教學實踐研究 -第1卷 第1期 (2021-05-26)
一般論文

透過即時反饋系統提升學習興趣與成效之實踐研究:以電機系大學部課程為例

謝東佑 (Hsieh Tong-Yu) 國立中山大學電機工程學系副教授
第1卷第1期,P1-23
10.7007/JSoTL.202103_1(1).0002
如何提升學生的學習興趣和學習成效,一直是教師教學的一大挑戰。在傳統單向式的講授方式中,教師極難掌握學生對於課程內容的吸收程度,然而,這卻是落實課堂成效與提升學習興趣的關鍵。教師若是上課節奏過快,極可能讓學生無法充分了解課程內容,導致進度落後,甚至放棄課程——幸運的是,使用即時反饋系統將可有效解決此問題。關於使用即時反饋系統提升教學成效的相關研究大多針對中、小學生,對於如何將即時反饋系統融入大學課堂中的研究則極為罕見;實際上,採用現有兩種常用的即時回饋系統:Kahoot!與Zuvio的研究也相對稀少。此兩種系統的一大優點為方便實施,僅需手機或平板電腦即可進行。本研究探討如何基於Kahoot!與Zuvio開發創新教學方法與流程並提供相關應用建議,此方法易融入教師原有授課方式。此外,也分析、比較與探討這兩種即時回饋系統的特性與使用時機。本研究以電機系大學部大三、大四共73位學生的IC設計專業選修課程為實驗課程,透過質化與量化統計方式分析探討學習興趣與成效之變化。研究成果顯示:善用Kahoot!與Zuvio確實能有效提升學生之學習興趣,幫助學生掌握課程內容,也讓教師瞭解學生的學習狀況。
活化教學,即時反饋系統,教學品質,學習效能,學習興趣
1. 李任軒(2018)。使用Kahoot!平台對高中生地理科學習動機與學習成就影響之研究(未出版碩士論文)。樹德科技大學,高雄市。
2. 沈于楟(2015)。探討線上評量對國中生歷史科學習動機與學習成就之影響—以Kahoot平台為例(未出版碩士論文)。國立虎尾科技大學,雲林縣。
3. 林麗春(2016)。互動式APP-Plickers融入低年級學童健康飲食之認知成效探討(未出版碩士論文)。國立台中教育大學,台中市。
4. 邱怡云(2019)。運用即時反饋系統Plickers輔助國小六年級學童數學學習成效之行動研究—以「分數除法」單元為例(未出版碩士論文)。國立台中教育大學,台中市。
5. 徐學正(2012)。運用合作學習教學法與班級經營策略改進國中學生學習之行動研究(未出版碩士論文)。國立彰化師範大學,彰化市。
JSOTL

Practice Research on Enhancement in Learning Interests and Learning Performance via An Interactive Response System: A Case Study on an Undergraduate Electrical Engineering Course

Hsieh Tong-Yu
Volume 1/ Issue 1, P1-23
10.7007/JSoTL.202103_1(1).0002
How to enhance students' learning interest and performance has always been a major challenge for teachers. In the traditional one-way teaching method, it is extremely difficult for teachers to understand students' learning status. If the teacher's class rhythm is too fast, it is very likely that students will not be able to fully understand the course content, resulting in more and more people unable to keep up with the progress, in turn leading to a loss of interest in learning quickly, or even give up the course. Fortunately, using an interactive response system will effectively solve this problem. However, most of the relevant research in the literature on the use of instant feedback systems to improve teaching effectiveness is aimed at senior/junior high-schools and elementary-school students. Researches on university classrooms are extremely rare. In addition, there are also relatively few studies using Kahoot! and Zuvio, which are two commonly used instant feedback systems. A major advantage of these two systems is that they are relatively easy to implement, requiring only a mobile phone or tablet computer. This paper discusses how to develop innovative teaching methods based on Kahoot! and Zuvio while also provides relevant application suggestions. This method can be easily integrated into the original teaching methods of teachers. We also analyze, compare and discuss the characteristics and application scenarios of these two systems. This study takes an elective course for IC design majors, which covers 73 junior and senior students of the Department of Electrical Engineering, as an experimental course. We also use qualitative and quantitative statistical methods to analyze and discuss changes in students' interest in learning and performance. The research results show that making good use of Kahoot! and Zuvio can effectively enhance students' learning interests, help students keep up with the content of the course, and let teachers understand students' learning status.
teaching activation, interactive response system, teaching quality, learning performance, learning interest