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國小學童對於Wii體感式電玩的流暢體驗、休閒效益及運動參與程度之關係研究—以台中市國小高年級學生為例

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2017-02-27T08:05:40Z

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休閒運動管理研究所

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Abstract

本研究旨在探討國小高年級學童對於Wii體感式電玩的流暢體驗、休閒效益及運動參與程度之關係。本研究以立意取樣方式,挑選臺中市五所國小高年級學童共309名作為研究對象,採用問卷進行調查,並將回收資料使用SPSS統計軟體進行描述性統計、獨立樣本t檢定、皮爾遜積差相關、迴歸分析等方法,獲得以下結論:(一)有參與Wii的臺中市高年級學童比一般學童有良好的實際運動參與程度。(二)Wii體感式電玩可以提昇臺中市高年級女學童對於運動及體育課的興趣 。(三)玩Wii體感式電玩會產生流暢體驗與休閒效益,流暢體驗與休閒效益有顯著的正相關。(四)Wii體感式電玩會產生流暢體驗影響增加實際運動參與程度,成為改善運動參與度不足的管道之一。根據以上結論得知Wii體感式電玩可以幫助提升學童實際運動參與程度,學校以及家長可以適時的使用Wii,藉由Wii去引發學童對於實際運動參與的興趣。


The purpose of this study was to explore the study of flow experience, leisure benefit and sport participation of elementary school students for Wii video game. The 309 participants were in the fifth and sixth graders from five public elementary schools in Taichung City and the study was investigated through questionnaires.

Descriptive statistics, item analysis factor analysis, reliability and validity analysis, independent-sample T test, Pearson product-moment correlation, regression analysis were carried out on the data collected by SPSS statistics software and the results are as follow:

  1. The higher grade students in Taichung city elementary school showed great sport participation from participating in Wii video game; which 2) effectively enhance the interest of female student from participating in Wii video game. 3) Playing Wii video games produces flow experience and leisure benefit that are helpful to enhance Quality of life and Happiness from flow experience and leisure benefit. 4)Flow experience will affect the actual of sport participation. From the result, we understand that students' interest in the actual sport participation can allow parents and teachers to use Wii video game as a tool for learning in all aspects.

Description

學位類別:碩士
校院名稱:國立臺灣體育運動大學
系所名稱:休閒運動管理研究所
學號:19702003
畢業學年度:101年
論文頁數:86頁

Keywords

Wii體感式電玩;流暢體驗;休閒效益;運動參與程度, Wii video game;flow experience;leisure benefit;sport participation

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