教育學院

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教育學院成立於民國44年6月5日,時值臺灣省立師範學院改制為臺灣省立師範大學,初設教育、社會教育、體育衛生教育、家政教育、工業教育五個學系,發展迄今,本院共設有7個學系(均含學士、碩士及博士班)、5個獨立研究所、1個院級在職碩士專班。

本院為國內歷史最久之教育學院,系所規模、師資,及學生品質向為國內首屈一指,培育英才無數,畢業校友或擔任政府教育行政單位首長及中堅人才、或為大學校長及教育相關領域研究人員、或為國內中等教育師資之骨幹、或投入民間文教事業相關領域,皆為提升我國教育品質竭盡心力。此外,本學院長期深耕學術,研究領域多元,發行4本 TSSCI 期刊,學術聲望備受國內外學界肯定,根據 2015 年 QS 世界大學各學科排名結果,本校在教育學科名列第22名,不僅穩居臺灣第一,更躍居亞洲師範大學龍頭。

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    行動數位渾天儀用於國小天文觀測教學
    (2010) 張珈; Zhang Jia
    天文觀測一直都是九年一貫課程綱要裡,較難實施完善教學的課程,也是國小學童普遍反應最難以學習的單元之一(姜滿,1997)。其原因來自於教學內容的性質與其它的課程不同,天文觀測仰賴實際上的體驗,以結合學生的自我概念形成,而體驗的實施卻與現行國小教育體制相互牴觸。天文觀測仰賴天時、地利、人和與設備等因素,而這些天時、地利、人和往往與正課或現行教育體制無法配合。 本研究歸納出國小天文觀測教學待解決的缺失與困境來自於兩大因素:教學因素(內因)與環境因素(外因)。為解決這些困境因而發展手持式數位渾天儀(Mobile Digital Armillary Sphere),打破現有的天文教學單元現狀上的惡性循環,開發全新的教學工具,引入新的教學技術、方法,將有助於改革現有天文科學教學模式,提供給教師與學生不受時間與空間限制的全新學習工具,在教室內提供不輸戶外教學的直覺式學習。 手持式數位渾天儀(MDAS),是利用擴增實境(Augmented reality)的概念與技術,運用行動裝置上的G-sensor感應器與電子羅盤,建構出虛擬的全天星空環境。相同的概念在i-Phone上已被多數的遊戲、學習軟體所應用,被證明能有效結合實際感受的提升。 本研究結果證實,MDAS投入國小天文教學課程,能有效提升學生對於「天文觀測課程的基本學習」(星座的基本觀念)的學習成效,以及「天文觀測實體技能的學習」(星座的辨認能力)的部分學習成效。另外,透過MDAS工具,將能有效提升學生的學習興趣(神馳經驗)。
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    結合科學探究學習與影片協同製作行動應用程式之開發與評估
    (2019) 孫景滙; Sun, Ching-Hui
    本系統開發旨在建置一個結合科學探究學習與影片協同製作的行動應用程式(APP),並於APP建置完成後進行系統評估,以瞭解使用者對其滿意程度以及將其應用於實際課堂中的可行性。系統開發環境為iOS系統,以Swift3.0為開發語言,Xcode為開發工具,採取雛形演進策略為系統開發方法,並於開發過程中邀請國小高年級學生使用應用程式的第一期雛型,記錄學生操作歷程以偵測系統功能錯誤,作為第二週期雛型演進的依據。完成第二期雛型後再次邀請國小高年級學生使用APP進行科學探究學習活動以偵測系統功能錯誤、確定系統發展方向,並進行滿意度調查。待完成版本APP建置完成後,以新北市某國小28位五年級學生為參與者,進行科學探究影片製作學習活動,於活動後進行滿意度調查,並訪談3位學生以了解其對APP之看法及建議。經由使用者多次測試及系統評估結果,得知本系統可支持國小學童協同製作科學探究影片,並能提供建議給未來結合科學探究學習與影片協同製作的行動應用程式開發參考。
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    Mobile guide system using problem-solving strategy for museum learning: asequential learning behavioural pattern analysis
    (John Wiley & Sons Ltd, 2010-04-01) Sung, Y. T.; Hou, H. T.; Liu, C. K.; Chang, K. E.
    Mobile devices have been increasingly utilized in informal learning because of their high degree of portability; mobile guide systems (or electronic guidebooks) have also been adopted in museum learning, including those that combine learning strategies and the general audio–visual guide systems. To gain a deeper understanding of the features and limitations of these guide systems in a museum-learning context and also to provide new designs that better guide learners in interacting with peers and exhibitions, in-depth exploration of learners' actual visits and analyses of their behavioural patterns is crucial. This study was based on empirical observation and analysis of the learning behaviours (recorded on video) of 65 elementary-school students who were placed into three groups: mobile guide with problem-solving strategy, audio–visual mobile guide and paper-based learning-sheet guide. By coding and analysing the video and conducting sequential analysis and frequency analysis of learning-related discussion content, behavioural interaction patterns were determined by which the features and limitations of the different types of guides were compared. Among the findings, it was discovered that the students in the problem-solving mobile guide group showed a higher level of two-way interactions with their peers and the exhibits, as well as more learning-related discussions. Relevant suggestions for teachers, researchers and guide-systems developers are also given.
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    Mobile guide system using problem-solving strategy for museum learning: A sequential learning behavioral pattern analysis
    (Wiley-Blackwell, 2010-04-01) Sung, Y. T.; Hou, H. T.; Liu, C. K.; Chang, K. E.
    Mobile devices have been increasingly utilized in informal learning because of their high degree of portability; mobile guide systems (or electronic guidebooks) have also been adopted in museum learning, including those that combine learning strategies and the general audio–visual guide systems. To gain a deeper understanding of the features and limitations of these guide systems in a museum-learning context and also to provide new designs that better guide learners in interacting with peers and exhibitions, in-depth exploration of learners' actual visits and analyses of their behavioural patterns is crucial. This study was based on empirical observation and analysis of the learning behaviours (recorded on video) of 65 elementary-school students who were placed into three groups: mobile guide with problem-solving strategy, audio–visual mobile guide and paper-based learning-sheet guide. By coding and analysing the video and conducting sequential analysis and frequency analysis of learning-related discussion content, behavioural interaction patterns were determined by which the features and limitations of the different types of guides were compared. Among the findings, it was discovered that the students in the problem-solving mobile guide group showed a higher level of two-way interactions with their peers and the exhibits, as well as more learning-related discussions. Relevant suggestions for teachers, researchers and guide-systems developers are also given.