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題名 合作閱讀標註系統之遊戲化激勵機制對於提升同儕互動與閱讀理解成效的影響研究
Enhancing peer interactions and reading comprehension performance by using a collaborative annotation system with gamification motivate mechanisms
作者 陳姿君
Chen, Tze Chun
貢獻者 陳志銘
Chen, Chih Ming
陳姿君
Chen, Tze Chun
關鍵詞 遊戲化
激勵機制
合作閱讀標註
社會網絡互動
沉浸經驗
閱讀理解成效
gamification
motivate mechanism
cooperative reading annotation
social network interaction
immersion experience
reading comprehension achievement
日期 2015
上傳時間 13-Jul-2015 11:12:45 (UTC+8)
摘要 近年來數位閱讀逐漸受到重視,許多閱讀標註系統被發展出來輔助提升數位閱讀成效,然而至今卻尚未出現具遊戲化激勵機制的閱讀標註系統。過去許多研究指出,遊戲化學習不但有助於提升學生的學習動機,並且透過遊戲競爭有助於激勵學習。因此本研究在「雲端高互動合作式閱讀標註系統」上發展遊戲化激勵機制,以探討採用有無遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,對於標註行為、閱讀理解成效、社會網絡互動及沉浸經驗的影響差異。此外,也探討不同性別與學習風格的學習者在有無遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,其標註行為、閱讀理解成效、社會網絡互動及沉浸經驗彼此之間是否具有顯著差異。
     
     研究結果發現:(1)採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的學習者;(2)男性與女性學習者以及主動型、反思型與感覺型學習者採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(3)直覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(4)感覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在詮釋理解的表現上顯著優於採用不具遊戲化激勵機制的系統;(5)採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在程度中心度、接近中心度與中介中心度上均顯著優於採用不具遊戲化激勵機制的學習者;(6)男性與女性以及主動型、反思型、感覺型與直覺型的學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在程度中心度與接近中心度上均顯著優於採用不具遊戲化激勵機制的系統;(7)採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在第一階段(投入)與整體沉浸經驗上均顯著優於採用不具有遊戲化激勵機制的學習者;(8)感覺型的學習者採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在第一階段(投入)的沉浸經驗上顯著優於採用不具有遊戲化激勵機制的系統;(9)學習者透過具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習後,對於系統的滿意度極高。
     
     最後,基於研究結果,本研究亦提出對教師、閱讀推廣單位的建議,也提出幾個未來的研究方向。
The emphasis on digital reading has various reading annotation systems being developed for enhancing digital reading achievement. However, there has not been a reading annotation system with gamification motivate mechanism. Past research indicated that gamification learning could enhance students’ learning motivation and motivate learning willingness through game-based competition. Accordingly, the Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism is developed in this study to compare its effects on annotation behavior, reading comprehension achievement, social network interaction, and immersion experience with those without gamification motivate mechanism. Under the Cloud-based High-Interaction Cooperative Reading Annotation System with/ without gamification motivate mechanism, the differences among learners with distinct gender and learning styles in the annotation behavior, reading comprehension achievement, social network interaction, and immersion experience are also investigated.
     
     The research findings are summarized as following. (1) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (2) Male, female, active, reflective, and sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (3) Intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, and annotation ability. (4) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on reading achievement for interpreting, integrating, and evaluating processes.(5) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on degree centrality, closeness centrality, and betweenness centrality. (6) Male, female, active, reflective, sensing, and intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading outperform those without gamification motivate mechanism on degree centrality and closeness centrality. (7) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on the first stage (engagement) and overall immersion experience. (8) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on immersion experience at the first stage (engagement). (9) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading present extremely high system satisfaction.
     
     Based on the research results, suggestions for teachers and reading promotion units as well as for future research are proposed.
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描述 碩士
國立政治大學
圖書資訊學數位碩士在職專班
102913009
103
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0102913009
資料類型 thesis
dc.contributor.advisor 陳志銘zh_TW
dc.contributor.advisor Chen, Chih Mingen_US
dc.contributor.author (Authors) 陳姿君zh_TW
dc.contributor.author (Authors) Chen, Tze Chunen_US
dc.creator (作者) 陳姿君zh_TW
dc.creator (作者) Chen, Tze Chunen_US
dc.date (日期) 2015en_US
dc.date.accessioned 13-Jul-2015 11:12:45 (UTC+8)-
dc.date.available 13-Jul-2015 11:12:45 (UTC+8)-
dc.date.issued (上傳時間) 13-Jul-2015 11:12:45 (UTC+8)-
dc.identifier (Other Identifiers) G0102913009en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/76455-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 圖書資訊學數位碩士在職專班zh_TW
dc.description (描述) 102913009zh_TW
dc.description (描述) 103zh_TW
dc.description.abstract (摘要) 近年來數位閱讀逐漸受到重視,許多閱讀標註系統被發展出來輔助提升數位閱讀成效,然而至今卻尚未出現具遊戲化激勵機制的閱讀標註系統。過去許多研究指出,遊戲化學習不但有助於提升學生的學習動機,並且透過遊戲競爭有助於激勵學習。因此本研究在「雲端高互動合作式閱讀標註系統」上發展遊戲化激勵機制,以探討採用有無遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,對於標註行為、閱讀理解成效、社會網絡互動及沉浸經驗的影響差異。此外,也探討不同性別與學習風格的學習者在有無遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,其標註行為、閱讀理解成效、社會網絡互動及沉浸經驗彼此之間是否具有顯著差異。
     
     研究結果發現:(1)採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的學習者;(2)男性與女性學習者以及主動型、反思型與感覺型學習者採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(3)直覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(4)感覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在詮釋理解的表現上顯著優於採用不具遊戲化激勵機制的系統;(5)採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在程度中心度、接近中心度與中介中心度上均顯著優於採用不具遊戲化激勵機制的學習者;(6)男性與女性以及主動型、反思型、感覺型與直覺型的學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在程度中心度與接近中心度上均顯著優於採用不具遊戲化激勵機制的系統;(7)採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在第一階段(投入)與整體沉浸經驗上均顯著優於採用不具有遊戲化激勵機制的學習者;(8)感覺型的學習者採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在第一階段(投入)的沉浸經驗上顯著優於採用不具有遊戲化激勵機制的系統;(9)學習者透過具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習後,對於系統的滿意度極高。
     
     最後,基於研究結果,本研究亦提出對教師、閱讀推廣單位的建議,也提出幾個未來的研究方向。
zh_TW
dc.description.abstract (摘要) The emphasis on digital reading has various reading annotation systems being developed for enhancing digital reading achievement. However, there has not been a reading annotation system with gamification motivate mechanism. Past research indicated that gamification learning could enhance students’ learning motivation and motivate learning willingness through game-based competition. Accordingly, the Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism is developed in this study to compare its effects on annotation behavior, reading comprehension achievement, social network interaction, and immersion experience with those without gamification motivate mechanism. Under the Cloud-based High-Interaction Cooperative Reading Annotation System with/ without gamification motivate mechanism, the differences among learners with distinct gender and learning styles in the annotation behavior, reading comprehension achievement, social network interaction, and immersion experience are also investigated.
     
     The research findings are summarized as following. (1) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (2) Male, female, active, reflective, and sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (3) Intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, and annotation ability. (4) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on reading achievement for interpreting, integrating, and evaluating processes.(5) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on degree centrality, closeness centrality, and betweenness centrality. (6) Male, female, active, reflective, sensing, and intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading outperform those without gamification motivate mechanism on degree centrality and closeness centrality. (7) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on the first stage (engagement) and overall immersion experience. (8) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on immersion experience at the first stage (engagement). (9) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading present extremely high system satisfaction.
     
     Based on the research results, suggestions for teachers and reading promotion units as well as for future research are proposed.
en_US
dc.description.tableofcontents 第一章 緒論 1
      第一節 研究動機 1
      第二節 研究目的 3
      第三節 研究問題 4
      第四節 研究範圍與研究限制 5
      第五節 名詞解釋 6
     第二章 文獻探討 8
      第一節 合作式閱讀標註學習 8
      第二節 閱讀學習的激勵機制 12
      第三節 社會網絡分析 17
      第四節 學習風格與性別差異對於閱讀理解成效的影響 20
     第三章 研究方法 24
      第一節 研究架構 24
      第二節 研究方法 26
      第三節 研究對象 28
      第四節 研究工具 28
      第五節 實驗設計 46
      第六節 研究流程 51
      第七節 資料分析 53
     第四章 先導性研究 57
     第五章 實驗結果分析 62
      第一節 有無遊戲化激勵機制對於學習者的標註行為、閱讀理解成效、沉浸經驗影響差異分析 62
      第二節 有無遊戲化激勵機制對於學習者的社會網絡互動影響差異分析 65
      第三節 有無遊戲化激勵機制對於不同性別學習者標註行為、閱讀理解成效、社會網絡互動、沉浸經驗差異分析 70
      第四節 有無遊戲化激勵機制對於不同學習風格學習者標註行為、閱讀理解成效、社會網絡互動、沉浸經驗差異分析 77
      第五節 雲端高互動合作式閱讀標註系統學習滿意度問卷調查分析 88
      第六節 訪談資料分析 91
      第七節 綜合討論 99
     第六章 結論與建議 104
      第一節 結論 104
      第二節 教學實施建議 107
      第三節 未來研究方向 108
     參考文獻 110
     附錄一、學習風格量表 124
     附錄二、閱讀文本與閱讀理解測驗 130
     附錄三、一個不可思議的夜晚計分指引 134
     附錄四、「雲端高互動合作式閱讀標註系統」沉浸經驗感受問卷 136
     附錄五、雲端高互動合作式閱讀標註系統學習滿意度問卷(實驗組施測) 138
     附錄六、訪談大綱 141
zh_TW
dc.format.extent 4094318 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0102913009en_US
dc.subject (關鍵詞) 遊戲化zh_TW
dc.subject (關鍵詞) 激勵機制zh_TW
dc.subject (關鍵詞) 合作閱讀標註zh_TW
dc.subject (關鍵詞) 社會網絡互動zh_TW
dc.subject (關鍵詞) 沉浸經驗zh_TW
dc.subject (關鍵詞) 閱讀理解成效zh_TW
dc.subject (關鍵詞) gamificationen_US
dc.subject (關鍵詞) motivate mechanismen_US
dc.subject (關鍵詞) cooperative reading annotationen_US
dc.subject (關鍵詞) social network interactionen_US
dc.subject (關鍵詞) immersion experienceen_US
dc.subject (關鍵詞) reading comprehension achievementen_US
dc.title (題名) 合作閱讀標註系統之遊戲化激勵機制對於提升同儕互動與閱讀理解成效的影響研究zh_TW
dc.title (題名) Enhancing peer interactions and reading comprehension performance by using a collaborative annotation system with gamification motivate mechanismsen_US
dc.type (資料類型) thesisen
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