
EN5722701
幼兒數位遊戲理論與實務
Theory and Practice of Digital Games for Young Children
從玩遊戲,到理解孩子;從數位體驗,到教育實踐。
From Playing Digital Games to Understanding Children;
From Digital Experiences to Educational Practice.
PBL 課程|幼兒數位遊戲|遊戲觀察|案例研討|教育實踐
PBL Course|Digital Play for Young Children|Play Observation|Case Studies|Educational Practice




課程介紹
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幼兒數位遊戲結合遊戲、科技、互動與多媒體,已成為當代幼兒生活與學習經驗的一部分。本課程從幼兒遊戲行為與發展出發,探討數位遊戲對幼兒學習、互動與教育的意義。
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本課程將帶領學生探索幼兒數位遊戲產業、科技與幼兒的關係,以及數位遊戲在教室內外的不同應用情境。透過實際試玩、遊戲觀察、案例研討與課堂討論,理解不同數位遊戲的設計理念、遊戲機制與學習取向。
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課程強調「做中學」與問題導向學習(PBL),學生將透過 Workshop 與分組討論,實際體驗各種類型的幼兒數位遊戲,從遊戲參與者的角度進行觀察與分析,並進一步思考數位遊戲如何支持幼兒的學習與發展。
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同時,課程也鼓勵學生從遊戲體驗進一步連結教育實務與研究,培養幼兒數位遊戲的觀察、分析與專業判斷能力,探索數位遊戲在幼兒教育、數位學習與教學實踐上的更多可能。
Course Overview
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Digital games integrate play, technology, interaction, and multimedia, and have become an increasingly important part of young children’s everyday lives and learning experiences. This course explores digital play from the perspectives of children’s play behaviors and development, with a focus on its educational significance and implications for learning and interaction.
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The course examines the digital game industry for young children, the relationship between technology and young children, and the applications of digital games both inside and outside the classroom. Through hands-on gameplay, play observation, case studies, and classroom discussions, students explore different game designs, mechanisms, educational approaches, and learning purposes.
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Emphasizing learning by doing and Problem-Based Learning (PBL), the course provides students with opportunities to experience various types of digital games designed for young children. Through workshops and group discussions, students observe and analyze digital play from the perspective of players and educators, and consider how digital games can support children’s learning and development.
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Students are also encouraged to connect their gameplay experiences with educational practice and research. Through observation, analysis, discussion, and reflection, they develop professional perspectives and judgment regarding digital games for young children and explore their potential in early childhood education, digital learning, and innovative teaching practices.

課程獲獎與肯定
Course Awards & Recognition
本課程持續獲得教學相關獎項肯定,展現課程以問題導向學習(PBL)與創新教學為核心,結合幼兒數位遊戲體驗、遊戲觀察、案例研討與實務操作,引導學生探索數位遊戲與幼兒學習、發展及教育應用之間的關係。
The course has received continued recognition through teaching-related awards, demonstrating its commitment to Problem-Based Learning (PBL) and innovative teaching. By integrating digital game experiences, play observation, case studies, and hands-on practice, the course encourages students to explore the relationships among digital games, young children’s learning and development, and educational applications.
🏆 107 年第一學期|2018 Fall Semester
問題導向學習 PBL 教學獎勵
Problem-Based Learning (PBL) Teaching Award
🏆108 年第一學期|2019 Fall Semester
創新教學獎勵
Innovative Teaching Award
🏆109 年第二學期|2021 Spring Semester
問題導向學習 PBL 教學獎勵
Problem-Based Learning (PBL) Teaching Award
🏆 112 年第二學期|2024 Spring Semester
問題導向學習 PBL 教學獎勵
Problem-Based Learning (PBL) Teaching Award
🏆 113 年第二學期|2025 Spring Semester
問題導向學習 PBL 教學獎勵
Problem-Based Learning (PBL) Teaching Award
學生作品、相關出版及研究發表
Student Projects, Related Publications & Research Presentations
本課程結合教師長期投入幼兒數位遊戲與幼兒教育的研究,將研究成果、教學實踐與課堂內容相互連結。教師透過幼兒數位遊戲的實際設計、觀察與教學實踐,持續探討幼兒的遊戲行為、學習經驗與數位遊戲的教育意義,並將課程中的教學經驗與研究成果延伸至國際期刊、學術研討會及相關出版。透過教學與研究的持續對話,讓課程內容不僅建立於理論,也回應真實的幼兒教育現場與數位遊戲發展。
The course is closely connected to the instructor’s ongoing research in digital games for young children and early childhood education, integrating research findings, teaching practice, and classroom learning. Through the design, observation, and educational implementation of digital games, the instructor continuously explores children’s play behaviors, learning experiences, and the educational significance of digital games. Classroom experiences and research outcomes are further extended into international journal publications, academic conference presentations, and related publications. Through an ongoing dialogue between teaching and research, the course connects theoretical knowledge with real-world practices in early childhood education and the development of digital games.
🖊️書本出版
Book Publication
《進入孩子的思維世界:幼兒遊戲探究》
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湯梓辰(2019)。《進入孩子的思維世界:幼兒遊戲探究》。索引數位出版社。
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本書從幼兒遊戲出發,探討幼兒如何透過遊戲理解世界,並延伸思考遊戲與幼兒學習、發展及教育實踐之間的關係。書中所探討的幼兒遊戲觀點,也成為本課程理解幼兒數位遊戲行為與教育意義的重要基礎。
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Entering the World of Children's Minds: An Inquiry into Play for Young Children
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Tang, J. T. (2019). Entering the World of Children's Minds: An Inquiry into Play for Young Children. Index Digital Press.
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The book explores how young children understand the world through play and examines the relationships among play, learning, development, and educational practice. Its perspectives on children’s play also provide an important foundation for understanding young children’s digital play behaviors and their educational implications in this course.
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📚 期刊研究成果
Journal Publications
🌎 國際期刊
International Journal Publications
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Tang, J. T. (2024). A Mixed-Methods Study on Children's Learning Achievements and Engagement with a Self-Care Story-Based Game: Broadening Implications for ICT in Early Childhood Education. Education and Information Technologies (SSCI), 30, 10693–10723. DOI: 10.1007/s10639-024-13272-z. (課程延伸之教師研究|Faculty Research Extended from Course Practice)
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Tang, J. T., Nien, W. T., & Wang, Y. C. (2023). Preschoolers' Mathematics Game Preferences and Learning Performance through Designing a Degree of Freedom for a Tablet Game. Education and Information Technologies (SSCI), 28, 16311–16331. DOI: 10.1007/s10639-023-11865-8.
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Tang, J. T. (2023). Comparative study of game-based learning on preschoolers’ English vocabulary acquisition in Taiwan. Interactive Learning Environments (SSCI), 31(4), 1958–1973. DOI: 10.1080/10494820.2020.1865406. (課程延伸之教師研究|Faculty Research Extended from Course Practice)
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Tang, J. T., Chu, S. T., & Chang, T. F. (2024). Enhancing English alphabet handwriting skills in preschool children through digital game-based learning approach. Innovation in Language Learning and Teaching (SSCI), 19(4), 297–315. DOI: 10.1080/17501229.2024.2352791.
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Tang, J. T. (2022). A Practical Action Research of Portfolio Assessment on Building the Learning Community for Graduate Students in Taiwan. Systemic Practice and Action Research (SSCI), 35, 555–578. DOI: 10.1007/s11213-021-09583-8. (課程延伸之教師研究|Faculty Research Extended from Course Practice)
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Tang, J. T. (2020). A Study of Taiwanese Children's Learning and Preferences in Game-Based Learning Scenarios. E-Learning and Digital Media (ESCI). DOI: 10.1177/2042753020980124. (課程延伸之教師研究|Faculty Research Extended from Course Practice)
📖 中文期刊 (Chinese Journals)
1. 湯梓辰(2025)。建立學習共同體之個案歷程檔案評量實踐研究——深化研究生在地化之幼兒遊戲理論之探究。人文社會學報,21(2),89–125。https://doi.org/10.29506/JLASS (課程延伸之教師研究)
Tang, J. T. (2025). Establishment of a learning community: A case study on the implementation of process portfolio assessment—Deepening graduate students’ exploration of localized theories on early childhood games. Journal of Humanities and Sociology, 21(2), 89–125. https://doi.org/10.29506/JLASS (Faculty Research Extended from Course Practice) [English translation]
2. 湯梓辰(2023)。以大數據分析探討台灣幼兒對數位遊戲偏好及學習成效。清華教育學報,39(2),1–34。https://doi.org/10.6869/THJER_202212_39(2).0001 (課程延伸之教師研究)
Tang, J. T. (2023). Using big data analysis to explore Taiwanese children’s preferences for digital games and learning outcomes. Tsing Hua Journal of Education, 39(2), 1–34. https://doi.org/10.6869/THJER_202212_39(2).0001 (Faculty Research Extended from Course Practice) [English translation]
🎓 研討會發表
Conference Presentations
🌎 國際研討會
International Conferences
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Tang, J. T., & Chen, P. (2026, June). Design and application of STEM digital games in Taiwanese kindergartens. APSCE TBICS Festival of Learning 2026, Kumamoto, Japan.
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Tang, J. T., & Hung, C. K. (2025, May). Promoting Multicultural Literacy in Kindergarten through Digital Game. Global Chinese Conference on Computers in Education (GCCCE), Wuxi, China.
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Nien, W. T., Wang, Y. C., & Tang, J. T. (2021, November). Children’s preference analysis of a logic game: Lily’s Closet. 29th International Conference on Computers in Education (ICCE 2021), Bangkok, Thailand.
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Wang, Y. C., Nien, W. T., & Tang, J. T. (2021, November). A mixed-methods study of Taiwanese children’s preferences for a mobile game. 29th International Conference on Computers in Education (ICCE 2021), Bangkok, Thailand.
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Tang, J. T. (2020, July). A comparative study of English vocabulary game-based learning for Taiwanese preschool children. 21st International CALL Research Conference 2020, Waseda University, Tokyo, Japan. (Faculty Research Extended from Course Practice)
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Tang, J. T. (2019, May). The application of game-based learning in Vygotsky’s scaffolding theory. IEEE International Conference on Consumer Electronics-Taiwan (IEEE 2019 ICCE-TW), Yilan, Taiwan. (Faculty Research Extended from Course Practice)
📖 國內研討會
Domestic Conferences
1. 陳平、湯梓辰(2026年3月)。 應用線上互動遊戲平台於兒童語言學習之研究──以色彩認知為例。台灣數位學習發展2026研討會(TWELF 2026),日月潭教師會館,南投。
Chen, P., & Tang, J. T. (2026, March). Applying an online interactive game platform to children’s language learning: A case study of color cognition. Taiwan E-Learning Forum (TWELF 2026), Sun Moon Lake Teachers’ Hostel, Nantou, Taiwan. [English translation]
2. 趙彥俞、湯梓辰(2023年12月)。 設計一本《別忘了抬頭》數位繪本探討幼兒美感素養之個案研究。2023年台灣教育傳播暨科技學會年會(TAECT 2023),淡江大學,臺北。
Chao, Y. Y., & Tang, J. T. (2023, December). Designing a digital picture book, Don’t Forget to Look Up, to explore young children’s aesthetic literacy: A case study. 2023 Annual Conference of the Taiwan Association for Educational Communications and Technology (TAECT 2023), Tamkang University, Taipei, Taiwan. [English translation]
3. 陳萱、翁楊絲茜、湯梓辰、翁兆言(2023年3月)。 品德教育繪本導入教育機器人對幼兒園兒童專注力、學習感受之分析:以比較多人組及個人組為例。台灣數位學習發展2023研討會(TWELF 2023),墾丁福華渡假飯店,屏東。
Chen, H., Weng, Y. S. C., Tang, J. T., & Weng, C. Y. (2023, March). An analysis of the effects of integrating moral education picture books with educational robots on kindergarten children’s attention and learning experiences: A comparison between group and individual learning. Taiwan E-Learning Forum (TWELF 2023), Howard Beach Resort Kenting, Pingtung, Taiwan. [English translation]
4. 湯梓辰(2022年12月)。 探討後疫情時代下幼兒數位遊戲學習之實踐策略。2022年台灣教育傳播暨科技學會年會(TAECT 2023),國立臺北教育大學,臺北。(課程延伸之教師研究)
Tang, J. T. (2022, December). Exploring practical strategies for digital game-based learning among young children in the post-pandemic era. 2022 Annual Conference of the Taiwan Association for Educational Communications and Technology (TAECT 2023), National Taipei University of Education, Taipei, Taiwan. (Faculty Research Extended from Course Practice) [English translation]
5. 湯梓辰(2022年12月)。 幼兒自然科學主題一個月課程設計教案——小豆子的成長日記。2022年台灣教育傳播暨科技學會年會(TAECT 2023),國立臺北教育大學,臺北。(課程延伸之教師研究) 獲教案獎
Tang, J. T. (2022, December). A one-month curriculum design for early childhood natural science: The Growth Diary of a Little Bean. 2022 Annual Conference of the Taiwan Association for Educational Communications and Technology (TAECT 2023), National Taipei University of Education, Taipei, Taiwan. (Faculty Research Extended from Course Practice) [English translation] |Lesson Plan Award
6. 張東鳳、朱詩婷、湯梓辰(2022年12月)。 後疫情時代下探討數位平板對於幼兒手寫成效之影響。「拋專引育——後疫情時代教育專業知能成長」學術研討會,國立高雄師範大學,高雄。
Chang, T. F., Chu, S. T., & Tang, J. T. (2022, December). Exploring the effects of digital tablets on young children’s handwriting performance in the post-pandemic era. Professional Knowledge Growth in Education in the Post-Pandemic Era Conference, National Kaohsiung Normal University, Kaohsiung, Taiwan. [English translation]
7. 朱詩婷、張東鳳、湯梓辰(2021年12月)。 後疫情時代下探討數位平板書寫遊戲對於幼兒及教師之影響分析研究計畫。2021國家講座系列活動:「跨疫情的教與學:思維創新與實踐革新」,國立臺灣師範大學,臺北。
Chu, S. T., Chang, T. F., & Tang, J. T. (2021, December). Exploring the effects of digital tablet writing games on young children and teachers in the post-pandemic era. 2021 National Lecture Series: Teaching and Learning Across the Pandemic—Innovative Thinking and Practice, National Taiwan Normal University, Taipei, Taiwan. [English translation].
8. 湯梓辰、粘為東(2020年11月)。 探討幼兒數位遊戲的年齡、偏好與學習成效之相關性研究——以一款數位的數學遊戲「莉莉的衣櫃」為例。2020第十一屆教育創新國際學術研討會(ICEI),國立清華大學,新竹。
Tang, J. T., & Nien, W. T. (2020, November). Exploring the relationships among age, preferences, and learning outcomes in digital games: A case study of the digital mathematics game Lily’s Closet. 2020 11th International Conference on Educational Innovation (ICEI), National Tsing Hua University, Hsinchu, Taiwan. [English translation]