DC 欄位 |
值 |
語言 |
DC.contributor | 網路學習科技研究所 | zh_TW |
DC.creator | 李鴻明 | zh_TW |
DC.creator | Hong-Ming Lee | en_US |
dc.date.accessioned | 2022-7-12T07:39:07Z | |
dc.date.available | 2022-7-12T07:39:07Z | |
dc.date.issued | 2022 | |
dc.identifier.uri | http://ir.lib.ncu.edu.tw:88/thesis/view_etd.asp?URN=109554022 | |
dc.contributor.department | 網路學習科技研究所 | zh_TW |
DC.description | 國立中央大學 | zh_TW |
DC.description | National Central University | en_US |
dc.description.abstract | 遊戲式學習(game-based learning)可以提升學習的成效,重複的學習本來是一件枯燥乏味的事,藉由遊戲化的有趣元素吸引學習者並使其上勾,讓學習這件事變的有趣並且持續下去。而營養教育面向廣泛,不像一般的國英數學科有教科書傳授完整知識,但是營養教育卻與你我健康息息相關。有別於傳統學習方法是透過面對面課程提供營養教育或者從線上多媒體的影片學習知識、以傳授初階營養知識與運動知識為目的,使用數位化的遊戲學習系統是一種成本更低,且便利的學習方案。友善的使用者遊戲介面與有趣且與玩家切身相關的知識內容是重要的吸引力,提升用戶對系統體驗的滿意度,借此加強系統與使用者之間的黏著度,依靠遊戲化的學習系統幫助學習者將營養知識與日常飲食經驗作連結。
本研究主要目的為數位學習遊戲對飲食營養價值學習成效探討。研究者設計並開發出一套專用於臺灣飲食營養學習的數位學習營養教育遊戲<亞米大陷阱>,以成年人為研究對象,探討使用者透過<亞米大陷阱>學習臺灣飲食的營養價值學習成效。
本研究便利取樣挑選41位20歲以上成年人採用單組前後測實驗設計,研究結果顯示透過數位學習營養教育遊戲<亞米大陷阱>體驗後,學習成效達顯著成長,且玩家對於遊戲表達高度遊戲動機與滿意度。此外,在經過遊戲學習之後,使用者的飲食的營養觀念普遍減少選擇高熱量與高油脂的複合性外食。 | zh_TW |
dc.description.abstract | Game-based learning can enhance learning effectiveness. Despite the fact that repetitive learning is boring, the engaging components of gamification could draw learners and captivate them, making continuous learning fascinating. In contrast to general subjects such as Chinese, English, and mathematics, which are taught through textbooks, nutritional education is comprehensive. Nonetheless, nutritional education has a close relationship with people′s health. The adoption of a digital game-based learning system would be a less expensive and more convenient study program than traditional learning techniques that provide nutritional education through face-to-face courses or online multimedia films to deliver basic nutrition and exercise knowledge. The user-friendly interface, as well as interesting and relevant knowledge content for players, are crucial pulls to boost users′ satisfaction with the system experience, consequently enhancing the engagement between the system and the examineesuser. Using a gamified learning method could assist learners in establishing a connection between nutritional knowledge and daily eating experience.
The primary purpose of this research was to investigate the impact of digital learning games on dietary nutritional value learning outcomes. <Yummy Trap> is a set of digital learning nutritional education games built and developed specifically for Taiwan′s diet and nutritional education. Using adults as the research subject, this research has aimed to examine the learning outcome for the user nutritional value learning through <Yummy Trap>.
In this research, 41 adults over the age of 20 were recruited using convenience sampling, and a one-group pretest-posttest experimental design was utilized. The research results have shown that after playing the digital learning nutritional education game <Yummy Trap>, the learning outcome has significantly improved. The game has elicited a high level of player motivation and satisfaction. Moreover, after learning through the game, the user would avoid selecting high-calorie and high-fat complex takeout meals in terms of nutritional concept. | en_US |
DC.subject | 數位遊戲式學習 | zh_TW |
DC.subject | ARCS動機模型 | zh_TW |
DC.subject | 營養教育 | zh_TW |
DC.subject | 學習動機 | zh_TW |
DC.subject | Digital game-based learning | en_US |
DC.subject | ARCS model | en_US |
DC.subject | Nutrition education | en_US |
DC.subject | learning motivation | en_US |
DC.title | <亞米大陷阱>數位學習營養教育遊戲對臺灣飲食營養價值學習成效之探討 | zh_TW |
dc.language.iso | zh-TW | zh-TW |
DC.title | Learning Effectiveness of <Yummy Trap> Digital Game-based System for Learning Taiwan Food Nutritional Value Education | en_US |
DC.type | 博碩士論文 | zh_TW |
DC.type | thesis | en_US |
DC.publisher | National Central University | en_US |