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作者:許琇琳
作者(英文):Xiu-Lin Xu
論文名稱:檢驗體育課應用學生設計遊戲模式對國小學生基本心理需求、新奇感、樂趣及動機之影響
論文名稱(英文):Impacts of Implementing Student-Designed Games on Students' Basic Psychological Needs, Novelty, Enjoyment, and Motivation in Elementary School Physical Education
指導教授:徐偉庭
指導教授(英文):Wei-Ting Hsu
口試委員:陳思羽
尚憶薇
口試委員(英文):Szu-Yu Chen
I-Wei Shang
學位類別:碩士
校院名稱:國立東華大學
系所名稱:體育與運動科學系
學號:611089003
出版年(民國):111
畢業學年度:110
語文別:中文
論文頁數:55
關鍵詞:準實驗設計體育教學學習動機
關鍵詞(英文):Quasi-experimental designPhysical educationLearning motivation
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學生設計遊戲模式應用於體育課的效果在國際上已蔚為風行並獲得許多實證支持,然而在國內卻尚未有實證的檢驗,本研究旨在對此研究缺口進行探究。目的:檢驗學生設計遊戲模式對國小高年級學生體育課基本心理需求、新奇感需求、樂趣及動機之影響。方法:對象為花蓮縣國小高年級學生;以學生設計遊戲模式之課程介入,實施為期六周、九節的體育課,分別在教學前後以基本心理需求、新奇感需求、樂趣及動機量表進行施測;所得資料以二因子混合設計變異數分析進行統計考驗。結果:一、接受設計遊戲模式介入的實驗組學生在基本心理需求自主感、勝任感、以及關係感的提升均未顯著高於實施直接教學法的對照組學生;二、實驗組學生在新奇感的提升未顯著高於對照組學生;三、實驗組學生在樂趣的提升未顯著高於對照組學生;四、實驗組學生在動機的提升未顯著高於對照組學生。結論:本研究為國內首篇以學生設計遊戲模式介入國小體育課程之實證性論文,因疫情因素導致實際介入時間過短,可能是未獲得量化面教學成效支持成果的主要原因。然而本研究仍初步發現學生設計遊戲模式應用於體育課之潛力,並建議教師選擇學生較瞭解之運動項目,適度引導學生對既有規則進行修改或變化,會更有助於學生設計遊戲模式的實施。
The positive impacts of Student-Designed Games (SDG) in physical education have been examined and proofed in many countries but not in Taiwan. Hence, the study attempted fill this gap. Purpose: examining the impacts of implementing SDG on students' basic psychological needs, novelty, enjoyment, and motivation in elementary school physical education. Methods: research participants were elementary school high-level graders in Hualien. SDG was implemented in nine classes throughout six weeks. Students’ basic psychological needs, novelty, enjoyment, and motivation were measured before and after implementing SDG. Data collected were processed with two-way ANOVA. Results: 1. No significant differences were found on the improvements of basic psychological needs (autonomy, competence, and relatedness) between experimental and control group; 2. No significant differences were found on novelty improvement between experimental and control group; 3. No significant differences were found on enjoyment improvement between experimental and control group; 4. No significant differences were found on motivation improvement between experimental and control group. Conclusions: The research is first empirical study focusing the implementation of SDG Student-Designed Games in elementary school PE in Taiwan higher grade student. The intervention duration was cut short due to covid-19 pandemic which might be the main reason why the learning outcomes were not supported quantitatively. Nonetheless, the study had found the potential of implementing SDG in PE. It is suggested that teacher might choose sports that are familiarized by the student and instruct them make alternations or modifications on the existing rules to implement SDG more effectively.
摘要 III
第壹章 緒論 1
第一節、研究背景與動機 1
第二節、研究目的與問題 5
第三節、研究範圍 6
第四節、研究限制 7
第五節、名詞解釋 8
第貳章 文獻探討 9
第一節、學生設計遊戲模式 9
第二節、學生設計遊戲模式之相關研究 12
第三節、自我決定理論與應用於體育課相關研究 13
第四節、新奇感需求與應用於體育課相關研究 16
第參章 研究方法 19
第一節、研究架構 19
第二節、研究對象 20
第三節、研究流程 21
第四節、研究步驟 22
第五節、研究工具 25
第六節、資料分析與處理 27
第肆章 結果與討論 29
第一節、不同教學法對國小高年級學生基本心理需求之分析及討論 29
第二節、不同教學法對國小高年級學生新奇感需求之分析及討論 35
第三節、不同教學法對國小高年級學生樂趣之分析及討論 38
第四節、不同教學法對國小高年級學生動機之分析及討論 40
第伍章 結論與建議 43
第一節、結論 43
第二節、建議 45
參考文獻 47
附錄一、研究參與者與家長同意書 56
附錄二、學生設計遊戲模式教案 57
附錄三、學生設計遊戲模式設計學習單 62
附錄四、教師教學檢核表 63
附錄五、量表 64
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