教育機器人之桌上遊戲於英語和運算思維跨科整合的成效
dc.contributor | 許庭嘉 | zh_TW |
dc.contributor | Hsu, Ting-Chia | en_US |
dc.contributor.author | 梁儀嫻 | zh_TW |
dc.contributor.author | Liang, Yi-Sian | en_US |
dc.date.accessioned | 2020-10-19T06:47:55Z | |
dc.date.available | 2025-09-07 | |
dc.date.available | 2020-10-19T06:47:55Z | |
dc.date.issued | 2020 | |
dc.description.abstract | 本研究旨在探討教育機器人之桌上遊戲於英語和運算思維跨科整合的成效。實驗組使用小型教育機器人感應桌遊卡牌以結合運算思維教育桌遊,讓機器人可以在桌遊上移動位置;控制組則是使用不插電的桌上型運算思維教育桌遊,將運算思維融入英語口語互動遊戲式學習。研究結果顯示運用運算思維桌上遊戲於英語互動,不論採用教育機器人或是不插電媒介,都可以有效提升學習者在英語單字和句型的學習及運算思維的學習成效。兩組學習者在外語學習及運算思維表現皆有顯著提升,結果表現相近,其中實驗組的批判性思考面向高於控制組,在考試焦慮方面也較控制組低。 | zh_TW |
dc.description.abstract | The purpose of this study is to explore the effectiveness of integrating educational robots with the computational thinking board game on the English learning performance. The experimental group uses small educational robots to induce board game cards in the computational thinking educational board game, so that the robot can move positions on the map of the board game. The control group uses unplugged computational thinking education board games, which will motivate computational thinking incorporate interactive game-based learning with spoken English. The research result showed that the students using educational robots and unplugged media significantly improve their learning effectiveness of English vocabulary and sentences and computational thinking. The two groups of learners have significantly improved their foreign language learning and arithmetic thinking performance, and the results are similar. The critical thinking tendency of experimental group was higher than that of the control group. The test anxiety of the experimental group was lower than that of the control group. | en_US |
dc.description.sponsorship | 科技應用與人力資源發展學系 | zh_TW |
dc.identifier | G060771038H | |
dc.identifier.uri | http://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22G060771038H%22.&%22.id.& | |
dc.identifier.uri | http://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/110896 | |
dc.language | 中文 | |
dc.subject | 運算思維 | zh_TW |
dc.subject | 教育桌遊 | zh_TW |
dc.subject | 學習焦慮 | zh_TW |
dc.subject | 遊戲式學習 | zh_TW |
dc.subject | 教育機器人 | zh_TW |
dc.subject | Computational Thinking | en_US |
dc.subject | Educational Board Games | en_US |
dc.subject | Learning Anxiety | en_US |
dc.subject | Game-based Learning | en_US |
dc.subject | Educational Robots | en_US |
dc.title | 教育機器人之桌上遊戲於英語和運算思維跨科整合的成效 | zh_TW |
dc.title | Interdisciplinary Performance of Integrating English and Computational Thinking with Educational Robots on the Board Game | en_US |