本研究為設計與開發實作整合迷你遊戲平台(Integrated Mini Game Platform),設計適用於各種迷你遊戲之協定(Protocol)。此外,在基於設計此協定之上,本研究嘗試用各種不同觀點角色探討此平台的可用性。 每個學生都擁有一台支援無線上網的學習載具去參與各式的學習活動,由先前的研究發現學生透過遊戲可以提高其學習動機,且在於數學學習上的動機、興趣、專注力以及集中力都有所提升,讓學生都能投入於練習數學中。 在各不同觀點角色上,本研究關注研究者、教師、學生、遊戲開發者等角色在於使用此平台會遭遇到的問題或是想法。此外,本研究經過多次反覆實驗,藉此整合修改系統設計,使其更能符合用遊戲式練習之真實使用環境。 此平台主要使用的教材為國民小學心算數學,為了評估系統設計與活動的可用性,研究對象主要以三十四位國小四年級學童與其一位老師,以及遊戲開發者參與實驗做觀察與探討。 研究問題針對此整合系統之協定設計,並基於協定設計之上各種角色之需求分析。 there was an increase in the level of motivation, interests, focus and concentration in students while playing the games. From different perspectives, this research concentrates the usability on the characters: researchers, teachers, students, and game developers. Those characters will address their requirements or ideas as using the platform. Based on experiment results, this design of platform protocol has been revised several times in order to correspond to the “real world”. The content of this platform is mental mathematics. In order to evaluate the usability of IMGP, research subjects are the thirty-four elementary school students, their teacher, and game developers. The study is based on observing the field and interviewing. The research questions are focused on design a protocol of IMGP and the requirements of different characters based on design protocol.