博碩士論文 995202019 詳細資訊




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姓名 陳弘展(Hung-Chan Chen)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 Kinect於數學教育上之應用:以Second Life為環境
(The application of Kinect to mathematics education:Using Second Life as an environment)
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摘要(中) 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。
摘要(英) 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.
關鍵字(中) ★ 體感
★ Kinect
★ Second Life
★ CMPG
關鍵字(英) ★ Somatosensory
★ Kinect
★ Second Life
★ CMPG
論文目次 摘 要 i
Abstract ii
目錄 iii
表目錄 v
圖目錄 vi
符號說明 vii
第一章 緒論 1
1.1 引言 1
1.2 研究動機 2
1.3 研究目的 4
1.4 論文架構 5
第二章 文獻探討 7
2.1 Virtual World 7
2.2 Second Life 9
2.3 Kinect 11
2.3.1 Kinect的各種應用 12
2.3.2 Kinect在教育上之應用 15
2.4 Digital Game-based Learning 17
2.5 CMPG 19
第三章 研究模型 24
3.1 體感系統的特性 Kinect system features 28
3.2 使用性 Usability 29
3.3 臨場感 Presence 30
3.4 動機 Motivation 31
3.5 認知益處 Cognitive benefits 32
3.6 掌握與主動學習 Control & Active learning 33
3.7 學習成果 Learning outcomes 34
第四章 系統 35
4.1 系統設計理念 35
4.2 系統架構 36
4.3 系統功能 38
4.3.1 線上數學題庫 38
4.3.2 Kinect骨架偵測 40
4.3.3 Second Life 遊戲場景 43
4.3.4 體感操作方式 45
4.3.5 Kinect與Second Life相關展示影片 47
第五章 研究方法 49
5.1 實驗對象 50
5.2 教材 51
5.3 實驗流程 52
5.4 實驗評量設計 55
第六章 研究結果 60
第七章 討論 67
第八章 結論與未來發展 70
8.1 結論 70
8.2 未來發展 72
參考文獻 73
附錄 81
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指導教授 楊鎮華(Jenn-hwa Yang) 審核日期 2012-7-19
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