有關Kinect體感設備的應用越來越廣泛,而本篇論文主要在探討Kinect於國小數學教育應用之可能性。本研究結合Kinect之體感特性以及3D 虛擬世界 Second Life兩者,基於數位遊戲式學習法(Digital Game-based Learning)設計了一套全新的體感系統,並且配合該系統提出了教學計劃,預計將應用於國小的數學課程上,教學主要以活動競賽形式呈現,根據多人教室遊戲(Classroom Multiplayer Presential Games)的設計原則,來營造一個好的學習經驗。對於所提出的系統與教學計畫我們進行了前導實驗,邀請一些小學生、資訊科技背景以及數學教育背景的使用者來進行系統的試用,透過問卷以及使用者回饋意見來分析系統的各個構面,探討體感系統如何影響學生的滿意度與感知學習成效。最後根據實驗結果,對於以體感為基礎的CMPG設計提出幾項指導方針,以供後續相關設計者作為參考方向。Kinect somatosensory equipment are more widely used. This thesis mainly discusses the possibility of Kinect in elementary mathematics education applications. This study combines both Kinect somatosensory characteristics and 3D virtual world Second Life on teaching program based on the design of a new set of the somatosensory system and with the system by the digital game-based learning method (Digital Game-based Learning) expected to be used in the elementary mathematics curriculum. The teaching and learning includes competition in the form presents the design principles of the Classroom Multiplayer Presential Games to create a good learning experience. For the proposed system and teaching programs leading experiment, inviting some pupils and users of information technology background and mathematics education background to the trial of the system through a questionnaire and user feedback to analyze various aspects of the system about how the Kinect system affect students’ satisfaction and perceived learning outcomes. Finally, the experimental results, several guidelines for the somatosensory-based CMPG design for subsequent designers as a reference direction are provided.