本研究以國小高年級社會科學習領域為主,開創創構遊戲式的課程,改變講授式的學科學習方式,拓展延伸內容,強化學生社會情感之人際關係,形成「輔助正規課程、拓展非正規學習」的教學理念。遊戲內容能做適性化調整,依據不同對象與需求進行收斂或延展。此計畫以議題遊戲為基礎,建置數位遊戲系統以進行人機、人遊、人人之間的互動,延伸、紀錄、分析遊戲行為歷程。其核心教學與學習策略著重於協商決策與衝突議題解決為主,以社會互動相關學習理論為基礎進行課程引導與行為分析。過程中,結合個別與群體的競合模式,讓學生在情境中進行議題探討與能力學習。本研究分為三個階段,永續社會創遊課程、智慧科技創遊系統、厚實數據學習驗證。分別於三個年度進行相關建置、教學活動與調查、研究分析報告等。在第一階段「永續社會創遊課程」中,將研擬課程相關之探究議題,同時結合大地圖進行遊戲機制設計與科技融入應用,促使學生進行高層次互動。第二階段「智慧科技創遊系統」將設計三個創遊系統模組,其中包括文明模組、時代模組、互動模組。並且從系統歷程紀錄及觀察訪談中擷取資料,進行遊戲與學習行為與策略分析。而本研究的第三個階段「厚實數據學習驗證」將與其他子計畫之學科整合,進行課程導入。從玩家的遊戲行為與對話,透過質性編碼,產生知識圖譜,透過量化的質性分析,進行論述分析,並以系統呈現。且每個行為模式與心理狀態的分析理解,將有助於教師設計課堂活動,以達到所設定的教育目的。綜合以上三個階段而設計出之系統將活絡學習情境、促進學生群體互動,並提且透過悅趣化的學習創遊系統,提升學生的策略思考、問題解決、合作學習,以及對於協商與溝通決策的能力。這些能力已超越21世紀學生必備的5C能力,還將課堂單一學科的知識內容轉化為跨域協作的創作思維、議題思辯、合作協商、論證能力。
This study focuses on the social studies learning area in senior elementary schools, creating a game-based curriculum, changing the lecture-based subject learning style, expanding and extending the content, strengthening students' social-emotional interpersonal relationships, and forming a teaching philosophy of "supplementing the formal curriculum and expanding non-formal learning". The content of the games can be adjusted to suit different audiences and needs, and can be augmented or extended. The project is based on issue-based games, and a digital game system is built to facilitate the interaction between human-computer, human-game, and human-human, and to extend, record, and analyze the game's behavioral history. The core teaching and learning strategies focus on negotiated decision making and conflict resolution, and are based on social interaction-related learning theories for curriculum guidance and behavior analysis. The process integrates individual and group models of competition, allowing students to explore issues and learn competencies in context. The study is divided into three phases: Sustainable Social Innovation Curriculum, Intelligent Technology Innovation System, and Thick-data Learning Validation. In the first phase of the "Sustainable Social Innovation Curriculum ", we will develop curriculum-related topics of inquiry, and at the same time integrate the game mechanism design and technology application with the map to promote high-level interaction among students. In the second phase, "Intelligent Technology Innovation System", three modules of the system will be designed, including civilization module, era module, and interactive module. Data will be extracted from the system history and observation interviews to analyze game and learning behaviors and strategies. The third phase of this study, the "thick data learning validation", will be integrated with other sub-project disciplines for curriculum introduction. The knowledge map will be generated from the players' game behaviors and conversations through qualitative coding, and then analyzed discursively and presented systematically through qualitative analysis of quantification. The analysis and understanding of each behavior pattern and psychological state will help teachers to design classroom activities to achieve the set educational objectives. The system designed by integrating the above three stages will activate the learning context, promote student group interaction, and enhance students' strategic thinking, problem solving, cooperative learning, and decision making skills for negotiation and communication through a fun learning and creative system. These skills go beyond the 5C's that are essential for 21st century students, and transform the single-subject knowledge content of the classroom into interdisciplinary collaborative creative thinking, issue debating, cooperative negotiation, and argumentative skills.
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(175) Chen, Hsaun-Wen & Shih, Ju-Ling (2024). TechTopia: The Development of Technology driven Sustainable Wellbeing Game. The 2nd International Conference on Metaverse and AI Companions in Education and Society (MetaACES 2024), June 19-21. Taiwan: National Central University.
(171) Wang, Yueh-Chi, Shih, Ju-Ling, & Chen, Shaun-Wen (2023). Investigating Players' Social Interactions in IOT Board Games. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education.