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    Please use this identifier to cite or link to this item: http://asiair.asia.edu.tw/ir/handle/310904400/113480


    Title: 桌遊融入國小教學活動之行動研究-以一年級數學二十以內加減法為例
    The Action Research on the Integration of Board Games into Elementary School Teaching Activities-Taking Addition and Subtraction within 20 of First GradeMathematics as an Example
    Authors: 吳瑜方
    WU, YU-FANG
    Contributors: 休閒與遊憩管理學系
    Keywords: 桌遊;數學教學;學習興趣;學習成效
    Board games;Mathematics Teaching;Learning Interest;Learning Effectiveness
    Date: 2022-08-16
    Issue Date: 2022-10-28 08:05:15 (UTC+0)
    Publisher: 亞洲大學
    Abstract: 為了改善學生的學習態度,本研究希望藉由桌遊融入數學教學,透過遊戲化、具體化、活動化的方式,讓教學方式變得更多元,讓學習變得更有趣,打破學習數學枯燥乏味的刻板印象,提昇學生的學習興趣。讓學生在活動中思考解決問題的方法,使學生能提高專注力,進而提昇學生的學習成效。本研究旨在探討以桌遊融入國小一年級數學二十以內加減法教學活動,分析其對國小一年級學生數學學習興趣以及學習成效之影響。本研究以行動研究法為主,也做了量化研究來加強行動研究法的不足。研究對象為南投縣草屯鎮的某所國小一年級學生共14名,並進行為期三週共12節的桌遊融入國小數學教學之研究。本研究所使用的研究工具為教育部因材網適性診斷測驗、數學學習興趣量表、學生訪談紀錄。本研究以教學檢核表來分析教學內容、課程設計;並以描述性統計及成對樣本t檢定來分析數學學習興趣與學習成效是否有提昇。結果歸納如下:一、自製「小紅帽與大野狼大富翁」桌遊,兼具「挑戰性」、「機遇與趣味性」、「教育性」,與「競賽與合作性」四大特點,是五項桌遊中,最受學生喜愛的桌遊;桌遊融入教學活動能讓學生活化腦力,提昇專注力,獲得歡樂,培養勝不驕、敗不餒的精神。二、桌遊融入國小一年級數學教學,學生對於數學之學習興趣有顯著提高。三、桌遊融入國小一年級數學教學,學生的學習成效有顯著提高。基於上述研究結果,本研究針對教育現場的教師以及未來研究者,分別提出相關的建議,作為未來桌遊融入數學教學設計的參考方針。
    In order to improve students' learning attitude, this research hopes to integrate board games into mathematics teaching, and through gamification, specificity, and activity, to make teaching methods more diverse, make learning more interesting, and break the dullness of learning mathematics Boring stereotypes boost students' interest in learning. Let students think about problem-solving methods in activities, so that students can improve their concentration, thereby improving students' learning effectiveness.The purpose of this study is to explore the integration of board games into the teaching activities of addition and subtraction within 20 of primary school mathematics, and to analyze its impact on the first grade students' interest in mathematics learning and their learning effectiveness. This study is mainly based on the action research method, and quantitative research is also done to strengthen the shortcomings of the action research method. The research object is a total of 14 first-grade students from a primary school in Caotun Town, Nantou County. A total of 12 board games for three weeks are integrated into the mathematics teaching of primary schools. The research tools used in this study are the Ministry of Education's adaptive diagnostic test, mathematics learning interest scale, and student interview records. This study uses the teaching checklist to analyze the teaching content and curriculum design; and uses descriptive statistics and paired sample t-test to analyze whether the interest in mathematics learning and learning effectiveness have improved.The results are summarized as follows:1. The self-made "Little Red Riding Hood and the Big Wolf Monopoly" board game has the four characteristics of "challenging", "opportunity and fun", "educational", and "competitive and cooperative". It is one of the five board games, the most popular board game among students; the integration of board games into teaching activities can enable students to activate their brain power, improve their concentration, gain joy, and cultivate a spirit of not being arrogant in victory and not discouraged by defeat.2.The board games are integrated into the mathematics teaching of the first grade of elementary school, and the students' interest in mathematics learning has been significantly improved.3. The board games are integrated into the mathematics teaching of the first grade of elementary school, and the students' learning effect has been significantly improved.Based on the above research results, the researchers put forward relevant suggestions for teachers and future researchers in the education field, as reference guidelines for the integration of board games into mathematics teaching design in the future.
    Appears in Collections:[會計與資訊學系] 博碩士論文

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