以Calorie challenger app遊戲探究國小學童之後設認知察覺、遊戲興趣、遊戲焦慮感、遊戲心流體驗與學習健康知識成效之相關研究

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2025

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現今社會,國人追求精緻飲食,使得卡路里攝取過多,導致肥胖比率逐年上升。根據衛福部調查,近年來國小學童過重及肥胖率已達三成以上,顯示學童體重超重的問題已十分嚴峻。為了教導學童正確的健康飲食知識,並讓孩子能對健康知識有興趣,而自發主動地去學習。本研究利用Calorie challenger app遊戲融入健康與體育領域課堂教學中,探討國小高年級學童學習卡路里健康知識之「後設認知察覺」、「遊戲興趣」、「遊戲焦慮感」、「遊戲心流體驗」、「學習成效」之關係,以及在不同背景變項、不同時間序列下,學童的各變項間之差異情形。本研究採問卷調查法及準實驗研究法,以新北市某國小之高年級學生為研究對象。在健康與體育領域課堂教學中融入Calorie challenger app遊戲,進行輔助教學,並進行前後測。在教學後,對共計172位學生填寫以Calorie challenger app遊戲探究國小學童之後設認知察覺、遊戲興趣、遊戲焦慮感、遊戲心流體驗、學習健康知識成效之調查問卷,回收152份有效問卷。而後以描述性分析、信效度分析、PLS-SEM結構方程模型分析、獨立樣本t檢定、單因子變異數分析、時間序列分析進行資料分析處理,得出本研究結論如下:一、使用Calorie challenger app遊戲學習健康知識,國小學童的「後設認知察覺」與「遊戲興趣」呈現正相關二、使用Calorie challenger app遊戲學習健康知識,國小學童的「後設認知察覺」與「遊戲焦慮感」呈現負相關三、使用Calorie challenger app遊戲學習健康知識,國小學童的「遊戲興趣」與「遊戲心流體驗」呈現正相關四、使用Calorie challenger app遊戲學習健康知識,國小學童的「遊戲焦慮感」與「遊戲心流體驗」呈現負相關五、使用Calorie challenger app遊戲學習健康知識,國小學童的「遊戲心流體驗」與「學習成效」呈現正相關六、使用Calorie challenger app遊戲學習健康知識,國小學童的「後設認知察覺」與「學習成效」呈現間接正相關 七、Calorie challenger app遊戲學習卡路里健康知識,能有效提升學習成效。 八、差異性分析結果 (一) 不同載具體驗Calorie challenger app遊戲對於「後設認知察覺」、「遊戲興趣」與「遊戲焦慮感」無顯著差異;但對「遊戲心流體驗」和「學習成效」有顯著差異 (二) 個人飲食習慣對於「後設認知察覺」、「遊戲興趣」、「遊戲焦慮感」與「遊戲心流體驗」無顯著差異;但對「學習成效」有顯著差異。 (三) 飲食是否注意卡路里對於「遊戲興趣」、「遊戲焦慮感」、「遊戲心流體驗」和「學習成效」均無顯著差異,但對「後設認知察覺」有顯著差異 (四) 性別、平常使用載具習慣、家庭飲食習慣對各構面均無差異。 九、交互作用分析 (一) 性別與不同載具體驗Calorie challenger app遊戲對學習成效有顯著交互作用 (二) 平常使用載具習慣與家庭飲食習慣對心流體驗有顯著交互作用 根據研究結論顯示,學生遊玩Calorie challenger app遊戲後,對於學習卡路里知識是有顯著助益,且學生對於Calorie challenger app遊戲表示喜愛,願意自動自發地去學習卡路里知識。使用手機載具的學生,在學習成效上有更好的表現,證實了學生在多感官互動下,可以更專注於遊戲,並快速認知到錯誤的選項,以學習正確的卡路里知識。
In today's society, the pursuit of sophisticated diet, making excessive calorie intake, leading to obesity rate increases year by year. According to a survey conducted by the Ministry of Health and Welfare, the overweight and obesity rate of elementary school children in China has reached more than 30% in recent years, indicating that the problem of overweight among schoolchildren has become very serious. In order to teach school children the correct knowledge of healthy eating, and to enable children to be interested in health knowledge, they will take the initiative to learn.In this study, the Calorie challenger app game was integrated into health and physical education classroom teaching to investigate the relationships among “postulated cognitive awareness”, “game interest”, “game anxiety”, “game mind-flow experience”, and “learning effectiveness” of calorie health knowledge for sixth-grade elementary school students, as well as the differences among the variables in different contextual variables and different time sequences. The study was conducted in the following ways.This study was conducted using a questionnaire survey and a quasi-experimental research method with sixth grade students of an elementary school in New Taipei City. The Calorie challenger app game was incorporated into the health and physical education classroom to supplement teaching and learning, and a pre and post-test was administered. After teaching, 172 students completed a survey on the effectiveness of the Calorie challenger app game in exploring children's cognitive awareness, interest in games, anxiety, experience of game flow, and learning health knowledge. The data were then processed by descriptive analysis, reliability and validity analysis, PLS-SEM structural equation modeling analysis, independent sample t-test, one-way analysis of variance, and time series analysis. Research Findings: 1. Elementary school students who used the Calorie challenger app to learn about health knowledge showed a positive correlation between metacognitive awareness and game interest.2. A negative correlation was found between metacognitive awareness and game anxiety.3. There was a positive correlation between game interest and flow experience during gameplay.4. A negative correlation was observed between game anxiety and flow experience.5. A positive correlation existed between flow experience and learning outcomes.6. Metacognitive awareness was indirectly positively correlated with learning outcomes.7. The Calorie challenger app was effective in improving students’ learning outcomes in calorie-related health knowledge.8. Findings from Difference Analyses:(1) The type of device used did not significantly affect metacognitive awareness, game interest, or game anxiety, but it did significantly affect flow experience and learning outcomes.(2) Students' personal dietary habits had no significant effect on most variables, except for learning outcomes. (3) Attention to calorie intake did not significantly affect game interest, anxiety, flow, or learning outcomes, but it did significantly affect metacognitive awareness. (4) Gender, device usage habits, and family dietary habits showed no significant differences across all measured variables. 9. Interaction Effects: (1) There was a significant interaction effect between gender and device type on learning outcomes.(2) A significant interaction effect was found between regular device usage and family dietary habits on flow experience.According to the research findings, students showed significant improvement in their understanding of calorie-related knowledge after playing the Calorie Challenger app game. Moreover, students expressed a strong liking for the Calorie Challenger game and demonstrated a willingness to engage in self-directed learning about calories. Students who used mobile devices performed better in terms of learning outcomes, confirming that multi-sensory interaction helps students stay more focused on the game and quickly recognize incorrect choices, thereby facilitating the acquisition of accurate calorie knowledge.

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後設認知察覺, 遊戲興趣, 遊戲焦慮感, 遊戲心流體驗, Calorie challenger app遊戲, 健康與體育領域, 創意教學, metacognitive awareness, game interest, game anxiety, game mind-flow experience, Calorie challenger app, health and physical education, creative teaching

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