許多學者支持數位遊戲式學習(Digital Game-Based Learning)的概念,學者們認為,當學習者在玩遊戲的過程中,能增強學習動機及學習興趣投入於遊戲學習內容中,更容易達到教學者的教學目標。1996年由VividGroup發展的GX平台,首創以遊戲型態的環境結合影像擷取虛擬實境技術來建置系統,以該技術應用在遊戲領域上的發展都非常成功;然而在教育領域上,使用影像擷取虛擬實境技術的研究並不多見,本研究團隊於2006年即利用此技術開發一套數位遊戲學習系統「PILE(Physical Interactive Learning Environment)」,應用於教育領域中,本研究之主軸在於將教材、教學法、資訊科技、學習理論及學習活動融入於重新設計後之PILE系統,並應用於為期兩個月之田野研究實驗中,進行學習成效、學習動機及態度之評估。 本研究主要將國小三年級英語學習教材內容搭配自然發音教學法呈現,以數位遊戲式學習設計模式重新設計融入於PILE系統中,並進行PILE系統融入教學現場之學習活動設計,田野研究實驗過程中,將三年級兩班分為兩組,實驗組使用PILE系統為輔助英語教學工具,控制組則使用投影片為輔助英語教學工具,針對兩組之學習成效、學習動機及態度進行深入比較分析。 依據研究結果顯示,使用PILE系統更能提升學習者之學習成效,尤其在聽力的訓練及對低成就群組上成果較佳,除此之外,使用PILE系統在學習動機、投入以及學習信心態度上皆為正增強,從問卷、深入訪談及影片分析中足以佐證以上之論點;本研究亦從影片及實驗筆記之分析驗證合法週邊參與之理論,PILE系統作為人工品導入在教學現場中,成為所有學習者之聚焦點,即使沒有操作到系統之週邊參與學習者,仍不影響其知識的習得。 Many researchers believe that the learners' learning motivation and interest can be enhanced by participating in educational games. Video Capture Virtual Reality technology hasn’t been widely used in the field of education. Our team has developed a Digital Game-Based Learning system, PILE (Physical Interactive Learning Environment), which utilized the technology and was applied in educational settings. The main focus of this research is to integrate learning material, technology, learning theories, and learning activities into a re-designed PILE system. A 2-month adoption of the system in field study was conducted for evaluation of learning outcome, motivation, and attitude. This research presented the English learning materials of elementary school grade 3 along with the phonics by the re-designed PILE system in a Digital Game-Based Learning setting. PILE was integrated into the design of learning activities. The experimental group adopted the PILE as an English learning auxiliary tool, while the control group used presentation slides. The learning outcome, motivation and attitude were compared with each other and analyzed. According to results, using the PILE could elevate the learning outcome of learners. Besides, using PILE caused positive enhancements on learning motivation, engagement and attitude. This research has also been verified by the theory of Legitimate Peripheral Participation with the analyze. PILE was adopted as an artifact in the learning environment and became the learners’ focus.