Summary: | 碩士 === 臺南師範學院 === 國民教育研究所 === 90 === The purpose of this study was to assess the effect of computer adventure game instruction on the creativity ability, problem solving ability and achievement motives of the fifth grade students in elementary school. In the initial stage of the research, the researcher sifted fitter computer adventure games such as 「Legend of Kyrandia」 and 「Escape from Monkey Island」as the research software, and then the researcher choose three kinds of tests:「Williams Creative Test」(including: Williams Creative Thinking Ability Measurement and Williams Creative Attitude Measurement)、「Problem Solving Test」and「Achievement Motives Scale」as the research instruments.
The study adopted a quasi-experimental method with pretest-posttest nonequivalent-control-group design, and used cluster sampling selecting two fifth grade classes from Sheng-li Elementary as subjects. The two classes were assigned to experimental group and control group, experimental group received computer adventure game activities while control group didn''''''''t participate in computer adventure game activities. The experiment was conducted for 25 times, 50 minutes a time, the time amount to 1250 minutes.
This study had four kinds of variables: gander as background variable, experimental treatment as independent variable, the pretest scores of all research instruments as covariance and the posttest scores of all research instruments as dependent variable. The data were analyzed by two-way analysis of covariance(ANCOVA).The major result can be drawn as fallows:
1.The effect of computer adventure game instruction on the creativity ability
(1)There was no significant interaction effect on creative thinking ability between gander and treatment.
(2)The girls got higher scores on elaboration than the boys, but there was no significant difference in other section between the boys and the girls.
(3)The students of experimental group got higher scores on originality、 title and creative thinking ability total scores than the students of control group, but there was no significant difference in other section between the two groups.
(4)There was no significant interaction effect on creative attitude between gander and treatment.
(5)There was no significant difference on creative attitude between the boys and the girls.
(6)There was no significant difference on creative attitude between the experimental group and the control group.
2.The effect of computer adventure game instruction on the problem solving ability
(1)There was no significant interaction effect on problem solving ability between gander and treatment.
(2)There was no significant difference on problem solving ability between the boys and the girls.
(3)The students of experimental group got higher scores on problem solving ability than the students of control group.
3.The effect of computer adventure game instruction on the achievement motives
(1)There was significant interaction effect on successful tendency and achievement motives total scores between gander and treatment. Experimental girls are better than control girls on success tendency and achievement motives total scores.
(2)There was no significant difference on achievement motives between the boys and the girls.
(3)The students of experimental group got higher scores on self tendency、 success tendency、challenge tendency and achievement motives total scores than the students of control group, but there was no significant difference on between the two groups.
Finally, based on the result of this study, several suggestions for not only parents but also teachers who teach computer and further studies were presented.
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