博碩士論文 100522035 詳細資訊




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姓名 陳進峰(Chin-Feng Chen)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 依教室資源與教科書內容所建置的沉浸式互動學習遊樂場
(Creating an Immersive Interactive Learning Playground by Using Resource of Classroom and Content of Textbook)
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摘要(中) 雖然現今電子書能提供生動的畫面及互動,但是實際在教室中使用電子書的老師很少。對教師而言,他很難兼顧所有學習者不去使用電子書玩遊戲。導致實際教學現場教師是利用電腦、投影機、投影幕及廠商提供的電子教科書來呈現教學內容。為的是讓所有學習者能專注於投影幕上。這對學習者而言,很難投入到教學內容裡,很難將知識與現實生活做連結。
我們希望藉由學習者能融入於情境中並且與情境中的物件互動來增加學習者的學習成效。為了讓學習者能夠沉浸在真實情境下學習,必須讓學習者的影像進入到真實情境中,同時能夠與情境中的物件做互動。因此,本研究先做一個試驗性的研究,了解學習者在有沉浸感及互動環境中的學習狀況以及團體的學習成效、時間效率是否比個人好。最後,本研究為了將這系統推廣到學校。我們利用教室現有的資源以及依教科書內容來建置沉浸式互動學習遊樂場。結果顯示,學習者在依教科書內容建置的沉浸式互動系統中的應用能力比一般老師用電子教科書來得好。
摘要(英) E-book provides vivid images and interaction for people; however, it is quiet few to be used in the classrooms by teachers. For teachers, they realized that it is hard to stop students to play games by e-books. Most of teachers use computers, projectors, overheads, and e-textbooks which provide from suppliers to give lessons to students in the classrooms in order to draw more attention from all of the learners. For learners, it hard to connect what they learned and real life cause they couldn’t immerse in their learning contents.
So we hope learners can increase learning effectiveness by involving learning situation and objects of learning classes. For better ways to help learners to get involve in learning, it must let learners’ image get into real situation and let them have interactions with operating the objects of learning classes at the same time. Therefore, we will try to make a pilot study to know that learners in group who had felt immersed in interactive situational environment if their learning results and time effectiveness were better than individual. For making this research of target comes true, we would like to promote this learning method to schools. And we created an immersive interactive learning playground by using the resources of classroom and contents of textbook. Finally we found that those learners who used the method of immersive interactive learning applied better abilities than the learners by teaching with e-textbooks.
關鍵字(中) ★ 教科書
★ Kinect
★ 沉浸式
★ 互動性
★ 體感互動
★ 數位學習遊樂場
關鍵字(英) ★ Textbook
★ Kinect
★ Immersion
★ Interaction
★ Embodied Interaction
★ Digital Learning Playground
論文目次 中文摘要 i
Abstract ii
誌謝 iii
目錄 v
圖目錄 viii
表目錄 xi
一、 緒論 1
1-1 研究背景 1
1-2 研究動機 2
1-3 研究目標 2
1-4 論文架構 3
二、 相關理論與研究 4
2-1 相關理論 4
2-1-1 真實情境學習(Authentic learning) 4
2-1-2 沉浸感(Immersion) 6
2-2 相關研究 8
2-2-1 教室資源 8
2-2-2 沉浸式的學習環境 10
2-2-3 體感在學習上的應用 12
三、 建置沉浸式與肢體互動的學習平台 14
3-1 劇本與教學活動設計 14
3-1-1 劇本 14
3-1-2 教學活動設計 16
3-2 教學內容 17
3-3 使用者操作介面 18
3-4 環境架構 21
3-5 系統流程 25
3-6 系統架構 26
3-6-1 軟體 26
3-6-2 Microsoft Kinect模組架構 27
3-6-3 硬體 29
3-7 實驗背景 30
3-8 實驗目的 30
3-9 實驗流程 31
3-9-1 對照組 31
3-9-2 實驗組 32
3-10 研究工具 33
3-10-1 學習成效 33
3-10-2 沉浸感與互動量表 34
3-11 實驗結果與討論 36
3-11-1 沉浸感與互動問卷分析 36
3-11-2 學習成效分析 44
3-11-3 實驗討論 47
3-12 實驗修正 49
四、 依教科書內容建置的學習遊樂場 50
4-1 教學設計與流程 50
4-1-1 劇本 50
4-1-2 教學規劃 51
4-1-3 教學流程 52
4-1-4 教學設計 54
4-1-5 教學內容 56
4-2 使用者操作介面 65
4-3 系統流程 68
4-4 系統架構 70
4-4-1 軟體 70
4-4-2 Microsoft Kinect模組架構 72
4-4-3 硬體 73
五、 實驗結果與分析 75
5-1 實驗背景 75
5-2 實驗目的 77
5-3 實驗流程 77
5-3-1 實驗組 78
5-3-2 對照組 83
5-4 研究工具 84
5-4-1 學習成效 84
5-4-2 沉浸感與互動量表 89
5-5 實驗結果 92
5-5-1 沉浸感與互動量表問卷分析 92
5-5-2 學習成效分析 96
5-5-3 使用者訪談 97
5-6 實驗討論 101
六、 結論 102
6-1 結論 102
6-2 未來研究 103
參考文獻 104
附錄一、試驗性研究-教學內容 107
附錄二、試驗性研究-前測試卷 117
附錄三、試驗性研究-後測試卷 125
附錄四、試驗性研究-YummyExpress問卷 133
附錄五、AlienSwap問卷 135
附錄六、專家訪談 137
附錄七、學生訪談內容 140
附錄八、第一課課程內容 145
附錄九、第五課課程內容 150
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指導教授 陳國棟(Gwo-Dong Chen) 審核日期 2013-8-13
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