技術型高中學生的正向心態與團隊向心力在以活動理論為架構之團隊合作遊戲中體驗價值之相關研究
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2021
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21世紀是個快速變遷的時代,單一知識體與個人單打獨鬥,已無法因應多變的社會需求。為因應高度合作需求的社會現況,臺灣教育當局於2014年所頒布之十二年新課綱中,亦將「人際關係與團隊合作」列為其三面九項的重要核心素養之一。本研究以活動理論為架構,設計具有團隊合作性質之「勇闖地雷陣」團隊合作遊戲,建構正向心態、團隊向心力、活動趣味價值、活動社會價值與學生活動表現等五個變項,以探究不同特質之技術型高中學生,在參與團隊合作遊戲後面對團隊合作的價值感受。本研究透過實驗研究及問卷調查法進行,採叢集抽樣對8個班級進行三堂課的教學實驗,有效問卷共回收211份。本研究經由SPSS 23以及AOMS20進行驗證性因素分析及結構方程模式分析,結果顯示:(一)學生的正向心態與團隊向心力之間具正相關。(二)學生的團隊向心力與學生的活動體驗價值具正相關。(三)學生的活動體驗價值與活動表現具正相關。(四)學生的正向心態會經由活動體驗價值與活動表現具正相關。(五)學生的團隊向心力亦會對活動表現具正相關。最後,根據研究發現,針對團隊合作遊戲在教學實務面向與未來研究提供建議。
The 21st century is an era of rapid change, where a single body of knowledge and an individual working alone can no longer meet the changing needs of society. In response to the high demand for cooperation in society, the 12-year new curriculum promulgated by Taiwan's education authorities in 2014 also includes "interpersonal relationships and teamwork" as one of the nine core competencies. Drawn on activity theory, the present study designed a teamwork game, called "Braving the Landmine", and constructs five variables: positive affect, perceived team cohesion, hedonic value, social value and student gameplay performance, to explore how "Braving the Landmine" could affect on technical high school students with different characteristics. The study was conducted by means of an experimental study and a questionnaire survey. There 211 valid questionnaires were returned from three experiment conducted in a cluster of eight classes. Data were subjected to confirmatory factor analysis and structure equation modeling, the results of this study indicated that: (1) Positive affect is positively related to team cohesion; (2) Team cohesion is positively related to perceived experiential value of gameplay; (3) Experiential value of gameplay is positively related to gameplay performance; (4) Positive affect is positively related to gameplay performance mediated by two types of experiential values; (5) Team cohesion is positively related to gameplay performance. According to the results, some suggestions were provided for future researches and usage.
The 21st century is an era of rapid change, where a single body of knowledge and an individual working alone can no longer meet the changing needs of society. In response to the high demand for cooperation in society, the 12-year new curriculum promulgated by Taiwan's education authorities in 2014 also includes "interpersonal relationships and teamwork" as one of the nine core competencies. Drawn on activity theory, the present study designed a teamwork game, called "Braving the Landmine", and constructs five variables: positive affect, perceived team cohesion, hedonic value, social value and student gameplay performance, to explore how "Braving the Landmine" could affect on technical high school students with different characteristics. The study was conducted by means of an experimental study and a questionnaire survey. There 211 valid questionnaires were returned from three experiment conducted in a cluster of eight classes. Data were subjected to confirmatory factor analysis and structure equation modeling, the results of this study indicated that: (1) Positive affect is positively related to team cohesion; (2) Team cohesion is positively related to perceived experiential value of gameplay; (3) Experiential value of gameplay is positively related to gameplay performance; (4) Positive affect is positively related to gameplay performance mediated by two types of experiential values; (5) Team cohesion is positively related to gameplay performance. According to the results, some suggestions were provided for future researches and usage.
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活動理論, 正向心態, 團隊向心力, 體驗價值, Activity theory, Positive affect, Team cohesion, Experiential value