 48
第四節 實驗設計 49
第五節 研究工具 53
第六節 資料處理與分析 58
第七節 研究實施步驟 61
第五章 實驗結果分析 63
第一節 使用有無「具遊戲激勵機制之即時觀點比較線上討論板」的兩組學習者在學習成效、討論參與度及討論動機差異分析 64
第二節 使用有無「具遊戲激勵機制之即時觀點比較線上討論板」的不同先備知識學習者在學習成效、討論參與度及討論動機之差異分析 70
第三節 使用有無「具遊戲激勵機制之即時觀點比較線上討論板」的不同電腦中介溝通能力學習者在學習成效、討論參與度及討論動機之差異分析 81
第四節 使用「具遊戲激勵機制之即時觀點比較線上討論板」的不同遊戲激勵機制使用次數之學習者在學習成效、討論參與度及討論動機之差異分析 91
第五節 訪談質性資料分析 106
第六節 綜合討論 121
第六章 結論與建議 142
第一節 結論 142
第二節 教學實施與系統改善建議 150
第三節 未來研究方向 153
參考文獻 155
附錄一 參與研究同意書 166
附錄二 電腦中介溝通能力量表 167
附錄三 學習動機量表 170
附錄四 個人觀點學習單 173
附錄五 訪談大綱 174
zh_TW
dc.format.extent 7811071 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108155004en_US
dc.subject (關鍵詞) 線上討論zh_TW
dc.subject (關鍵詞) 社會性科學議題zh_TW
dc.subject (關鍵詞) 電腦中介溝通zh_TW
dc.subject (關鍵詞) 學習成效zh_TW
dc.subject (關鍵詞) 討論動機zh_TW
dc.subject (關鍵詞) 討論參與度zh_TW
dc.subject (關鍵詞) 遊戲化激勵機制zh_TW
dc.subject (關鍵詞) Online discussionen_US
dc.subject (關鍵詞) Socio-scientific issuesen_US
dc.subject (關鍵詞) Computer-mediated communicationen_US
dc.subject (關鍵詞) Discussion effectivenessen_US
dc.subject (關鍵詞) Discussion participationen_US
dc.subject (關鍵詞) Discussion motivationen_US
dc.subject (關鍵詞) Gamified incentive mechanismen_US
dc.title (題名) 具遊戲激勵機制之即時觀點比較線上討論板對於提升討論成效的影響研究zh_TW
dc.title (題名) The Effects of an Online Discussion Board with a Gamified Instant Perspective Comparison on Discussion Effectivenessen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 中文文獻
王敬詠(2012)。應用電腦冒險遊戲式學習於專業英文課程對提升學習成效、學習動機與態度之影響。新北市:淡江大學。
周郁凱(2017)。遊戲化實戰全書:遊戲化大師教你把工作、教學、健身、行銷、產品設計……變遊戲,愈好玩尌愈有吸引力!。台北市:城邦商業周刊。
溫如梅(2019)。遊戲化華語教學之研究—以創意思考螺旋融入教育桌遊為例。桃園縣:中央大學。

英文文獻
Abramovich, S., Schunn, C., & Higashi, R. M. (2013). Are badges useful in education?: it depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217-232. doi:10.1007/s11423-013-9289-2
Althaus, S. L. (1997). Computer-mediated communication in the university classroom an experiment with on-line discussions. Communication Education, 46(3), 158. doi:10.1080/03634529709379088
Anderson, J. R., Reder, L. M., & Simon, H. A. (1996). Situated learning and education. Educational Researcher, 25(4), 5-11. doi:10.3102/0013189X025004005
Aparicio, M., Oliveira, T., Bacao, F., & Painho, M. (2019). Gamification: A key determinant of massive open online course (MOOC) success. Information & Management, 56(1), 39–54. doi:10.1016/j.im.2018.06.003
Bakeman, R., & Gottman, J. M. (1997). Observing interaction: An introduction to sequential analysis, 2nd ed. New York: Cambridge University Press. doi:10.1017/CBO9780511527685
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 10-17). Toronto Ontario Canada: ACM. doi:10.1145/2583008.2583010
Blei, D. M. (2003.). Latent dirichlet allocation. Journal of Machine Learning Research, 3 , 993-1022.
Bovermann, K., Weidlich, J., & Bastiaens, T. (2018). Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study. International Journal of Educational Technology in Higher Education, 15(1), 27. doi:10.1186/s41239-018-0107-0
Branon, R. F., & Essex, C. (2001). Synchronous and asynchronous communication tools in distance education. TechTrends, 45(1), 36-36. doi:10.1007/BF02763377
Buder, J., Schwind, C., Rudat, A., & Bodemer, D. (2015). Selective reading of large online forum discussions: The impact of rating visualizations on navigation and learning. Computers in Human Behavior, 44, 191–201. doi:10.1016/j.chb.2014.11.043
Bull, S., Greer, J., Mccalla, G., & Kettel, L. (2001). Help-seeking in an asynchronous help forum, 12.
Chang, J. W., & Wei, H. Y. (2016). Exploring engaging gamification mechanics in massive online open courses. Educational Technology & Society, 19(2), 177–203.
Chen, C. M., & Tsao, H. W. (2021). An instant perspective comparison system to facilitate learners’ discussion effectiveness in an online discussion process. Computers & Education, 164, 104037. doi:10.1016/j.compedu.2020.104037
Chen, C. M., Li, M. C., & Chen, T. C. (2020). A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance. Computers & Education, 144, 103697. doi:10.1016/j.compedu.2019.103697
Chen, C. M., Li, M. C., & Huang, Y. L. (2020). Developing an instant semantic analysis and feedback system to facilitate learning performance of online discussion. Interactive Learning Environments, 1-19. doi:10.1080/10494820.2020.1839505
Chen, C. M., Li, M. C., Chang, W. C., & Chen, X. X. (2021). Developing a topic analysis instant feedback system to facilitate asynchronous online discussion effectiveness. Computers & Education, 163, 104095. doi:10.1016/j.compedu.2020.104095
Chen, M.-P., Wong, Y.-T., & Wang, L.-C. (2014). Effects of type of exploratory strategy and prior knowledge on middle school students’ learning of chemical formulas from a 3D role-playing game. Educational Technology Research and Development, 62(2), 163–185. https://doi.org/10.1007/s11423-013-9324-3
Cole, J., & Foster, H. (2007). Using Moodle: Teaching with the popular open source course management system. (2nd ed.). Sebastopol, CA: O’Reilly.
Darabi, A., & Jin, L. (2013). Improving the quality of online discussion: the effects of strategies designed based on cognitive load theory principles. Distance Education, 34(1), 21–36. doi:10.1080/01587919.2013.770429
De Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (pp. 216-222). Gyeongju Republic of Korea: ACM. doi:10.1145/2554850.2554956
De-Marcos, L.,García-Cabot, A ., García-López, E.(2017).Towards the social gamification of e-learning: a practical experiment. International Journal of Engineering Educadion, 33, 66-73
Dennen, V. P. (2008). Pedagogical lurking: Student engagement in non-posting discussion behavior. Computers in Human Behavior, 24(4), 1624-1633. doi:10.1016/j.chb.2007.06.003
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). New York, NY, USA: Association for Computing Machinery. doi:10.1145/2181037.2181040
Dias, J. (2017). Teaching operations research to undergraduate management students: The role of gamification. The International Journal of Management Education, 15(1), 98-111. doi:10.1016/j.ijme.2017.01.002
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1),1-36. doi:10.1186/s41239-017-0042-5
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mApping study. Journal of Educational Technology & Society, 18(3), 75-88.
Dindar, M., Ren, L., & Järvenoja, H. (2021). An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology, 52(1), 142–159. Doi:10.1111/bjet.12977
Ding, L., Er, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & Education, 120, 213-226. doi:10.1016/j.compedu.2018.02.007
Ding, L., Kim, C., & Orey, M. (2017). Studies of student engagement in gamified online discussions. Computers & Education, 115, 126-142. doi:10.1016/j.compedu.2017.06.016
Dolmans, D. H. J. M., & Schmidt, H. G. (2006). What do we know about cognitive and motivational effects of small group tutorials in problem-based learning? Health Sciences Education, 11(4), 321-336. doi:10.1007/s10459-006-9012-8
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. doi:10.1016/j.compedu.2012.12.020
Feiz, P., Hooman, H. A., & kooshki, S. (2013). Assessing the Motivated Strategies for Learning Questionnaire (MSLQ) in Iranian students: Construct Validity and Reliability. Procedia -Social and Behavioral Sciences, 84, 1820-1825.
Gao, F., Zhang, T., & Franklin, T. (2013). Designing asynchronous online discussion environments: Recent progress and possible future directions. British Journal of Educational Technology, 44(3), 469–483. doi:10.1111/j.1467-8535.2012.01330.x
Garcia‐Cabot, A., Garcia‐Lopez, E., Caro‐Alvaro, S., Gutierrez‐Martinez, J., & de‐Marcos, L. (2020). Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program. Computer Applications in Engineering Education, 28(1), 207–223. doi:10.1002/cae.22186
Ge, Z. G. (2018). The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance. Computers & Education, 126, 143-152. doi:10.1016/j.compedu.2018.07.009
Gerosa, M. A., Filippo, D., Pimentel, M., Fuks, H., & Lucena, C. J. P. (2010). Is the unfolding of the group discussion off-pattern? Improving coordination support in educational forums using mobile devices. Computers & Education, 54(2), 528–544. doi:10.1016/j.compedu.2009.09.004
Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners (pp. 1999-2008). Presented at the World Conference on Educational Multimedia, Hypermedia and Telecommunications (2013).
Gordon, N., Brayshaw, M., & Grey, S. (2013). Maximising gain for minimal pain: utilising natural game mechanics. Innovation in Teaching and Learning in Information and Computer Sciences, 12(1), 27-38. doi:10.11120/ital.2013.00004
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). Waikoloa, HI: IEEE. doi:10.1109/HICSS.2014.377
Hara, N., Bonk, C. J., & Angeli, C. (2000). Content analysis of online discussion in an applied educational psychology course. Instructional Science, 28(2), 115–52. doi:10.1023/A:1003764722829
Hasan, H. F., Nat, M., & Vanduhe, V. Z. (2019). Gamified collaborative environment in Moodle. IEEE Access, 7, 89833-89844. doi:10.1109/ACCESS.2019.2926622
Hawkes, M. (2006). Linguistic discourse variables as indicators of reflective online interaction. American Journal of Distance Education, 20(4), 231-244. doi:10.1207/s15389286ajde2004
Hew, K. F., Cheung, W. S., & Ng, C. S. L. (2010). Student contribution in asynchronous online discussion: A review of the research and empirical exploration. Instructional Science: An International Journal of the Learning Sciences, 38(6), 571–606. doi:10.1007/s11251-008-9087-0
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92-93, 221-236. doi:10.1016/j.compedu.2015.10.010
Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254-272. doi:10.1016/j.compedu.2018.06.018
Huang, B., Hwang G.J., Hew, K.F., & Warning, P.(2019). Effects of gamification on students’ online interactive patterns and peer-feedback. Distance Education,350-379.doi: 10.1080/01587919.2019.1632168
Hung, M.-L., & Chou, C. (2014). The development, validity, and reliability of communication satisfaction in an online asynchronous discussion scale. The Asia-Pacific Education Researcher, 23(2), 165–177. doi:10.1007/s40299-013-0094-9
Hwang, G.-H., Lee, C.-Y., & Tseng, W.-F. (2012). Development and evaluation of an educational computer game for a certification examination. Journal of Educational Technology Development and Exchange, 5(2). https://doi.org/10.18785/jetde.0502.03
Ibanez, M. B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies, 7(3), 291-301. doi:10.1109/TLT.2014.2329293
Kalelioğlu, F., & Gülbahar, Y. (2014). The effects of teaching programming via scratch on problem solving skills: A discussion from learners’ perspective, 19.
Kallio, H., Pietilä, A.-M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954–2965. doi:10.1111/jan.13031
Karpudewan, M., & Roth, W.-M. (2016). Changes in primary students’ informal reasoning during an environment-related curriculum on socio-scientific issues. International Journal of Science and Mathematics Education, 16(3), 401–419. doi:10.1007/s10763-016-9787-x
Kim, J., Jo, I.-H., & Park, Y. (2016). Effects of learning analytics dashboard: analyzing the relations among dashboard utilization, satisfaction, and learning achievement. Asia Pacific Education Review, 17(1), 13–24. doi:10.1007/s12564-015-9403-8
Knutas, A., Ikonen, J., Nikula, U., & Porras, J. (2014). Increasing collaborative communications in a programming course with gamification: a case study. International Conference on Computer Systems and Technologies - CompSysTech ’14,370-377. doi:10.1145/2659532.2659620
Kopcha, T. J., Ding, L., Neumann, K. L., & Choi, I. (2016). Teaching technology integration to K-12 educators: A “gamified” approach. TechTrends. 60(1), 62-69. doi:10.1007/s11528-015-0018-z
Larson, B. E., & Keiper, T. A. (2002). Classroom discussion and threaded electronic discussion: Learning in two arenas. Contemporary Issues in Technology and Teacher Education, 2, 1, 45–62.
Leong, B., & Luo, Y. (2011).Application of game mechanics to improve student engagement, 5.
Levinson, S. (2006). Cognition at the heart of human interaction. Discourse Studies - DISCOURSE STUD, 8, 85-93. doi:10.1177/1461445606059557
Li, L.-Y. (2019). Effect of prior knowledge on attitudes, behavior, and learning performance in video lecture viewing. International Journal of Human–Computer Interaction, 35(4–5), 415–426. doi:10.1080/10447318.2018.1543086
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 9. doi:10.1186/s41039-018-0078-8
Lim, C. P., & Chai, C. S. (2004). An activity-theoretical approach to research of ICT integration in Singapore schools: Orienting activities and learner autonomy. Computers & Education, 43(3), 215-236. doi:10.1016/j.compedu.2003.10.005
Lo, H.-C. (2009). Utilizing computer-mediated communication tools for problem-based learning. Educational Technology & Society, 12(1), 205–213.
Lopez, C. E., & Tucker, C. S. (2019). The effects of player type on performance: A gamification case study. Computers in Human Behavior, 91, 333-345. doi:10.1016/j.chb.2018.10.005
Marbouti, F., & Wise, A. F. (2016). Starburst: a new graphical interface to support purposeful attention to others’ posts in online discussions. Educational Technology Research and Development, 64(1), 87–113. doi:10.1007/s11423-015-9400-y
Marei, H. F., & Al-Khalifa, K. S. (2015). Pattern of online communication in teaching a blended oral surgery course. European Journal of Dental Education, 20(4), 213–217. doi:10.1111/eje.12163
Mikolov, T., Chen, K., Corrado, G., and Dean, J. (2013). Efficient estimation of word representations in vector space, In Proceedings of Workshop at ICLR.
Mollick, E., & Rothbard, N. (2013). Mandatory fun: consent, gamification and the impact of games at work, SSRN Electronic Journal,54.1-68. doi:http://doi.org/10.2139/ssrn.2277103
Nam, Y. (2017). Promoting argumentative practice in Socio-Scientific Issues through a science inquiry activity. EURASIA Journal of Mathematics, Science and Technology Education, 13. doi:10.12973/eurasia.2017.00737a
Ng, C. S. L., Cheung, W. S., & Hew, K. F. (2012). Interaction in asynchronous discussion forums: Peer facilitation techniques. Journal of Computer Assisted Learning, 28(3), 280–294. doi:10.1111/j.1365-2729.2011.00454.x
Nicholson, S. (2015). A RECIPE for meaningful gamification. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 1-20). Cham: Springer International Publishing. doi:10.1007/978-3-319-10208-5_1
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15-29. doi:10.1016/j.compedu.2019.02.015
Ouyang, F., & Scharber, C. (2017). The influences of an experienced instructor’s discussion design and facilitation on an online learning community development: A social network analysis study. The Internet and Higher Education, 35, 34–47. doi:10.1016/j.iheduc.2017.07.002
Park, S., & Kim, C. (2015). Boosting learning-by-teaching in virtual tutoring. Computers & Education, 82, 129-140. doi:10.1016/j.compedu.2014.11.006
Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). Ann Arbor, MI: National Center for Research to ImprovePost secondary Teaching.
Roschelle, j., & teasley, s. D. (1995). The construction of shared knowledge in collaborative problem solving. In C. O’malley (Ed.), computer supported collaborative learning (Pp. 69–97). Berlin, heidelberg: Springer berlin heidelberg. Doi:10.1007/978-3-642-85098-1_5
Sadler, T. D., Barab, S. A., & Scott, B. (2007). What do students gain by engaging in socioscientific inquiry? Research in Science Education, 37(4), 371–391. doi:10.1007/s11165-006-9030-9
Sadler,T,D.(2011) Socio-scientific Issues in the Classroom - Teaching, Learning and Research.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. doi:10.1016/j.chb.2016.12.033
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. doi:10.1016/j.ijhcs.2014.09.006
Seethamraju, R. (2014). Effectiveness of using online discussion forum for case study analysis. Education Research International, 2014, 1-10. doi:10.1155/2014/589860
Smith, E., Herbert, J., Kavanagh, L., & Reidsema, C. (2013). The effects of gamification on student learning through the use of reputation and rewards within community moderated discussion boards, 9.
So, H. J. (2009). When groups decide to use asynchronous online discussions: collaborative learning and social presence under a voluntary participation structure: Asynchronous online discussion. Journal of Computer Assisted Learning, 25(2), 143–160. doi:10.1111/j.1365-2729.2008.00293.x
Solli, A., Hillman, T., & Mäkitalo, Å. (2017). Navigating the complexity of socio-scientific controversies—How students make multiple voices present in discourse. Research in Science Education. doi:10.1007/s11165-017-9668-5
Spitzberg, B. H. (2006). Preliminary development of a model and measure of Computer-Mediated Communication (CMC) competence. Journal of Computer-Mediated Communication,11(2), 629–666. doi:10.1111/j.1083-6101.2006.00030.x
Stolz, M., Witteck, T., & Marks, R. (2013). Reflecting socio-scientific issues for science education coming from the case of curriculum development on doping in chemistry education. Eurasia Journal of Mathematics, Science and Technology Education, 9(4), 361–370. doi:10.12973/eurasia.2014.945a
Strmečki, D., Bernik, A., & Radošević, D. (2015). Gamification in E-Learning: Introducing gamified design elements into E-Learning systems. Journal of Computer Science, 11(12), 1108-1117. doi:10.3844/jcssp.2015.1108.1117
Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements: A mobile gamification learning system. Journal of Computer Assisted Learning, 31(3), 268-286. doi:10.1111/jcal.12088
Tiene, D. (2000). Online discussions: A survey of advantages and disadvantages compared to face-to-face discussions. Journal of Educational Multimedia and Hypermedia, 9, 371-384.
Todor,V., Piticǎ,D. (2013).The gamification of the study of electronics in dedicated e-learning platforms. International spring seminar on electronics technology, 428-431.doi:http://doi.org/10.1109/ISSE.2013.6648287
Turan, Z., & Meral, E. (2018). Game-based versus to non-game-based: The impact of student response systems on students’achievements, engagements and test anxieties. Informatics in Education, 17(1), 105-116. doi:10.15388/infedu.2018.07
Van Blankenstein, F. M., Dolmans, D. H. J. M., Van der Vleuten, C. P. M., & Schmidt, H. G. (2013). Relevant prior knowledge moderates the effect of elaboration during small group discussion on academic achievement. Instructional Science, 41(4), 729–744. doi:10.1007/s11251-012-9252-3
Wetzels, S. A. J., Kester, L., & Van Merriënboer, J. J. G. (2011). Adapting prior knowledge activation: Mobilisation, perspective taking, and learners’ prior knowledge. Computers in Human Behavior, 27(1), 16–21.
Wetzels, S. A. J., Kester, L., & Van Merriënboer, J. J. G. (2011). Adapting prior knowledge activation: Mobilisation, perspective taking, and learners’ prior knowledge. Computers in Human Behavior, 27(1), 16–21.
Wise, A. F., Zhao, Y., & Hausknecht, S. N. (2014). Learning analytics for online discussions: Embedded and extracted approaches. Journal of Learning Analytics, 1(2), 48–71. doi: 10.18608/jla.2014.12.4
Xie, K., Debacker, T. K., & Ferguson, C. (2006). Extending the traditional classroom through online discussion: The role of student motivation. Journal of Educational Computing Research, 34(1), 67-89. doi:10.2190/7BAK-EGAH-3MH1-K7C6
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. doi:10.1016/j.compedu.2019.103729
Zeidler, D., & Nichols, B. (2009). Socioscientific issues: Theory and practice. Journal of Elementary Science Education, 21(2), 49-58. doi:10.1007/BF03173684
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU202101193en_US