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題名 五歲幼兒在數位小遊戲中的問題解決歷程與策略研究
Exploring five-year-old children`s problem-solving process and strategies while playing digital game作者 陳家綺
Chen, Chia Chi貢獻者 邱淑惠
陳家綺
Chen, Chia Chi關鍵詞 數位遊戲
問題解決
五歲幼兒
digital game
problem-solving
five-year-old children日期 2013 上傳時間 6-八月-2014 17:52:39 (UTC+8) 摘要 科技的進步改變了當代童年的樣貌,孩子語言中的「遊戲」二字不再是過往的傳統遊戲,而是充滿聲光效果的多媒體遊戲。這樣的現象讓許多研究相繼投入探討數位遊戲對兒童造成的影響,然而在這眾聲喧嘩的議題中,關注的對象並不包含學齡前幼兒。因此,本研究站在積極理解的角度,探究學齡前幼兒在數位遊戲中的思維活動,企盼增加對當代童年的瞭解。 本研究目的是探討五歲幼兒在數位小遊戲中的問題解決歷程和策略,因此從臺北市邀請18位五歲的大班幼兒,以兩人一組的方式共同進行遊戲<小羊回家>約20分鐘,並隨後訪談5分鐘關於在遊戲中遇到的問題與策略。研究採集的資料內容包含觀察紀錄、訪談語料、錄音和錄影,並將整理後的資料以質性方式分析和詮釋。 研究發現幼兒的問題表徵受到遊戲畫面複雜程度的影響,但幼兒初始建立的遊戲假設和過關成功沒有絕對關係。而本研究考量到幼兒在遊戲中的動作與想法,重新提出六種問題解決策略:(1)反覆操作來內化按鍵功能、(2)排列組合已知條件、(3)逐步縮短與目標的差距、(4)用相同動作試探發生的可能、(5)錯誤排除、(6)重新表徵遊戲目標」。同時也發現隨著幼兒個性和風格不同,會產生出不同樣貌的問題解決歷程:「在簡單道路上循序漸進」、「賭博般孤注一擲」、「在規則中發散遊走」,最後意外地看見,過關並不是遊戲唯一的目標,在遊戲中獲得不同程度的滿足感也是相當重要的。
The development and growth of digital games have been changing people’s childhood in the world. Nowadays, most children tend to play digital games instead of traditional ones. Though there are a great number of studies into how digital games affect children’s behavior, few ones on preschool children have been found. Through positive approach, this study, as a result, is aimed at discussing and analyzing the thinking of five-year-old children while they are playing digital games, and is also for future reference about children in digital times. The purposes of this study are designed to explore five-year-old children’s problem-solving process and strategies during playing digital game. In this study, eighteen young children in Taipei City are selected to play a digital game, “Home sheep home.” They played in pairs about twenty minutes, and then were given an interview about ‘How did you pass the game?’ and ‘what strategies did you use?’ around five minutes. In order to confirm the trustworthiness of the study, the raw data were collected from various sources including observation, conversation, audio and video. Afterwards, those records were reorganized into qualitative information for further data analysis and interpretation The conclusions of the study are:1. Young children’s problem representation has nothing to do with accomplishing the game’s mission. Instead, it is affected by the complication of the content on screen. 2. Six problem-solving strategies are re-raised in the study like “Press keyboard repeatedly,” ”Organize all the possibilities” , ”Approach the goal gradually,” ”Repeat the same action to produce a possible result,” ”Avoid the same mistakes,” , ”represent game goal again” .3. 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Rules of Play :Game Design Fundamentals.Cambridge, Massachusetts and London, England: The MIT Press.Silvern, S. B. (1998). Education implications of play with computers. In D. P. Fromberg & D. Bergen(Eds.), Play from birth to twelve and beyond: Contexts, Perspectives, and meanings(pp.530-536). New York: Garland.Sutton-Smith, B. (1982). A History of Children’s Play: The New Zealand Playground,1840-1950. Philadelphia : University of Pennsylvania Press.Sweetser, P. & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers In Entertainment , 3(3),1-24.Tapscott, D.(2009). Grown up digital : how the net generation is changing your world. New York : McGraw-Hill.Young, K. S. (1998). Caught in the net: How to recognize the signs of internet addiction and winning strategy for recovery. New York: John Wiley & Sons. 描述 碩士
國立政治大學
幼兒教育所
97157008
102資料來源 http://thesis.lib.nccu.edu.tw/record/#G0097157008 資料類型 thesis dc.contributor.advisor 邱淑惠 zh_TW dc.contributor.author (作者) 陳家綺 zh_TW dc.contributor.author (作者) Chen, Chia Chi en_US dc.creator (作者) 陳家綺 zh_TW dc.creator (作者) Chen, Chia Chi en_US dc.date (日期) 2013 en_US dc.date.accessioned 6-八月-2014 17:52:39 (UTC+8) - dc.date.available 6-八月-2014 17:52:39 (UTC+8) - dc.date.issued (上傳時間) 6-八月-2014 17:52:39 (UTC+8) - dc.identifier (其他 識別碼) G0097157008 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/68403 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 幼兒教育所 zh_TW dc.description (描述) 97157008 zh_TW dc.description (描述) 102 zh_TW dc.description.abstract (摘要) 科技的進步改變了當代童年的樣貌,孩子語言中的「遊戲」二字不再是過往的傳統遊戲,而是充滿聲光效果的多媒體遊戲。這樣的現象讓許多研究相繼投入探討數位遊戲對兒童造成的影響,然而在這眾聲喧嘩的議題中,關注的對象並不包含學齡前幼兒。因此,本研究站在積極理解的角度,探究學齡前幼兒在數位遊戲中的思維活動,企盼增加對當代童年的瞭解。 本研究目的是探討五歲幼兒在數位小遊戲中的問題解決歷程和策略,因此從臺北市邀請18位五歲的大班幼兒,以兩人一組的方式共同進行遊戲<小羊回家>約20分鐘,並隨後訪談5分鐘關於在遊戲中遇到的問題與策略。研究採集的資料內容包含觀察紀錄、訪談語料、錄音和錄影,並將整理後的資料以質性方式分析和詮釋。 研究發現幼兒的問題表徵受到遊戲畫面複雜程度的影響,但幼兒初始建立的遊戲假設和過關成功沒有絕對關係。而本研究考量到幼兒在遊戲中的動作與想法,重新提出六種問題解決策略:(1)反覆操作來內化按鍵功能、(2)排列組合已知條件、(3)逐步縮短與目標的差距、(4)用相同動作試探發生的可能、(5)錯誤排除、(6)重新表徵遊戲目標」。同時也發現隨著幼兒個性和風格不同,會產生出不同樣貌的問題解決歷程:「在簡單道路上循序漸進」、「賭博般孤注一擲」、「在規則中發散遊走」,最後意外地看見,過關並不是遊戲唯一的目標,在遊戲中獲得不同程度的滿足感也是相當重要的。 zh_TW dc.description.abstract (摘要) The development and growth of digital games have been changing people’s childhood in the world. Nowadays, most children tend to play digital games instead of traditional ones. Though there are a great number of studies into how digital games affect children’s behavior, few ones on preschool children have been found. Through positive approach, this study, as a result, is aimed at discussing and analyzing the thinking of five-year-old children while they are playing digital games, and is also for future reference about children in digital times. The purposes of this study are designed to explore five-year-old children’s problem-solving process and strategies during playing digital game. In this study, eighteen young children in Taipei City are selected to play a digital game, “Home sheep home.” They played in pairs about twenty minutes, and then were given an interview about ‘How did you pass the game?’ and ‘what strategies did you use?’ around five minutes. In order to confirm the trustworthiness of the study, the raw data were collected from various sources including observation, conversation, audio and video. Afterwards, those records were reorganized into qualitative information for further data analysis and interpretation The conclusions of the study are:1. Young children’s problem representation has nothing to do with accomplishing the game’s mission. Instead, it is affected by the complication of the content on screen. 2. Six problem-solving strategies are re-raised in the study like “Press keyboard repeatedly,” ”Organize all the possibilities” , ”Approach the goal gradually,” ”Repeat the same action to produce a possible result,” ”Avoid the same mistakes,” , ”represent game goal again” .3. Three problem-solving processes have been concluded into three parts: ”Step-by-step attempt,” ”High-risk attempt” , ”Unfocused attempt “。 en_US dc.description.tableofcontents 第一章 緒論 1 第一節 研究動機與背景 1 第二節 研究目的與問題 8第二章 文獻探討 11 第一節 當代幼兒遊戲 13 第二節 數位休閒小遊戲 20 第三節 問題解決 34第三章 尋求研究進行的路徑 49 第一節 研究設計與實施 50 第二節 遊戲選擇與說明 56 第三節 資料蒐集與分析 63第四章 研究結果與討論 71 第一節 遊戲的第一步,形成什麼假設? 71 第二節 迎向遊戲的挑戰—幼兒常見的問題解決策略 82 第三節 幼兒在數位遊戲中「玩」的圖像 95第五章 結論與建議 105 第一節 結論 105 第二節 討論 109 第三節 研究限制與建議 111參考文獻 116 中文部分 116 英文部分 118附錄 123 附錄一:家長同意書 123 附錄二:幼兒數位經驗統計表 125 附錄三:遊戲開發公司同意信函 126 附錄四:節錄-遊戲對話暨觀察記錄 127 附錄五:節錄-幼兒訪談語料 133 附錄六:9組幼兒各關卡過關時間表 136 附錄七:9組幼兒遊戲概況描述 138 zh_TW dc.format.extent 5878545 bytes - dc.format.mimetype application/pdf - dc.language.iso en_US - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0097157008 en_US dc.subject (關鍵詞) 數位遊戲 zh_TW dc.subject (關鍵詞) 問題解決 zh_TW dc.subject (關鍵詞) 五歲幼兒 zh_TW dc.subject (關鍵詞) digital game en_US dc.subject (關鍵詞) problem-solving en_US dc.subject (關鍵詞) five-year-old children en_US dc.title (題名) 五歲幼兒在數位小遊戲中的問題解決歷程與策略研究 zh_TW dc.title (題名) Exploring five-year-old children`s problem-solving process and strategies while playing digital game en_US dc.type (資料類型) thesis en dc.relation.reference (參考文獻) 中文部分方永泉(2003)。從「遊戲」意義的轉折來反思當代遊戲文化的特徵及其引發的教育思考。教育研究集刊,49(3),63-92。方郁琳(2001)。幼兒電腦教學:論點觀。社會科學學報,9,45-64。丘嘉慧(2007)。不同教學介入對幼兒知識表徵的影響-以幼兒科學問題解決歷程為例。。國立政治大學教育學系研究所博士論文,未出版,臺北市。成令方、林鶴玲、吳嘉苓(譯)(2006)。A. 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