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系統識別號 U0026-0406201810243800
論文名稱(中文) 不同多重作業與網路使用經驗的相關研究探討
論文名稱(英文) The Investigation of the relationship between different multitasking and internet-use experience
校院名稱 成功大學
系所名稱(中) 心理學系
系所名稱(英) Department of Psychology
學年度 106
學期 2
出版年 107
研究生(中文) 陳永詮
研究生(英文) Yong-Quan Chen
學號 u76044020
學位類別 碩士
語文別 中文
論文頁數 34頁
口試委員 指導教授-謝淑蘭
召集委員-張芸瑄
口試委員-黃碧群
中文關鍵字 數位科技  多重作業  雙重作業  作業轉換  網路使用 
英文關鍵字 digital technology  multitasking  dual task  task switching  internet-use experience 
學科別分類
中文摘要 在這個數位化科技的時代,諸多數位產品如手機、電腦和網際網路等已經在我們日常生活中無所不在。因此每個人時時刻刻都會經驗到多重作業的情境,例如:邊上網瀏覽資料、邊使用網路聊天室聊天;邊上課、邊使用手機回覆訊息等等。本研究針對20-30歲的健康成年人為研究對象。探討長期使用數位科技產品的現代年輕人,其網路成癮傾向是否會影響高多重作業的表現。此外,本研究亦探討不同網路行為使用量的年輕成年人,在執行多重作業任務時是否有所不同。本研究結果顯示網路成癮傾向高者的多重作業表現較好;在網路使用量高者的多重作業的表現也比較佳。本研究另一主軸為探討有無遊玩網路遊戲的分組在實驗室內作業(多重作業和作業轉換)與高生態效度多重作業的比較,在網路遊戲與非網路遊戲的兩組實驗參與者的結果顯示,網路遊戲組在高生態效度多重作業的表現優於非網路遊戲組,但在實驗室內作業的表現則沒有顯著差異。
本研究首先為建置高生態效度多重作業之結構方程模型,並確認高生態效度多重作業之能力,此處以Logie等人(2011) 開發的一套多重作業實驗環境─愛丁堡虛擬任務實驗(Edinburgh Virtual Errands Test)為主要實驗,藉此再次重現此實驗的結果。在第二章研究方法中介紹愛丁堡虛擬任務實驗的施測詳細內容與步驟,其中實驗參與者為132名。於第三章研究結果中表8和表9的相關矩陣中顯示高生態效度多重作業之表現與口頭工作記憶、空間工作記憶皆有高度的相關,而圖12的結構方程模型其中的規劃能力和記憶也是影響多重作業表現的變因之一。以上結果皆與Logie 等人(2011)的結果是一致的,因此可將愛丁堡虛擬任務實驗可應用於台灣族群。
在實驗室內的多重作業(雙重作業和作業轉換)與生態效度高的多重作業(EVET)之比較,以及這幾個作業與網路成癮、網路使用的相關,實驗參與者共72名。其結果在第三章研究結果中的表10顯示:雙重作業在視覺上的虧損和作業轉換的混合虧損(反應時間)皆與生態效度高的多重作業表現有相關。在網路使用上也與生態效度高的多重作業表現有關聯,尤其是有遊玩網路遊戲的實驗參與者在高生態效度多重作業的表現上較好),但此結果在實驗室內的作業(雙重作業和作業轉換)則沒有顯著差別。
本研究的結果發現有遊玩網路遊戲的實驗參與者較沒有遊玩網路遊戲的實驗參與者的高生態效度多重作業表現較佳,表示其高生態效度多重作業在有無遊玩網路遊戲分組的組別差異較大,但是實驗室內作業(雙重作業和作業轉換)的表現則沒有顯著差異。高生態效度多重作業在執行時同時會動用到多種認知能力(一般認知能力和高階認知能力同時進行),實驗室內的作業則通常一次鎖定特定的認知能力,並非如高生態效度多重作業的同時進行,因此兩者間的認知歷程並不一樣。
英文摘要 In this highly developed society, many digital products are around us. This study included healthy adults aged 20-30 years old. The study found that young adults have long-term using experience of digital technology products which affects their multitasking performance. We use Chen Internet Addiction Scale and Internet Use Questionnaire to survey internet-use experience of subjects and evaluate multitasking ability by multitasking of high ecological validity and laboratory-based tasks (dual task and task switching). We assigned the subjects into two groups by Internet Use Questionnaire, one group is frequent internet-gaming experience group, another group is infrequent internet-gaming experience group. The result of this study: the subjects in frequent internet-gaming experience group is better multitasking performance of high ecological validity than the participants in infrequent internet-gaming experience group. However, there is no difference performance between two laboratory-based tasks (dual task and task switching). In view of this, the cognitive abilities of multitasking of high ecological validity evaluated primary and higher-order cognitive abilities simultaneously; the cognitive abilities of laboratory-based tasks (dual task and task switching) are specific cognitive abilities (primary or higher-order cognitive function).All in all, the cognitive process in two of the tasks are different.
論文目次 第一章 緒論 1
1.1認知控制 1
1.2生態效度(ecological validity) 3
1.3序列式多重作業(consecutive multitask) 4
1.3.1作業轉換(task switching) 4
1.4同時性多重作業(simultaneous multitask) 5
1.4.1雙重作業(dual-task) 5
1.5虛擬環境多重任務(virtual environment multitasking) 6
1.6實驗室內的作業(雙重作業與作業轉換等)文獻之比較 7
1.7多重作業之結構方程模型 10
1.8研究假設與目的 11
1.8.1高生態效度的多重作業之建構 11
1.8.2探討高生態效度多重作業與實驗室內的作業在網路使用行為上的關聯性 11
1.8.3探討有無遊玩網路遊戲於高生態效度多重作業與實驗室內的作業的表現 11
第二章 研究方法 12
2.1實驗參與者 12
2.2問卷與量表 12
2.2.1貝克憂鬱量表第二版(Beck Depression Inventory-Second Edition, BDI-II) 12
2.2.2貝克焦慮量表(Beck Anxiety Inventory, BAI) 13
2.2.3網路成癮量表 13
2.2.4網路使用行為調查表 13
2.2.5魏氏成人智力量表第三版(Wechsler Adult Intelligence Scale III, WAIS-III) 13
2.2.6魏氏記憶量表第三版(Wechsler Memory Scale III, WMS-III, Wechsler, 1958) 14
2.3實驗設備與材料 14
2.3.1高生態效度多重作業Edinburgh Virtual Errands Task(EVET) 14
2.3.2雙重作業 17
2.3.3作業轉換 18
2.4實驗之分析說明 19
第三章 研究結果 20
3.1 EVET之變項與魏氏成人智力量表和魏氏記憶量表的分數之相關 20
3.2 EVET的結構方程模型 23
3.3高生態效度多重作業和實驗室內的多重作業的相關比較 23
3.4以有無遊玩網路遊戲分組探討各種多重作業之表現 25
第四章 討論 27
4.1高生態效度多重作業模型之建構 27
4.2實驗室的多重作業(雙重作業和作業轉換)與高生態效度的多重作業(EVET) 27
4.3生態效度多重作業與實驗室內的作業在網路使用行為上的關聯性 28
4.4以有無遊玩網路遊戲分組探討各種多重作業之表現 29
4.5總結 29
參考文獻 31
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