§ 瀏覽學位論文書目資料
  
系統識別號 U0002-0707202514370400
DOI 10.6846/tku202500529
論文名稱(中文) 探討歷史桌遊與虛實整合學習模式對學習者歷史學習成效之影響:以《尋・馬偕》解謎桌遊為例
論文名稱(英文) Exploring the Impact of Historical Board Games and Hybrid Learning Models on Learners' History Learning Outcomes: A Case Study of the Puzzle Game Seeking Mackay
第三語言論文名稱
校院名稱 淡江大學
系所名稱(中文) 教育科技學系碩士班
系所名稱(英文) Department of Educational Technology
外國學位學校名稱
外國學位學院名稱
外國學位研究所名稱
學年度 113
學期 2
出版年 114
研究生(中文) 陳俐妤
研究生(英文) Chen-Li Yu
學號 613730026
學位類別 碩士
語言別 繁體中文
第二語言別
口試日期 2025-05-28
論文頁數 104頁
口試委員 指導教授 - 鍾志鴻(sunboy1120@gmail.com)
口試委員 - 林逸農(lineno@mail.tku.edu.tw)
口試委員 - 卓美秀(max72621@gmail.com)
關鍵字(中) 歷史教育
虛實整合
遊戲式教學
解謎桌遊
學習成效
關鍵字(英) History Education
Hybrid Learning
Game-Based Teaching
Puzzle Board Game
Learning Effectiveness
第三語言關鍵字
學科別分類
中文摘要
本研究旨在探討歷史解謎桌遊《尋・馬偕》結合虛實整合學習模式,對大學生在歷史學習中的成效影響,並從學習成就、學習動機及學習興趣三個面向進行分析。研究採用單組前後測設計,以北部某大學19名學生為對象,透過問卷調查與實際教學實施進行數據蒐集與成效評估。

研究結果顯示,在學習成就方面,學生在歷史知識理解與記憶表現上有顯著進步,符合目標導向理論中掌握導向學習的理論預期;在學習動機方面,根據ARCS動機模式分析,學生在注意力、相關性、自信心與滿意度四個構面皆有明顯提升;在學習興趣方面,學生對課程的參與意願與探索動能亦明顯增強,呈現出由情境興趣向個人興趣發展的趨勢,呼應Hidi與Renninger所提出的興趣發展理論。

本研究驗證了解謎桌遊於虛實整合學習環境中的應用價值,不僅提升學生對歷史學科的投入與理解,亦促進其內在動機與學習興趣的持續發展。研究成果可作為未來教育設計者與桌遊開發者的重要參考,並為後續不同學科、年齡層與策略結合之教學模式研究提供延伸方向。
英文摘要
This study investigates the impact of the historical puzzle board game Finding Mackay, integrated within a hybrid (virtual-physical) learning environment, on college students’ performance in history education. Focusing on three core dimensions—learning achievement, learning motivation, and learning interest—the research adopts a one-group pretest-posttest design. A total of 19 undergraduate students from a university in northern Taiwan participated in the study. Data were collected through questionnaires and practical instructional implementation.
The results indicate that students made significant progress in historical knowledge acquisition and recall, aligning with the mastery-oriented goal framework of Goal Orientation Theory. Regarding learning motivation, all four components of Keller’s ARCS model—Attention, Relevance, Confidence, and Satisfaction—showed marked improvement after the intervention. In terms of learning interest, students demonstrated greater engagement and curiosity, with a noticeable shift from situational interest to personal interest, in line with the Four-Phase Model of Interest Development proposed by Hidi and Renninger.
This study confirms the pedagogical value of puzzle-based board games in a hybrid learning context. The integration not only enhanced students’ understanding and engagement with historical content but also fostered intrinsic motivation and sustained interest. The findings provide valuable insights for educators and game designers, and offer a foundation for future research across diverse disciplines, age groups, and teaching strategies.
第三語言摘要
論文目次
目次

謝誌........................................................................................................................i
中文摘要................................................................................................................ii
英文摘要...............................................................................................................iii
目次.......................................................................................................................iv
表次.......................................................................................................................vi
圖次......................................................................................................................vii
第一章	緒論.......................................................................................................1
第一節	研究背景與動機.............................................................................2
第二節	研究目的與問題.............................................................................5
第三節	研究範圍與限制.............................................................................7
第四節	名詞釋義.........................................................................................8
第二章	文獻探討..............................................................................................11
第一節	歷史教育........................................................................................12
第二節	遊戲式教學....................................................................................15
第三節	解謎桌遊........................................................................................19
第四節	學習成效........................................................................................23
第三章	研究方法..............................................................................................31
第一節	研究架構與設計............................................................................32
第二節	研究流程........................................................................................33
第三節	研究對象和抽樣方法....................................................................35
第四節	研究工具........................................................................................36
第五節	資料分析........................................................................................55
第四章	研究結果..............................................................................................55
第一節	樣本結構分析................................................................................56
第二節	信度分析........................................................................................58
第三節	成對樣本T檢定............................................................................59
第四節	效果量分析....................................................................................64
第五章	研究結論與建議..................................................................................67
第一節	研究結論........................................................................................68
第二節	研究建議........................................................................................70
參考文獻
中文部分......................................................................................................72
英文部分......................................................................................................78
附錄一 正式問卷 前測......................................................................................86
附錄二 正式問卷 後測......................................................................................90


 

表次

表3-4-1混成歷史學習成效問卷 個人背景題目表 前測........................................43
表3-4-2混成歷史學習成效問卷 個人背景題目表 後測........................................43
表3-4-3混成歷史學習成效問卷 學習成就題目表 前測........................................45
表3-4-4混成歷史學習成效問卷 學習成就題目表 後測........................................47
表3-4-5混成歷史學習成效問卷 學習動機題目表 前測........................................50
表3-4-6混成歷史學習成效問卷 學習動機題目表 後測........................................51
表3-4-7混成歷史學習成效問卷 學習興趣題目表 前測........................................53
表3-4-8混成歷史學習成效問卷 學習興趣題目表 後測........................................54
表3-5-1 Cronbach's Alpha係數意義...........................................................................55
表4-1-1 正式問卷 回收狀況.....................................................................................58
表4-1-2 研究對象背景變項資料彙整表...................................................................59
表4-3-1 學習成就 成對樣本T檢定結果.................................................................61
表4-3-2 學習動機 成對樣本T檢定結果.................................................................63
表4-3-3 學習興趣 成對樣本T檢定結果.................................................................65
表4-4-1 學習成就 效果量分析結果.........................................................................70
表4-4-2 學習動機 效果量分析結果.........................................................................71
表4-4-3 學習興趣 效果量分析結果.........................................................................71


 

圖次

圖3-2-1 研究流程圖..................................................................................................34
圖3-4-1 桌遊教材圖..................................................................................................37
圖3-4-2 直接翻 卡牌示意圖....................................................................................38
圖3-4-3 仔細看 卡牌示意圖....................................................................................39
圖3-4-4 仔細看 學生實際操作照............................................................................39
圖3-4-5 場景卡 卡牌示意圖....................................................................................40
圖3-4-6 箭頭卡 卡牌示意圖....................................................................................40
圖3-4-7 機關卡 卡牌示意圖....................................................................................41
圖3-4-8 機關卡 學生實際操作照............................................................................41

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