研究與推廣
(Research & Promotion)
※ 理論深探: 鷹架導向遊戲式學習與遊戲化系列探究
※ 理論深探: 鷹架導向遊戲式學習與遊戲化系列探究
(Scaffolding-based Gamification/GBL)
(Scaffolding-based Gamification/GBL)
侯老師近年來特別聚焦在遊戲化、遊戲式學習中的鷹架設計,包含提出一系列多維度鷹架在教育遊戲的關鍵架構或模式,以及在遊戲式學習課室的教學實務運用與互動模式。這些研究嘗試探究教育遊戲,並建立教育遊戲中多元鷹架的架構,或是建置鷹架導向遊戲式課室中的互動結構,並剖析玩家在多維度鷹架導向活動中的學習成效、學習行為,發展運用鷹架來促進學習者心流的策略。侯老師更以這一系列的研究作為基礎所提出Scaffolding-based Gamification/GBL的各種架構模式,轉於創新教學運用與產學合作的產品研發有所實績,將前瞻研究、理論架構、實務運用與產學推廣緊密結合。 以下為此主題較具代表性的研究發表:
侯老師近年來特別聚焦在遊戲化、遊戲式學習中的鷹架設計,包含提出一系列多維度鷹架在教育遊戲的關鍵架構或模式,以及在遊戲式學習課室的教學實務運用與互動模式。這些研究嘗試探究教育遊戲,並建立教育遊戲中多元鷹架的架構,或是建置鷹架導向遊戲式課室中的互動結構,並剖析玩家在多維度鷹架導向活動中的學習成效、學習行為,發展運用鷹架來促進學習者心流的策略。侯老師更以這一系列的研究作為基礎所提出Scaffolding-based Gamification/GBL的各種架構模式,轉於創新教學運用與產學合作的產品研發有所實績,將前瞻研究、理論架構、實務運用與產學推廣緊密結合。 以下為此主題較具代表性的研究發表:
(歡迎點選連結閱讀、引用與分享)
(歡迎點選連結閱讀、引用與分享)
Hou, H. T*. & Keng, S. H. (2021) Dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns, Journal of Educational Computing Research. 59(3), 547-573. (Corresponding author) (SSCI)
Hou, H. T*. & Keng, S. H. (2021) Dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns, Journal of Educational Computing Research. 59(3), 547-573. (Corresponding author) (SSCI)
(此篇針對長期相關行動研究後所提出的專門針對教育桌遊的雙鷹架(結合認知鷹架與同儕鷹架)設計之理論架構。並藉由實證分析來探究這樣的架構下學習者的學習成效與學習行為模式。這個所提出的設計架構模式後續已經延伸出許多的行動研究、教育現場推廣與AR教育桌遊作品,甚至已經延伸運用至遠距同步的教育遊戲或是線上桌遊中,有重要的參考與實務意義。 )
(此篇針對長期相關行動研究後所提出的專門針對教育桌遊的雙鷹架(結合認知鷹架與同儕鷹架)設計之理論架構。並藉由實證分析來探究這樣的架構下學習者的學習成效與學習行為模式。這個所提出的設計架構模式後續已經延伸出許多的行動研究、教育現場推廣與AR教育桌遊作品,甚至已經延伸運用至遠距同步的教育遊戲或是線上桌遊中,有重要的參考與實務意義。 )
Chien, C. C., Chan, H. Y & Hou, H. T.* (in press) Learning by playing with Generative AI: Design and Evaluation of a Role-Playing Educational Game with Generative AI as Scaffolding for Instant Feedback Interaction, Journal of Research on Technology in Education (Corresponding author) (SSCI)
Chien, C. C., Chan, H. Y & Hou, H. T.* (in press) Learning by playing with Generative AI: Design and Evaluation of a Role-Playing Educational Game with Generative AI as Scaffolding for Instant Feedback Interaction, Journal of Research on Technology in Education (Corresponding author) (SSCI)
(NTUSTMEG團隊第一篇Role-Playing Educational Game with Generative AI as Scaffolding ,運用生成式AI鷹架在角色扮演教育遊戲的實證期刊論文。這是我們團隊一直在有系統探究與研發的主題,特色是 "鷹架理論、生成內容與遊戲機制的有效整合!" 這篇是個初探,也歡迎研究上的合作!) (NEW!!!)
(NTUSTMEG團隊第一篇Role-Playing Educational Game with Generative AI as Scaffolding ,運用生成式AI鷹架在角色扮演教育遊戲的實證期刊論文。這是我們團隊一直在有系統探究與研發的主題,特色是 "鷹架理論、生成內容與遊戲機制的有效整合!" 這篇是個初探,也歡迎研究上的合作!) (NEW!!!)
Hou, H. T.,* Fang. Y. S. & Tang, J. T. (2021) Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability, Interactive Learning Environment. (Corresponding author) (SSCI)
Hou, H. T.,* Fang. Y. S. & Tang, J. T. (2021) Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability, Interactive Learning Environment. (Corresponding author) (SSCI)
(此篇提出 “多維度鷹架導向的實境遊戲的教育遊戲理論架構”,並結合AR科技形成整合實境遊戲、擴增實境、教育桌遊的設計架構,可以提供新一代實境教育情境遊戲的重要參考。此外,本文還提出多維度鷹架有用性分析的評估方法,可以運用在評估教育遊戲中的各種鷹架的效能。)
(此篇提出 “多維度鷹架導向的實境遊戲的教育遊戲理論架構”,並結合AR科技形成整合實境遊戲、擴增實境、教育桌遊的設計架構,可以提供新一代實境教育情境遊戲的重要參考。此外,本文還提出多維度鷹架有用性分析的評估方法,可以運用在評估教育遊戲中的各種鷹架的效能。)
Chen, Y. C., Hou, H. T*. & Wu, C. H. (2022) Design and development of a scaffolding-based mindtool for gamified learning classrooms, Journal of Educational Computing Research. (Corresponding author) (SSCI)
Chen, Y. C., Hou, H. T*. & Wu, C. H. (2022) Design and development of a scaffolding-based mindtool for gamified learning classrooms, Journal of Educational Computing Research. (Corresponding author) (SSCI)
(本研究中發展可讓不具備資訊能力的教師可自行編輯具備多維鷹架輔助的遊戲化課室的工具並進行實證的評估,此研究具備高度實用性,可將前述的多維度鷹架的模式藉由此工具實踐於眾多科目與領域的實體課室或是遠距課室中,對於實踐多維度鷹架的遊戲化教學活動設計有所貢獻。)
(本研究中發展可讓不具備資訊能力的教師可自行編輯具備多維鷹架輔助的遊戲化課室的工具並進行實證的評估,此研究具備高度實用性,可將前述的多維度鷹架的模式藉由此工具實踐於眾多科目與領域的實體課室或是遠距課室中,對於實踐多維度鷹架的遊戲化教學活動設計有所貢獻。)
Chang, C. H. S., Kuo, C. C., Hou, H. T*, & Koe. J. J. Y. (2022). Design and Evaluation of a Multi-Sensory Scaffolding Gamification Science Course with Mobile Technology for Learners with Total Blindness, Computers in Human Behavior, 128, 107085 (Corresponding author) (SSCI)
Chang, C. H. S., Kuo, C. C., Hou, H. T*, & Koe. J. J. Y. (2022). Design and Evaluation of a Multi-Sensory Scaffolding Gamification Science Course with Mobile Technology for Learners with Total Blindness, Computers in Human Behavior, 128, 107085 (Corresponding author) (SSCI)
(此篇應為國際上第一篇首度提出位全盲學生所設計之多維度鷹架為導向的遊戲化教學模式與實證研究,對於國際上在盲生的教育遊戲設計上有非常關鍵的貢獻。盲生在教學現場上往往無法享受許多互動性的遊戲化教學活動,本研究設計的盲生教育桌遊與教具,對於盲生的學習動機有重要影響。)
(此篇應為國際上第一篇首度提出位全盲學生所設計之多維度鷹架為導向的遊戲化教學模式與實證研究,對於國際上在盲生的教育遊戲設計上有非常關鍵的貢獻。盲生在教學現場上往往無法享受許多互動性的遊戲化教學活動,本研究設計的盲生教育桌遊與教具,對於盲生的學習動機有重要影響。)
Lin, Y. C. & Hou, H. T.,* (2022) The evaluation of a scaffolding-based augmented reality educational board game with competition- and collaboration-oriented mechanisms: Differences analysis of learning effectiveness, motivation, flow, and anxiety, Interactive Learning Environment. (Corresponding author) (SSCI)
Lin, Y. C. & Hou, H. T.,* (2022) The evaluation of a scaffolding-based augmented reality educational board game with competition- and collaboration-oriented mechanisms: Differences analysis of learning effectiveness, motivation, flow, and anxiety, Interactive Learning Environment. (Corresponding author) (SSCI)
(除了發展可應用於教學現場的多維度鷹架導向教學模式之外,本團隊也進行了關於鷹架導向遊戲教學中不同遊戲機制下的學習者心理與認知議題,本研究進行不同鷹架導向遊戲機制下的認知、心流、焦慮與動機眾多心理因子的深度探究。這些探究可提供教師們設計鷹架與遊戲時的重要參考。 )
(除了發展可應用於教學現場的多維度鷹架導向教學模式之外,本團隊也進行了關於鷹架導向遊戲教學中不同遊戲機制下的學習者心理與認知議題,本研究進行不同鷹架導向遊戲機制下的認知、心流、焦慮與動機眾多心理因子的深度探究。這些探究可提供教師們設計鷹架與遊戲時的重要參考。 )
Chou, Y. S., Hou, H. T.,* Chang. K. E. & Su, C. L. (2021) Designing a cognitive-based game mechanism for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioural patterns, Interactive Learning Environment. (Corresponding author) (SSCI)
Chou, Y. S., Hou, H. T.,* Chang. K. E. & Su, C. L. (2021) Designing a cognitive-based game mechanism for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioural patterns, Interactive Learning Environment. (Corresponding author) (SSCI)
(這篇研究強調運用認知理論層次架構作為認知鷹架來設計的遊戲認知機制,並將這樣的機制落實在設計一款歷史教育手遊上。比較值得參考的是認知機制的設計與所帶來的認知鷹架對於玩家心流與行為模式的可能影響 )
(這篇研究強調運用認知理論層次架構作為認知鷹架來設計的遊戲認知機制,並將這樣的機制落實在設計一款歷史教育手遊上。比較值得參考的是認知機制的設計與所帶來的認知鷹架對於玩家心流與行為模式的可能影響 )
還有以下這幾篇:
還有以下這幾篇:
Hou, H. T.* (2022) Augmented Reality Board Game with Multidimensional Scaffolding Mechanism: A Potential New Trend for Effective Organizational Strategic Planning Training, Frontiers in Psychology. 13:932328. (Corresponding author) (SSCI)
Hou, H. T.* (2022) Augmented Reality Board Game with Multidimensional Scaffolding Mechanism: A Potential New Trend for Effective Organizational Strategic Planning Training, Frontiers in Psychology. 13:932328. (Corresponding author) (SSCI)
Li, C. T., Hou, H. T.*, Lee, L. H. (in press) Design of a dual-hierarchy scaffolding board game-based learning activity for EFL reading comprehension, Language Teaching Research (Corresponding author) (SSCI)
Li, C. T., Hou, H. T.*, Lee, L. H. (in press) Design of a dual-hierarchy scaffolding board game-based learning activity for EFL reading comprehension, Language Teaching Research (Corresponding author) (SSCI)
Li, C. T., Hou, H. T.,* & Lin, W. S. (in press) Chemistry Educational Board Game Based on a Cognitive Mechanism: Multi-Dimensional Evaluation of Learners' Knowledge Acquisition, Flow, and Playing Experience of Board Game Materials, Research in Science & Technological Education. (Corresponding author) (SSCI)
Li, C. T., Hou, H. T.,* & Lin, W. S. (in press) Chemistry Educational Board Game Based on a Cognitive Mechanism: Multi-Dimensional Evaluation of Learners' Knowledge Acquisition, Flow, and Playing Experience of Board Game Materials, Research in Science & Technological Education. (Corresponding author) (SSCI)
Chen, M. F., Chen, Y. C., Zuo. P. Y., & Hou, H. T* (in press) Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning, Education and Information Technologies. (Corresponding author) (SSCI)
Chen, M. F., Chen, Y. C., Zuo. P. Y., & Hou, H. T* (in press) Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning, Education and Information Technologies. (Corresponding author) (SSCI)
Hou, H. T.* (2023) Diverse Development and Future Challenges of Game-based Learning and Gamified Teaching Research, Education Sciences, 13(4), 337 (Corresponding author)(Editorial) (ESCI)
Hou, H. T.* (2023) Diverse Development and Future Challenges of Game-based Learning and Gamified Teaching Research, Education Sciences, 13(4), 337 (Corresponding author)(Editorial) (ESCI)
Hou, H. T.* (2023) Learning Science through Cloud Gamification: A Framework for Remote Synchronous Science Collaborative Problem Solving Gamified Teaching Activities Integrating Cloud Tool Sets and Three-Dimensional Scaffolding, Information, 14(3), 165. (Corresponding author) (ESCI)
Hou, H. T.* (2023) Learning Science through Cloud Gamification: A Framework for Remote Synchronous Science Collaborative Problem Solving Gamified Teaching Activities Integrating Cloud Tool Sets and Three-Dimensional Scaffolding, Information, 14(3), 165. (Corresponding author) (ESCI)
Chan, H. Y., Liu, S. W., & Hou, H. T.* (in press) Interacting with real-person non-player characters to learn history: development and playing behavior pattern analysis of a remote scaffolding-based situated educational game, Interactive Learning Environment. (Corresponding author) (SSCI)
Chan, H. Y., Liu, S. W., & Hou, H. T.* (in press) Interacting with real-person non-player characters to learn history: development and playing behavior pattern analysis of a remote scaffolding-based situated educational game, Interactive Learning Environment. (Corresponding author) (SSCI)
上圖: 由於侯老師於教育遊戲研究與遊戲化實務推廣的影響力,跨多個國家的東南亞教育部長組織 The Southeast Asian Ministers of Education Organization (SEAMEO) 2020年特別派研究員來台跟申請人進行顧問諮詢,了解申請人研究團隊在台灣的遊戲化認知設計的研究與在教育現場與教師社群之推廣,對於推動東南亞教育界進行遊戲化有所貢獻。
甚且,侯老師也於2021年受美國空軍科學研究機構(Air Force Office of Scientific Research, AFOSR)的邀請,申請並執行關於運用鷹架進行線上決策力培育遊戲化的專案,此案可將遊戲化教學研究影響到全球的決策訓練領域,將鷹架導向遊戲教學研究影響到全球。
NTUSTMEG鷹架導向遊戲式學習SSCI期刊論文歡迎選讀=>
#侯惠澤教授遊戲認知分析聊聊系列: 教育遊戲的黑盒子研究的限制與認知分析研究趨勢
2022.8.9 [#教育桌遊期刊論文發表經驗線上講座] 精華節錄~
※ 鷹架導向[卡簡單遊戲化教學設計模式]
※ 鷹架導向[卡簡單遊戲化教學設計模式]
(CSLS teaching model) (Card-game, Slide, and Learning Sheet gamification teaching model)
(CSLS teaching model) (Card-game, Slide, and Learning Sheet gamification teaching model)
卡簡單遊戲化模組是台科大迷你教育遊戲團隊NTUSTMEG以多維度鷹架導向遊戲化架構為基礎,結合遊戲化與遊戲式學習雙優勢所發展的認知設計模組,可用 卡片 GBL、簡報 、學習單 ,加上遊戲化積分機制,經由鷹架、認知與互動學理,來設計教學遊戲化(Gamification)活動! 結合動機理論、遊戲化趨力、認知理論與社會心理學的設計架構。 從2018年來,已經超過數百場次的受邀演講分享,共計數萬名各級教師與講師參與,甚至受邀到國際進行分享。
卡簡單遊戲化模組是台科大迷你教育遊戲團隊NTUSTMEG以多維度鷹架導向遊戲化架構為基礎,結合遊戲化與遊戲式學習雙優勢所發展的認知設計模組,可用 卡片 GBL、簡報 、學習單 ,加上遊戲化積分機制,經由鷹架、認知與互動學理,來設計教學遊戲化(Gamification)活動! 結合動機理論、遊戲化趨力、認知理論與社會心理學的設計架構。 從2018年來,已經超過數百場次的受邀演講分享,共計數萬名各級教師與講師參與,甚至受邀到國際進行分享。
※怎樣設計比一般複雜桌遊簡化許多的卡片遊戲來完成自己的 遊戲化教學活動 (非難度高桌遊設計,一般無桌遊經驗老師聽一次也可以嘗試!),且能與課程簡報與學習單無縫整合?
※怎樣設計比一般複雜桌遊簡化許多的卡片遊戲來完成自己的 遊戲化教學活動 (非難度高桌遊設計,一般無桌遊經驗老師聽一次也可以嘗試!),且能與課程簡報與學習單無縫整合?
※如何讓遊戲化的活動不會失焦? 可以與一般課程設計與教學設計緊密結合?
※如何讓遊戲化的活動不會失焦? 可以與一般課程設計與教學設計緊密結合?
※怎樣確保所設計套用的遊戲互動、積分機制、鷹架引導機制有認知理論基礎?
※怎樣確保所設計套用的遊戲互動、積分機制、鷹架引導機制有認知理論基礎?
※ 如何讓翻轉教學回歸認知學習本質且兼具探究學習樂趣?
※ 如何讓翻轉教學回歸認知學習本質且兼具探究學習樂趣?
※如何更輕易上手實作設計屬於自己教學情境的教育遊戲化(Gamification)?
※如何更輕易上手實作設計屬於自己教學情境的教育遊戲化(Gamification)?
※遊戲化如何與 行動載具、免費網路資源工具 整合無間?
※遊戲化如何與 行動載具、免費網路資源工具 整合無間?
以上這些問題,卡簡單都幫您想到了!
以上這些問題,卡簡單都幫您想到了!
簡而言之,卡簡單模組就是: 教師用 #卡片遊戲、 #簡報媒體 與 #學習單 ,將講述、討論、提問、引導、思考、互動、情境、科技這八個課室要素的認知與互動設計與鷹架設計最佳化,加入遊戲積點機制,來進行素養導向遊戲式教學設計與課程設計。
簡而言之,卡簡單模組就是: 教師用 #卡片遊戲、 #簡報媒體 與 #學習單 ,將講述、討論、提問、引導、思考、互動、情境、科技這八個課室要素的認知與互動設計與鷹架設計最佳化,加入遊戲積點機制,來進行素養導向遊戲式教學設計與課程設計。
※ 理論深探: 心流導向遊戲式學習
※ 理論深探: 心流導向遊戲式學習
(Flow-based GBL exploration)
(Flow-based GBL exploration)
多年來,針對遊戲式學習(Game-based Learning)與遊戲化(Gamification)活動中的心流反應(flow)與玩家行為模式(behavioral patterns)與學習歷程進行分析,侯老師團隊剖析各種玩家的學習行為與促進心流的策略,探究心流對於協作問題解決活動的影響,並以此作為基礎,逐步探究與提出Flow-based Gamification/GBL的模式與理論架構。以下為與此主題相關的研究發表:
多年來,針對遊戲式學習(Game-based Learning)與遊戲化(Gamification)活動中的心流反應(flow)與玩家行為模式(behavioral patterns)與學習歷程進行分析,侯老師團隊剖析各種玩家的學習行為與促進心流的策略,探究心流對於協作問題解決活動的影響,並以此作為基礎,逐步探究與提出Flow-based Gamification/GBL的模式與理論架構。以下為與此主題相關的研究發表:
(歡迎點選連結閱讀、引用與分享)
(歡迎點選連結閱讀、引用與分享)
Hou, H. T.* (2015). Integrating cluster and sequential analysis to explore learners' flow and behavioral patterns in a simulation game with situated-learning context for science courses: a video-based process exploration, Computers in Human Behavior, 48, 424-435. (Corresponding author) (SSCI)
Hou, H. T.* (2015). Integrating cluster and sequential analysis to explore learners' flow and behavioral patterns in a simulation game with situated-learning context for science courses: a video-based process exploration, Computers in Human Behavior, 48, 424-435. (Corresponding author) (SSCI)
Hou, H. T*. & Keng, S. H. (2020, in press) Dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns, Journal of Educational Computing Research. (Corresponding author) (SSCI)
Hou, H. T*. & Keng, S. H. (2020, in press) Dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns, Journal of Educational Computing Research. (Corresponding author) (SSCI)
Hou, H. T.* & Li, M. C. (2014). Evaluating Multiple Aspects of a Digital Educational Problem-solving-based Adventure Game, Computers in Human Behavior, 30, 29-38. (Corresponding author) (SSCI)
Hou, H. T.* & Li, M. C. (2014). Evaluating Multiple Aspects of a Digital Educational Problem-solving-based Adventure Game, Computers in Human Behavior, 30, 29-38. (Corresponding author) (SSCI)
Li, C. T., Hou, H. T.*, Li, M. C., & Kuo, C. C. (2021, in press). Comparison of a mini-game-based flipped classroom and a video-based flipped classroom: an analysis of learning performance, flow and concentration on discussion. The Asia-Pacific Education Researcher (Corresponding author) (SSCI).
Li, C. T., Hou, H. T.*, Li, M. C., & Kuo, C. C. (2021, in press). Comparison of a mini-game-based flipped classroom and a video-based flipped classroom: an analysis of learning performance, flow and concentration on discussion. The Asia-Pacific Education Researcher (Corresponding author) (SSCI).
Hsieh, Y. H., Lin, Y. C., & Hou, H. T* (2016). Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students’ game-based learning, Interactive Learning Environment, 24(1), 178-193. (Corresponding author) (SSCI)
Hsieh, Y. H., Lin, Y. C., & Hou, H. T* (2016). Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students’ game-based learning, Interactive Learning Environment, 24(1), 178-193. (Corresponding author) (SSCI)
Lin, Y. C., Hsieh, Y. H., Hou, H. T* & Wang, S. M. (2019). Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education, Journal of Computers in Education. (Corresponding author)
Lin, Y. C., Hsieh, Y. H., Hou, H. T* & Wang, S. M. (2019). Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education, Journal of Computers in Education. (Corresponding author)
Hou, H. T.* (2012). Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG), Computers and Education, 58, 4, 1225-1233. (Corresponding author) (SSCI)
Hou, H. T.* (2012). Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG), Computers and Education, 58, 4, 1225-1233. (Corresponding author) (SSCI)
Tsai, M. J.*, Li-Ju Huang, L. J., Hou, H. T., Hsu, C. Y., Chiou, G. L. (2016). Visual Behavior, Flow and Achievement in Game-Based Learning, Computers & Education, 98, 115-129. (SSCI)
Tsai, M. J.*, Li-Ju Huang, L. J., Hou, H. T., Hsu, C. Y., Chiou, G. L. (2016). Visual Behavior, Flow and Achievement in Game-Based Learning, Computers & Education, 98, 115-129. (SSCI)
※ 微翻轉遊戲式學習模式
※ 微翻轉遊戲式學習模式
(Mini-flipped game-based learning )
(Mini-flipped game-based learning )
“微翻轉遊戲式學習模式” 由國立台灣科技大學侯惠澤教授迷你教育遊戲團隊提出,強調的核心重點為:
“微翻轉遊戲式學習模式” 由國立台灣科技大學侯惠澤教授迷你教育遊戲團隊提出,強調的核心重點為:
"運用迷你的鷹架導向遊戲活動來提升與延伸師生內在動機,並促成學生自學過程中完整且高層次的認知思考歷程"
"運用迷你的鷹架導向遊戲活動來提升與延伸師生內在動機,並促成學生自學過程中完整且高層次的認知思考歷程"
微翻轉與一般的遊戲式學習活動不同,強調整個遊戲均需經由認知設計,包含遊戲中的玩家注意力分布區域設計、心流、認知層次、認知負荷、情境式學習、角色扮演與線索錨定等多種認知設計考量。並考量社會心理學的互動設計,提供學生在正向社會互動與同理利他情境的挑戰任務中投入於學習。一個微翻轉遊戲中將必須同時涵蓋三個元素,即自主學習、協作討論與認知鷹架。由於實施時間較短,較可搭配課程進度,提高學生內在動機,初步行動研究實徵分析發現依據此模式原則設計的遊戲活動可達到有效學習 。並期待能有效率地促發學生理解,充分輔助學生為中心的分組討論活動,使自主學習討論動機更高,不再淪於形式或導致學生在討論中充滿焦慮,解決目前許多以學生為中心的教學方法的部分瓶頸,並可望能充分搭配於其他各種教學方法中。
微翻轉與一般的遊戲式學習活動不同,強調整個遊戲均需經由認知設計,包含遊戲中的玩家注意力分布區域設計、心流、認知層次、認知負荷、情境式學習、角色扮演與線索錨定等多種認知設計考量。並考量社會心理學的互動設計,提供學生在正向社會互動與同理利他情境的挑戰任務中投入於學習。一個微翻轉遊戲中將必須同時涵蓋三個元素,即自主學習、協作討論與認知鷹架。由於實施時間較短,較可搭配課程進度,提高學生內在動機,初步行動研究實徵分析發現依據此模式原則設計的遊戲活動可達到有效學習 。並期待能有效率地促發學生理解,充分輔助學生為中心的分組討論活動,使自主學習討論動機更高,不再淪於形式或導致學生在討論中充滿焦慮,解決目前許多以學生為中心的教學方法的部分瓶頸,並可望能充分搭配於其他各種教學方法中。
與各所高中建立高中遊戲化特色課程並舉辦全國性成果競賽致力於高中人才培育,下圖為創遊微翻轉嘉年華會,每年都有數百名全國師生參加,分享自己在創遊課程中的教育桌遊。
TVBS報導微翻轉團隊 (點按上圖播放)
TVBS報導微翻轉團隊 (點按上圖播放)
上圖: 親子天下雜誌專文報導微翻轉團隊
上圖: 親子天下雜誌專文報導微翻轉團隊
上圖為侯老師團隊每年舉辦微翻轉年會,疫情前(2019年前)每年定期於暑假舉行,皆開放四百餘位名額讓全國、甚至國際的教師群體與產業共同觀摩分享微翻轉遊戲化教學成果! 是每年一度的台灣遊戲化教學最重要活動之一。下圖是基隆四所高中與MEG團隊簽署備忘錄進行創遊相關合作。
上圖為侯老師團隊每年舉辦微翻轉年會,疫情前(2019年前)每年定期於暑假舉行,皆開放四百餘位名額讓全國、甚至國際的教師群體與產業共同觀摩分享微翻轉遊戲化教學成果! 是每年一度的台灣遊戲化教學最重要活動之一。下圖是基隆四所高中與MEG團隊簽署備忘錄進行創遊相關合作。
※ 理論深探:
※ 理論深探:
協作解題與討論式教學行為模式分析與分析技術
協作解題與討論式教學行為模式分析與分析技術
(Learning behavioral pattern analysis of collaborative-problem-solving discussion activities)
(Learning behavioral pattern analysis of collaborative-problem-solving discussion activities)
多年來,侯老師針對討論式教學與協同解題之長時間或大量的實征學習歷程進行縝密的之量化內容分析、序列分析與各種學習行為模式之視覺化,以洞悉討論教學中學生的潛在的認知歷程與社會知識建構歷程,以避免直接由教師主觀觀察與進行討論教學的侷限。並針對研究方法與技術進行不斷地創新。以下為近幾年與此主題相關的幾篇代表研究的選錄: (歡迎點選連結閱讀、引用與分享)
多年來,侯老師針對討論式教學與協同解題之長時間或大量的實征學習歷程進行縝密的之量化內容分析、序列分析與各種學習行為模式之視覺化,以洞悉討論教學中學生的潛在的認知歷程與社會知識建構歷程,以避免直接由教師主觀觀察與進行討論教學的侷限。並針對研究方法與技術進行不斷地創新。以下為近幾年與此主題相關的幾篇代表研究的選錄: (歡迎點選連結閱讀、引用與分享)
Hou, H. T.* (2012). Analyzing the Learning Process of an Online Role-Playing Discussion Activity, Educational Technology & Society, 15(1), 211–222. (SSCI)
Hou, H. T.* (2012). Analyzing the Learning Process of an Online Role-Playing Discussion Activity, Educational Technology & Society, 15(1), 211–222. (SSCI)
Hou, H. T*., Yu, T. F., Chiang, F. D., Lin, Y. H., Chang, K. E., & Kuo, C. C. (2019, in press). Development and Evaluation of a Mind tool-based Blog Learning Environment for promoting learners higher order Cognitive thinking in online Discussion activities: Analysis of Learning Effects and Cognitive Process, Journal of Educational Computing Research. (Corresponding author) (SSCI)
Hou, H. T*., Yu, T. F., Chiang, F. D., Lin, Y. H., Chang, K. E., & Kuo, C. C. (2019, in press). Development and Evaluation of a Mind tool-based Blog Learning Environment for promoting learners higher order Cognitive thinking in online Discussion activities: Analysis of Learning Effects and Cognitive Process, Journal of Educational Computing Research. (Corresponding author) (SSCI)
Wang, S. M., Hou, H. T* & Wu, S. Y. (2017). Analyzing the Knowledge Construction and Cognitive Patterns of Blog-based Instructional Activities Using Four Frequent Interactive Strategies (Problem Solving, Peer Assessment, Role Playing and Peer Tutoring): A Preliminary Study, Educational Technology Research & Development. 65, 2, 301–323 (SSCI) (Corresponding author)
Wang, S. M., Hou, H. T* & Wu, S. Y. (2017). Analyzing the Knowledge Construction and Cognitive Patterns of Blog-based Instructional Activities Using Four Frequent Interactive Strategies (Problem Solving, Peer Assessment, Role Playing and Peer Tutoring): A Preliminary Study, Educational Technology Research & Development. 65, 2, 301–323 (SSCI) (Corresponding author)
Lin, Y. C., Hsieh, Y. H., & Hou, H. T* (2015). Developing a Self-Report-Based Sequential Analysis Method for Educational Technology Systems: A Process-Based Usability Evaluation, Journal of Educational Computing Research, 53(1), 95-123. (Corresponding author). (SSCI)
Lin, Y. C., Hsieh, Y. H., & Hou, H. T* (2015). Developing a Self-Report-Based Sequential Analysis Method for Educational Technology Systems: A Process-Based Usability Evaluation, Journal of Educational Computing Research, 53(1), 95-123. (Corresponding author). (SSCI)
Wu, S. Y. & Hou, H. T*. (2015). How cognitive styles affect the learning behaviors of online problem-solving-based discussion activity: A lag sequential analysis. Journal of Educational Computing Research, 52(2), 277-298. (Corresponding author) (SSCI)
Wu, S. Y. & Hou, H. T*. (2015). How cognitive styles affect the learning behaviors of online problem-solving-based discussion activity: A lag sequential analysis. Journal of Educational Computing Research, 52(2), 277-298. (Corresponding author) (SSCI)
Lin, P. C., Hou, H. T.* Wu, S. Y., & Chang. K. E. (2014). Exploring College Students' Cognitive Processing Patterns during a Collaborative Problem-solving Teaching Activity Integrating Facebook Discussion and Simulation Tools, The Internet and Higher Education, 22, 51-56. (SSCI)
Lin, P. C., Hou, H. T.* Wu, S. Y., & Chang. K. E. (2014). Exploring College Students' Cognitive Processing Patterns during a Collaborative Problem-solving Teaching Activity Integrating Facebook Discussion and Simulation Tools, The Internet and Higher Education, 22, 51-56. (SSCI)
Hou, H. T., Wang, S. M., Lin, P. C., & Chang. K. E.* (2015). Exploring the Learner’s Knowledge Construction and Cognitive Patterns of Different Asynchronous Platforms: Comparison of an Online Discussion Forum and Facebook, Innovations in Education and Teaching International, 17(2), 207-218. (SSCI)
Hou, H. T., Wang, S. M., Lin, P. C., & Chang. K. E.* (2015). Exploring the Learner’s Knowledge Construction and Cognitive Patterns of Different Asynchronous Platforms: Comparison of an Online Discussion Forum and Facebook, Innovations in Education and Teaching International, 17(2), 207-218. (SSCI)
Cheng, K. H. & Hou, H. T.* (2015). Exploring students’ behavioral patterns during online peer assessment from the affective, cognitive, and metacognitive perspectives: a progressive sequential analysis, Technology, Pedagogy and Education, 24(2), 171-188. (Corresponding author) (SSCI)
Cheng, K. H. & Hou, H. T.* (2015). Exploring students’ behavioral patterns during online peer assessment from the affective, cognitive, and metacognitive perspectives: a progressive sequential analysis, Technology, Pedagogy and Education, 24(2), 171-188. (Corresponding author) (SSCI)
Lin, P. C., Hou, H. T.*, Wang, S. M., & Chang. K. E. (2013). Analyzing Knowledge Dimensions and Cognitive Process of a Project-Based Online Discussion Instructional Activity Using Facebook in an Adult and Continuing Education Course, Computers and Education. (Corresponding author), 60(1), 110-121. (SSCI)
Lin, P. C., Hou, H. T.*, Wang, S. M., & Chang. K. E. (2013). Analyzing Knowledge Dimensions and Cognitive Process of a Project-Based Online Discussion Instructional Activity Using Facebook in an Adult and Continuing Education Course, Computers and Education. (Corresponding author), 60(1), 110-121. (SSCI)
Hou, H. T.*, & Cheng, K. H. (2012). Analyzing the Latent Emotional Transfer Pattern (LETP) of a Learning Community in an Online Peer-assessment Activity, British Journal of Educational Technology, 43(4), E113-116. (Corresponding author) (SSCI)
Hou, H. T.*, & Cheng, K. H. (2012). Analyzing the Latent Emotional Transfer Pattern (LETP) of a Learning Community in an Online Peer-assessment Activity, British Journal of Educational Technology, 43(4), E113-116. (Corresponding author) (SSCI)
Hou, H. T.* (2011). A case study of online instructional collaborative discussion activities for problem solving using situated scenarios: an examination of content and behavior cluster analysis, Computers and Education, 56, 3, 712-719. (SSCI)
Hou, H. T.* (2011). A case study of online instructional collaborative discussion activities for problem solving using situated scenarios: an examination of content and behavior cluster analysis, Computers and Education, 56, 3, 712-719. (SSCI)
Hou, H. T.,* & Ho, C. C. (2011). Applying time series analysis to forecast learners’ participation patterns in blog instructional activities: A preliminary study. British Journal of Educational Technology, 42, 5, e91-93. (Corresponding author) (SSCI)
Hou, H. T.,* & Ho, C. C. (2011). Applying time series analysis to forecast learners’ participation patterns in blog instructional activities: A preliminary study. British Journal of Educational Technology, 42, 5, e91-93. (Corresponding author) (SSCI)
Hou, H. T.,* & Wu, S. Y. (2011). Analyzing The Social Knowledge Construction Behavioral Patterns Of An Online Synchronous Collaborative Discussion Instructional Activity Using An Instant Messaging Tool: A Case Study, Computers and Education, 57, 2, 1459-1469. (Corresponding author) (SSCI)
Hou, H. T.,* & Wu, S. Y. (2011). Analyzing The Social Knowledge Construction Behavioral Patterns Of An Online Synchronous Collaborative Discussion Instructional Activity Using An Instant Messaging Tool: A Case Study, Computers and Education, 57, 2, 1459-1469. (Corresponding author) (SSCI)
Hou, H. T.,* Chang, K. E., & Sung, Y. T. (2011). A longitudinal analysis of the behavioral patterns in teachers using blogs for knowledge interactions. British Journal of Educational Technology, 42, 2, e34-36. (Corresponding author) (SSCI)
Hou, H. T.,* Chang, K. E., & Sung, Y. T. (2011). A longitudinal analysis of the behavioral patterns in teachers using blogs for knowledge interactions. British Journal of Educational Technology, 42, 2, e34-36. (Corresponding author) (SSCI)
Sung, Y. T., Hou, H. T., & Liu, C. K., Chang K. E., (2010). Mobile Guide System using Problem-solving Strategy for Museum Learning: A Sequential Learning Behavioral Pattern Analysis. Journal of Computer Assisted Learning, 26, 2, 106-115. (SSCI)
Sung, Y. T., Hou, H. T., & Liu, C. K., Chang K. E., (2010). Mobile Guide System using Problem-solving Strategy for Museum Learning: A Sequential Learning Behavioral Pattern Analysis. Journal of Computer Assisted Learning, 26, 2, 106-115. (SSCI)
Hou, H. T. (2010) Exploring the Behavioural Patterns in Project-Based Learning with Online Discussion: Quantitative Content Analysis and Progressive Sequential Analysis, Turkish Online Journal of Educational Technology, 9, 3, 52-60. (SSCI)
Hou, H. T. (2010) Exploring the Behavioural Patterns in Project-Based Learning with Online Discussion: Quantitative Content Analysis and Progressive Sequential Analysis, Turkish Online Journal of Educational Technology, 9, 3, 52-60. (SSCI)
Hou, H. T.,* Chang, K. E., & Sung, Y. T. (2010). Applying lag sequential analysis to detect visual behavioral patterns of online learning activities. British Journal of Educational Technology, 41, 2, e25-27. (Corresponding author) (SSCI)
Hou, H. T.,* Chang, K. E., & Sung, Y. T. (2010). Applying lag sequential analysis to detect visual behavioral patterns of online learning activities. British Journal of Educational Technology, 41, 2, e25-27. (Corresponding author) (SSCI)
※ 數位教育遊戲(含AR/VR)
※ 數位教育遊戲(含AR/VR)
侯老師團隊長期發展數位教育遊戲,包含積極發展結合教育學習理論與教學策略之迷你教育遊戲 ,並搭配行為模式分析進行遊戲學習歷程的深入探究。近來,已經帶領研究團隊創作開發了超過數十款以上之教育遊戲(包含AR桌遊、數位遊戲等),其遊戲創作並屢獲獎項肯定。申請者特別針對教育現場之需求,研究重點在於積極研發線上角色扮演遊戲Authoring編輯環境之建置與學習行為分析,並持續發展有效的Game Maker以提供教育現場教師與學生或資訊人員均能使用簡易語法完成自己的教育遊戲,並可進行學生程式教育培育。
侯老師團隊長期發展數位教育遊戲,包含積極發展結合教育學習理論與教學策略之迷你教育遊戲 ,並搭配行為模式分析進行遊戲學習歷程的深入探究。近來,已經帶領研究團隊創作開發了超過數十款以上之教育遊戲(包含AR桌遊、數位遊戲等),其遊戲創作並屢獲獎項肯定。申請者特別針對教育現場之需求,研究重點在於積極研發線上角色扮演遊戲Authoring編輯環境之建置與學習行為分析,並持續發展有效的Game Maker以提供教育現場教師與學生或資訊人員均能使用簡易語法完成自己的教育遊戲,並可進行學生程式教育培育。
目前並已發展NTUSTMEG xml-based ER Game Maker工具集與可搭配Google街景技術的NTUSTMEG 地圖街景教育遊戲編輯器(可讓師生在街景地圖上設計符合情境學習理論的教育遊戲)。並實際以ER-Maker完成了一系列國中科學教學教學數位教育遊戲,可用於學校的翻轉教學作為互動之自主學習互動教材,並與高中教師共同完成一系列依據認知分析所設計之密室逃脫遊戲、桌上遊戲已經可以滿足高中課綱重要單元的教學,實際運用於現場之翻轉教學並有成效。在擴增實境方面,也發展結合行動鷹架的行動桌遊編輯器ARBG Maker。
目前並已發展NTUSTMEG xml-based ER Game Maker工具集與可搭配Google街景技術的NTUSTMEG 地圖街景教育遊戲編輯器(可讓師生在街景地圖上設計符合情境學習理論的教育遊戲)。並實際以ER-Maker完成了一系列國中科學教學教學數位教育遊戲,可用於學校的翻轉教學作為互動之自主學習互動教材,並與高中教師共同完成一系列依據認知分析所設計之密室逃脫遊戲、桌上遊戲已經可以滿足高中課綱重要單元的教學,實際運用於現場之翻轉教學並有成效。在擴增實境方面,也發展結合行動鷹架的行動桌遊編輯器ARBG Maker。
點選上圖觀看 結合行動鷹架的行動鷹架桌遊編輯器ARBG Maker 的研究文章。
點選上圖觀看 結合行動鷹架的行動鷹架桌遊編輯器ARBG Maker 的研究文章。
上圖: 多款AR擴增實境桌遊
上圖: 多款AR擴增實境桌遊
上圖: 高中生運用MEG團隊的ER密室脫逃遊戲編輯模組自行設計數位教育遊戲作為特色課程成果
上圖: 高中生運用MEG團隊的ER密室脫逃遊戲編輯模組自行設計數位教育遊戲作為特色課程成果
NTUSTMEG團隊 與 BIOS LAB、2plus 三方產學合作的團隊作品: MR虛實互動的教育桌遊「化學事LUMI版」於台北世貿 Computex與 Innovex 兩個 國際展覽期間 展出亮相! (如下圖)
NTUSTMEG團隊 與 BIOS LAB、2plus 三方產學合作的團隊作品: MR虛實互動的教育桌遊「化學事LUMI版」於台北世貿 Computex與 Innovex 兩個 國際展覽期間 展出亮相! (如下圖)
侯老師團隊所發展數十款數位教育遊戲各種遊戲運用於學科教學。
侯老師團隊所發展數十款數位教育遊戲各種遊戲運用於學科教學。
上圖: 微光心塵,一款可以用來學習光學透鏡的遊戲。
上圖: 微光心塵,一款可以用來學習光學透鏡的遊戲。
(於PC上進行遊戲,免安裝,解壓縮後選擇執行檔執行即可)
(於PC上進行遊戲,免安裝,解壓縮後選擇執行檔執行即可)
上圖: 高中有機化學虛擬實境遊戲(有機穿越歷險)
上圖: 高中有機化學虛擬實境遊戲(有機穿越歷險)
下圖: 可搭配Google街景技術的NTUSTMEG 地圖街景教育遊戲編輯器可讓學生們設計街景遊戲,高中生運用街景遊戲進行遊戲設計競賽的媒體報導。
下圖: 可搭配Google街景技術的NTUSTMEG 地圖街景教育遊戲編輯器可讓學生們設計街景遊戲,高中生運用街景遊戲進行遊戲設計競賽的媒體報導。
上述卡簡單或素養情境題研習或工作坊邀約或預約,或是各種產學合作與學術研究合作,請mail至侯老師 (hthou@mail.ntust.edu.tw) 詢問細節。或請留意本網站或上列的FB官網留意最新訊息。
上述卡簡單或素養情境題研習或工作坊邀約或預約,或是各種產學合作與學術研究合作,請mail至侯老師 (hthou@mail.ntust.edu.tw) 詢問細節。或請留意本網站或上列的FB官網留意最新訊息。