- Supplementary Content
- 10.6842/nctu.2009.00120
教師線上遊戲經驗在教師玩興、對學生遊戲動機、情緒、學習成長認知與師生關係之差異研究
- Jan 01, 2009
- 何靜雯
The main purpose of this study was to explore if there were differences among the teachers’ playfulness, their perceptions of the students’ online gaming motivation, emotion, learning, and the teacher-student game-related relationship owing to teachers’ own experiences in online games. The participants were 723 teachers from the elementary schools, junior high schools, and senior (vocational) high schools in all areas of Taiwan. The surveys used in this study included the Inventory of Teacher Playfulness, the Inventory of Students’ Online Gaming Motivation, the Inventory of Students’ Online Gaming Positive and Negative Emotion, the Inventory of Students’ Online Gaming Learning, and the Inventory of Teacher-Student Game-related Relationship. The applied analysis methods were confirmatory factor analysis, t-test and one-way ANOVA. The main findings of this study were as follow: 1.In the dimension of “enjoyment of trying and satisfaction obtaining” among the teachers’ playfulness, teachers who have some online gaming experience were higher than those teachers who have little gaming experiences. 2.In the perceptions of students’ motivation in “role-playing” and “manipulation” among the students’ gaming motivation, non-player-teachers were higher than player-teachers 3.The teachers’ with different online gaming experiences showed no significant difference in the students’ gaming emotion, neither in a positive nor in a negative way. 4.In terms of students’ game-related learning, teachers with ordinary gaming experiences were higher in their perceptions of social relationship dimension than teachers without gaming experiences, teachers with little gaming experiences, and teachers with some gaming experiences 5.In terms of the online gaming relationship between teachers and students, player teachers was better than non-player teachers. Teachers with some gaming experiences, teachers with ordinary gaming experiences, and teachers with lots of gaming experiences were better than teachers without gaming experiences. Teachers with ordinary gaming experiences, and teachers with lots of gaming experiences were also better than teachers with some gaming experiences and teachers with little gaming experiences. 6.In terms of teachers’ demographic variables, there existed significant differences in the students’ negative gaming emotion, achievement and escapism of the students’ gaming motivation, satisfaction, social relationship, and organization management and creation of the students’ gaming learning, and the online gaming relationship between teachers and students. However, there’s no significant difference in teachers’ playfulness and the students’ positive gaming emotion. This study discussed the results based on above statistical findings, and proposed some suggestions for teachers and for future studies.
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