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    Please use this identifier to cite or link to this item: http://ir.lib.ncu.edu.tw/handle/987654321/46799


    Title: 教室內的學習遊樂場-建立可體驗知識的真實性學習環境(單一整合型計畫)---教室內的學習遊樂場---建立可體驗知識的真實性學習環境(I);Playground in the Classroom---Building an Authentic Learning Environment for Learners to Experience Knowledge
    Authors: 陳國棟;范丙林;吳曉光;區國良;趙伯堯;蘇木春;黃武元;劉晨鐘;葉士青;林祺政;劉子鍵;劉旨峰
    Contributors: 學習科技研究中心
    Keywords: 資訊科學--軟體
    Date: 2010-08-01
    Issue Date: 2011-07-13 10:16:27 (UTC+8)
    Publisher: 行政院國家科學委員會
    Abstract: 延續過去在資訊科技引入教學,利用網路與多媒體的能力來提升學習成效,本計畫主要希望使用最近所發展的資訊科技(如同Microsoft Project Natal for Xbox, WII, PS3 augment reality,3D display),引入擴增實境(augment reality)、實體(tangible user interface)與身體(body user interface)之人機自然互動形式、機器人配合網路與多媒體,在教室內建立學習遊樂場,讓學習者在學習時可以經由資訊科技所建立的知識體驗環境,經由體驗知識的互動來學習知識與智慧計畫的工作項目將包含(1)學習遊樂場的建制:遊樂場舞台布景,實景物件,實體操控界面,虛擬場景,虛擬物件,人體互動介面設計,人體姿勢與指令擷取,3D 場景,智慧玩具與機器人設計,(2)科技因素如實體操作介面tangible interface,機器人robot, 人體活動互動介面body movement interface,3D 畫面,擴增實境augment reality 對於學習遊樂場在學習活動上presence, engaging, immersion, fun, and pleasure 上等因素的影響與設計指導原則, (3) 學習活動與學習材料的設計,包含學習情境與吸引設計,(4)實驗設計,學生學習成就評量與學習活動與材料吸引力評量,有趣性的評量. 計畫希望可以達成下列目標(1)學習者可以在擬真的環境下,體驗學科知識被發現時的流程、作用與貢獻,並且體驗學科知識的應用,達成接近真實性學習(authentic learning)的效果(2)教室內的學習遊樂場可以建構任務(task)或計畫(project)或問題(problem)的所需的情境與物件和事件,因此學習者可以在其上進行task based learning, project based learning, and problem based learning.(3)遊樂場上建構足夠的engaging design, fun, and pleasure,因此學習者可以被吸引與沉浸在學習的情境. Proceeding to apply Information Technology to teaching and learning in past (recent) years, a better learning effectiveness can be achieved by use of internet and multimedia technology. The aim of the project is to integrate the current Information Technology (such as Microsoft Project Natal for Xbox, WII, PS3 augment reality, 3D display) to augment reality, tangible and body user interface of HCI(Human Computer Interaction), and robots with internet and multimedia environment. In implementation, a learning playground is constructed in classrooms in order to have learners simultaneously operationalize knowledge and skills by experiencing the interactive setting contributed by IT. The tasks of the project include (1) A system of a learning playground (Amusement Park, Amusement Center, platform): performing stages, tangible objects, tangible interface, a virtual environment, virtual objects, body interaction interface, body movement and command access, 3D environment, and intelligent toys and robot design, (2) A guideline for design and instructions, and effects of technical factors (such as tangible interface, robot, and body movement interface, 3D display, augment reality) in learning activities through the interactive system. (3) Design of learning activities and material development, includes learning context and intriguing activities. (4) Design of experiments: Evaluation and assessment of learning content, attractiveness and playfulness. The objectives of the projects are (1) the implementation of experiencing knowledge of subject matters can achieve approximate authentic learning in terms of engaging learners in virtual learning platform, (2)A learning playground in a classroom can create tasks, projects, problem-solving scenarios that meet the needs and events. The series of learning activities enables learners to acquire knowledge through task-based learning, project-based learning, and problem-based learning. (3) The playground can provide sufficient engaging design, fun and pleasure. Referring to the enjoyableness of learning, learners can be motivated and engaged through the learning context. 研究期間:9908 ~ 10007
    Relation: 財團法人國家實驗研究院科技政策研究與資訊中心
    Appears in Collections:[學習科技研究中心 ] 研究計畫

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