博碩士論文 109554010 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:23 、訪客IP:3.144.47.27
姓名 彭圓惠(Yuan-Hui Peng)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討視覺思考策略於互動式數位視覺藝術鑑賞學習系統之影響
(Effects of Visual Thinking Strategy on an Interactive Digital Visual Art Appreciation Learning System)
相關論文
★ Using Digital Board Game to Enhance Student Engagementin Learning★ 從人因與互動行為模式的觀點探討數位遊戲式學習輔助能源知識
★ 探討認知風格於數位遊戲式英語學習環境對遊戲行為與學習成效之影響★ 由空間能力探討遊戲式英語學習如何影響學習者之遊戲行為和遊戲表現
★ 探討先備知識及學習風格在角色扮演遊戲中對英語字彙習得成效與行為模式之影響★ 從全面性的角度探討先備知識對同儕互評中受評與 評分之影響
★ 從認知風格的角度探討同儕互評分組對遊戲製作與評量之影響★ 探討創作媒介、個別差異、範例式教學及創作模式對九年級學生音樂創作的學習動機及成效之影響
★ 探討個別差異與回饋形式在數位遊戲式學習系統中對學習動機、學習成效與遊戲表現之影響:以九年級國文學習為例★ 探討趨向表現目標與逃避表現目標對於 學習成效與表現目標採取之影響 -以數位遊戲式英語字彙為例
★ 探討英語焦慮與先備知識對英語發音學習成效、獎章成效、遊戲成效、學習動機及遊戲心流之影響──以大型多人線上角色扮演遊戲為例★ 探討認知風格及遊戲心流對英語字彙學習成效、遊戲成效與自我效能之影響—以多人線上角色扮演遊戲為例
★ 從認知風格的角度探討同儕互評對遊戲式學習系統製作與評量之影響★ 電腦輔助教師回饋於外語寫作情境之研究:成果與觀感
★ 探討英語閱讀遊戲對印尼高中英語學習者的影響★ 製作者與評量者之認知風格匹配與不匹配對遊戲人機介面與教學影片製作與評量的影響
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 ( 永不開放)
摘要(中) 隨著數位科技的蓬勃發展,教育與學習方式也歷經改變,傳統的教室學習已經無法滿足新一代學習者的需求,數位學習方式成為近年來教育重要的趨勢。然而,大多數的數位學習系統集中於主要學科上,相對於藝術鑑賞領域較少探究,加上藝術鑑賞為全人教育發展重要一環,因此,將藝術鑑賞結合數位學習系統成為新的藝術教育方式。
藝術鑑賞是基於理論與歷史資訊繁多的課程,對於學習者在藝術鑑賞學習上是複雜且有難度的,因此,為了解決藝術鑑賞學習的困難,需要採取適當的學習策略融入數位藝術鑑賞學習系統,以確保數位藝術教育學習的成功應用。其中,視覺思考策略(Visual Thinking Strategy, VTS) 是一種典型的藝術欣賞的教育方法,且過去研究多為探討VTS應用於實體的藝術學習上,然而尚未將VTS的特徵應用於數位學習系統上,並結合藝術鑑賞學習的研究,因此,本研究將依據不同學習策略機制的特性設計學習環境,並開發一款互動式數位藝術鑑賞學習系統「Art Appreciation」。本研究旨在探討互動式數位藝術鑑賞學習環境中,VTS機制及無VTS機制學習者對於其藝術鑑賞學習成效、系統成效、學習動機、批判性思考傾向、使用者體驗及使用者經驗之差異,以及各變項之間的相關性。
本研究採混合研究方法,將60位研究對象分為兩組,分別為VTS組30人及無VTS組30人;兩組不同學習策略機制學習者分別透過VTS機制 (VTS觀察區、VTS思考區、VTS評斷區及畫作資訊內容區) 與無VTS機制 (畫作資訊內容區) 的數位系統學習共8幅畫作的藝術鑑賞知識;研究工具包含藝術鑑賞學習測驗卷、學習動機量表、批判性思考傾向量表、使用者體驗量表、使用者經驗訪談紀錄及系統紀錄檔,實驗時間總長為120分鐘。
本研究在互動式數位藝術鑑賞學習系統環境下,不同學習策略機制對於學習者的影響,主要發現以下七點研究結果:(1) 兩組不同學習策略機制學習者其藝術鑑賞學習成效皆有顯著進步,於組間後測的審美理解及整體的學習成效上為VTS機制學習者顯著優於無VTS學習者;(2) 於組間的系統成效上為VTS機制學習者顯著優於無VTS機制學習者外,VTS機制學習者在VTS觀察區的練習時間最多,以及在VTS思考區的練習分數最高;(3) 兩組不同學習策略機制學習者在學習動機上皆有顯著提升,於組間兩組產生相同程度的學習動機;(4) VTS機制學習者的批判性思考傾向具有顯著的進步,無VTS機制學習者則無呈現顯著差異,於組間後測及進步分數的批判性思考傾向上為VTS機制學習者顯著優於無VTS學習者;(5) 兩組不同學習策略機制學習者皆產生相同高滿意程度的使用者體驗;(6) 透過質性訪談發現不同學習策略機制學習者在學習動機、批判性思考傾向及使用者體驗之有用性上出現不同的看法,VTS機制學習者受到步驟式問題引導的方式,可激勵學習者參與學習、並促進批判性思考傾向及學習成效的提升;(7) 兩組不同學習策略機制學習者在藝術鑑賞學習成效與系統成效、學習動機、批判性思考傾向及使用者體驗上皆呈正相關。
綜合以上結果顯示,本研究之互動式數位藝術鑑賞學習系統「Art Appreciation」可提升VTS及無VTS機制學習者藝術鑑賞學習成效外,亦可提高兩組之學習動機,且可從中瞭解不同學習策略機制學習者在系統成效、批判性思考傾向、使用者體驗及其使用者經驗想法,因此可提供研究者未來的研究方向。此外,對於教學者及設計開發者在未來規劃互動式數位系統環境時,提供適當的方式輔助學習者學習藝術鑑賞。
摘要(英) With the robust development of digital technology, education and learning methods have been revolutionized. Conventional classroom instruction can no longer satisfy the needs of the new generation of learners, and digital learning has emerged as a critical trend in education. However, the majority of digital learning systems focus primarily on key academic subjects, while relatively few explore the field of art appreciation. Given the importance of art appreciation for holistic education development, integrating art appreciation with digital learning systems has become a new approach to art education.
Art appreciation, a course rich in theoretical and historical information, presents a complex and challenging learning task. To address these difficulties, appropriate learning strategies need to be incorporated into the digital art appreciation learning system to ensure successful application of digital art education. Visual Thinking Strategy (VTS) represents a typical art appreciation educational method. VTS has been widely discussed in previous studies in the context of physical art appreciation learning, yet the application of VTS characteristics in digital learning systems and in combination with art appreciation learning research is still uncharted territory. Accordingly, this study designs learning environments based on the characteristics of different learning strategy and develops an interactive digital art appreciation learning system called "Art Appreciation". This study aims to explore the differences and correlations between learners using VTS and non-VTS of the art appreciation learning performance, system performance, learning motivation, inclination for critical thinking tendency, user experience, and user stories in an interactive digital art appreciation learning environment.
This study used mixed-method research, and divides 60 research subjects into two groups: 30 VTS group and 30 non-VTS group. Both different learning strategy learners, respectively studied a total of eight artworks through a digital system. The VTS learners (includes VTS see and feel, VTS think, VTS wonder, and information content of the artworks), and the non-VTS learners (information content of the artworks). The research instruments included art appreciation learning tests, learning motivation scale, critical thinking tendency scale, user experience scale, user interview records, and system log data, the duration of the experiment was 120 minutes.
The study primarily reveals the following seven findings regarding the impact of different learning strategy on learners within the interactive digital art appreciation learning system environment: (1) Both different learning strategy learners showed significant improvement in art appreciation learning performance, Between the two groups of post-testing for aesthetic understanding and overall in learning performance, the VTS learners outperformed the non-VTS learners; (2) The VTS learners significantly outperformed the non-VTS learners in terms of system performance, had the most practice time in the VTS observation area, and scored highest in the VTS thinking area; (3) Both groups of learners showed significant enhancement in learning motivation. Between the two groups of learners generated the same level of learning motivation; (4) The VTS learners made notable progress in critical thinking tendency, and the non-VTS learners was no significant difference in learning motivation. Between the two groups of post-test and progress scores in critical thinking tendency, the VTS learners outperformed the non-VTS learners; (5) Both groups of learners had equally high levels of user experience satisfaction; (6) Through qualitative interviews, it was found that learners employing different learning strategy had varying perspectives on the usefulness of learning motivation, critical thinking tendency, and user experiences. The VTS learners were influenced by a step-by-step question-guiding approach, which served to stimulate learner participation and foster an inclination towards critical thinking tendency, thus enhancing overall learning performance; (7) Learners from both the VTS and non-VTS showed a positive correlation between art appreciation learning performance and system performance, learning motivation, critical thinking tendency, and user experience.
In conclusion, the interactive digital art appreciation learning system "Art Appreciation" in this study not only enhances the art appreciation learning performance for learners using VTS and non-VTS, but also boosts learning motivation for both different learning strategy learners. Furthermore, it offers insights into the different learning strategy learners system performance, inclination for critical thinking tendency, user experience, and user stories, it could provide researchers with future research directions. Moreover, it will also be beneficial for educators and designers to plan appropriately and assist learners in learning art appreciation when designing interactive digital learning environments in the future.
關鍵字(中) ★ 互動式數位學習
★ 視覺思考策略
★ 藝術鑑賞
★ 學習成效
★ 系統成效
★ 學習動機
★ 批判性思考傾向
★ 使用者體驗
關鍵字(英) ★ interactive digital learning
★ visual thinking strategy
★ art appreciation
★ learning performance
★ system performance
★ learning motivation
★ critical thinking tendency
★ user experience
論文目次 摘要 i
ABSTRACT iii
誌謝 vi
目錄 vii
表目錄 xii
圖目錄 xiv
一、 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 4
1.3 研究問題 4
1.4 研究重要性 5
1.5 名詞解釋 5
二、 文獻探討 8
2.1 數位藝術鑑賞學習 8
2.1.1 藝術鑑賞學習 8
2.1.2 數位藝術教育學習的應用 10
2.2 視覺思考策略 14
2.2.1 視覺思考策略的定義與理論 14
2.2.2 視覺思考策略的應用 16
2.3 使用者體驗 19
2.3.1 使用者體驗的定義與相關模型 19
2.3.2 使用者體驗的應用 21
2.4 文獻探討小結 23
三、 系統設計與實作 25
3.1 系統設計理念 25
3.2 開發工具 27
3.3 學習內容 27
3.4 系統架構 29
3.4.1 VTS 觀察區 (See/Feel) 30
3.4.2 VTS 思考區 (Think) 32
3.4.3 VTS 評斷區 (Wonder) 33
3.4.4 畫作資訊內容區 35
3.5 系統操作流程 36
四、 研究方法 41
4.1 研究設計 41
4.2 研究對象 43
4.3 研究工具 44
4.3.1 藝術鑑賞學習測驗 44
4.3.2 學習動機量表 45
4.3.3 批判性思考傾向量表 45
4.3.4 使用者體驗量表 45
4.3.5 使用者經驗訪談 46
4.3.6 系統記錄檔 47
4.4 實驗流程 48
4.5 資料收集與分析 50
4.5.1 信度分析 (Reliability Analysis) 51
4.5.2 無母數分析 (Non-parametric test) 51
4.5.3 魏克森符號檢定 (Wilcoxon rank-sum test) 51
4.5.4 曼-惠特尼U檢定 (Mann-Whitney U test) 51
4.5.5 斯皮爾曼等級相關係數分析 (Spearman Correlation) 52
五、 研究結果與討論 53
5.1 不同學習策略機制的學習者其藝術鑑賞學習成效、系統成效、學習動機、批判性思考傾向、使用者體驗及使用者經驗之影響 53
5.1.1 不同學習策略機制的學習者其藝術鑑賞學習成效之影響 53
5.1.2 不同學習策略機制的學習者其系統成效之影響 57
5.1.3 不同學習策略機制的學習者其學習動機之影響 60
5.1.4 不同學習策略機制的學習者其批判性思考傾向之影響 62
5.1.5 不同學習策略機制的學習者其使用者體驗之影響 64
5.1.6 透過訪談的方式,不同學習策略機制的學習者其使用者經驗之影響 66
5.2 不同學習策略機制的學習者其藝術鑑賞學習成效、系統成效、學習動機、批判性思考傾向及使用者體驗之間的相關性 72
5.3 綜合討論 82
5.3.1 不同學習策略機制學習者對於藝術鑑賞學習成效、系統成效、學習動機、批判性思考傾向、使用者體驗及使用者經驗之影響 82
5.3.1.1 不同學習策略機制學習者對於藝術鑑賞學習成效之影響 82
5.3.1.2 不同學習策略機制學習者對於系統成效之影響 83
5.3.1.3 不同學習策略機制學習者對於學習動機之差異 84
5.3.1.4 不同學習策略機制學習者對於批判性思考傾向之差異 86
5.3.1.5 不同學習策略機制學習者對於使用者體驗之差異 87
5.3.1.6 透過訪談的方式,不同學習策略機制學習者對於使用者經驗之影響 88
5.3.2 不同學習策略機制下對學習者其藝術鑑賞學習成效、系統成效、學習動機、批判性思考傾向及使用者體驗之間的相關性 90
六、 結論與建議 94
6.1 研究結論 94
6.1.1 不同學習策略機制學習者在互動式數位學習環境中,對藝術鑑賞學習成效、系統成效、學習動機、批判性思考傾向、使用者體驗及使用者經驗之影響 94
6.1.1.1 不同學習策略機制之學習者在互動式數位學習環境中,對藝術鑑賞學習成效之影響 94
6.1.1.2 不同學習策略機制之學習者在互動式數位學習環境中,對系統成效之影響 95
6.1.1.3 不同學習策略機制之學習者在互動式數位學習環境中,對學習動機之影響 95
6.1.1.4 不同學習策略機制之學習者在互動式數位學習環境中,對批判性思考傾向之影響 95
6.1.1.5 不同學習策略機制之學習者在互動式數位學習環境中,對使用者體驗之影響 95
6.1.1.6 透過訪談的方式,不同學習策略機制之學習者在互動式數位學習環境中,對使用者經驗之影響 96
6.1.2 不同學習策略機制學習者在互動式數位學習環境中,對藝術鑑賞學習成效、系統成效、學習動機、批判性思考傾向及使用者體驗之間的相關性 96
6.2 研究貢獻 97
6.2.1 學術貢獻 97
6.2.2 應用貢獻 98
6.3 未來展望與侷限 99
6.3.1 研究範圍及限制 99
6.3.2 研究設計改善建議 99
6.3.3 系統設計改善建議 100
參考文獻 102
附錄一 教學進度表 112
附錄二 藝術鑑賞學習測驗前測 113
附錄三 藝術鑑賞學習測驗後測 116
附錄四 學習動機量表 119
附錄五 批判性思考傾向量表 120
附錄六 使用者體驗量表 121
參考文獻 一、中文部分
國家教育研究院 (2014)。十二年國民基本教育課程綱要總綱。
許麗雯暨藝術企劃小組 (2007)。300種愛情-西洋經典情畫與愛情故事。信實文化。
潘家欣(2019)。技術型高級中等學校 藝術領域美術。育達文化出版社。
二、英文部分
Abedi, F., Charkhi, R., Fakhr, F., Vagharseyyedin, S. A., & Farrokhfall, K. (2022). Comparison of the effectiveness of visual thinking strategy between persian miniature and classical painting in learning medical humanities from the perspective of medical students. Modern Care Journal, 19(2).
Akpang, C. E. (2022). Analysing art and artworks: introducing new theoretical frameworks to address the problem of art appreciation and criticism in universities/colleges. Journal of Visual Literacy, 41(1), 1-13.
Al-adwan, A.S., Albelbisi, Hujran, O., Al-rahmi, W.M., & Alkhalifah, A. (2021). Developing a holistic success model for sustainable e-learning: a structural equation modeling approach. Sustainability, 13(9453), 1-25.
Al-Shamaileh, O. & Sutcliffe, A. (2023). Why people choose Apps: An evaluation of the ecology and user experience of mobile applications. International Journal of Human-Computer Studies, 170, 102965.
Alashari, D. & Hamzah, A. R. B. (2022). The role of feldman′s theory in art criticism: An analytical study. Jurnal Kemanusiaan, 36-40.
Albert, C. N., Mihai, M., & Mudure-Iacob, I. (2022). Visual thinking strategies—theory and applied areas of insertion. Sustainability, 14(12), 7195.
Almogren, A. S. (2022). Art education lecturers’ intention to continue using the blackboard during and after the COVID-19 pandemic: An empirical investigation into the UTAUT and TAM model. Frontiers in psychology, 13, 944335-944335. https://doi.org/10.3389/fpsyg.2022.944335
Almulla, M. A. & Al-Rahmi, W. M. (2023). Integrated social cognitive theory with learning input factors: the effects of problem-solving skills and critical thinking skills on learning performance sustainability. Sustainability, 15(5), 3978.
Aziz, A. A., Aziz, S. R. A., Yahaya, S. A., & Zamzuri, Z. F. (2022). Effect of user interface design in a multimedia courseware to encourage students’ learning process in distance education. Turkish Journal of Computer and Mathematics Education (TURCOMAT), 13(1), 78-84.
Banfi, F., Pontisso, M., Paolillo, F. R., Roascio, S., Spallino, C., & Stanga, C. (2023). Interactive and immersive digital representation for virtual museum: vr and ar for semantic enrichment of museo nazionale romano, antiquarium di lucrezia romana and antiquarium di villa dei quintili. ISPRS International Journal of Geo-Information, 12(2), 28. https://www.mdpi.com/2220-9964/12/2/28
Besgen, A., Kuloglu, N., & Fathalizadehalemdari, S. (2015). Teaching/learning strategies through art: Art and basic design education. Procedia-Social and Behavioral Sciences, 182, 428-432.
Bonner, D. & Bracey, P. (2020). Embracing digital technology in art education: Strategies for integrating technology in the art classroom. Art Education, 73(1), 27-33.
Bossman, A. & Agyei, S. K. (2022). Technology and instructor dimensions, e-learning satisfaction, and academic performance of distance students in Ghana. Heliyon, 8(4), e09200.
Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education, 54(4), 1145-1156.
Cabrera, N. & O′Hearn, C. (2020). Art education in the age of new media: Emerging trends and future directions. Studies in Art Education, 61(3), 235-247.
Cappello, M. & Walker, N. T. (2016). Visual thinking strategies: Teachers′ reflections on closely reading complex visual texts within the disciplines. The Reading Teacher, 70(3), 317-325.
ÇELİK, Z. & Aypar, U. (2023). A bibliometric analysis of the literature on the origins of the technology acceptance model (TAM) and a marketing-sided approach to TAM. Öneri Dergisi, 18(59), 1-14.
Ceylan, S., Şahin, P., Seçmen, S., Somer, M. E., & Süher, K. H. (2021). An evaluation of online architectural design studios during COVID-19 outbreak. Archnet-IJAR, 15(1), 203–218.
Chang, C. C. & Chen, C. H. (2015). The effectiveness of visual thinking strategies on learning effectiveness and game performance: A comparative study. Educational Technology & Societ, 18(1), 182-192.
Chen, C. H., Wang, M., & Lin, S. (2021). The effect of adaptive e-learning environments on students′ learning performance. Educational Technology & Society.
Chen, Y. H. & Hung, H. T. (2021). Development of a digital art learning system to enhance learning effectiveness and creativity. Journal of Educational Technology & Society, 24(1), 121-133.
Chiu, M. C., Hwang, G. J., & Hsia, L. H. (2023). Promoting students′ artwork appreciation: An experiential learning‐based virtual reality approach. British Journal of Educational Technology, 54(2), 603-621.
Choi, D. H., Kim, J. H., & Kim, S. H. (2017). The impact of critical thinking disposition on learning with an educational simulation game. Computers & Education, 113, 1-13.
Choi, J., Lee, S. E., Choi, S., Kang, B., Kim, S. H., Bae, J., Tate, J. A., & Son, Y.-J. (2022). Integration of visual thinking strategies to undergraduate health assessment course: A mixed-method feasibility study. Nurse education today, 113, 105374.
Dadarkar, V. & Tiwari, A. (2022). Heuristics of smartphones and tablets to identify human factors for improving user experience. In Ergonomics for Design and Innovation: Humanizing Work and Work Environment: Proceedings of HWWE 2021 (pp. 1127-1135). Springer.
Davis, F. D. (1989). Technology acceptance model: TAM. Al-Suqri, MN, Al-Aufi, AS: Information Seeking Behavior and Technology Adoption, 205-219.
Deane, P. (2020). Building and justifying interpretations of texts: A key practice in the English language arts. ETS Research Report Series, 2020(1), 1-53.
Distler, V., Lallemand, C., & Koenig, V. (2020). How acceptable is this? How user experience factors can broaden our understanding of the acceptance of privacy trade-offs. Computers in Human Behavior, 106, 106227.
Drachen, A., Nacke, L. E., Yannakakis, G., & Pedersen, A. L. (2010). Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games,
Elgendi, M., Kumar, P., Mohammed, S., & Alhosaini, M. (2021). An intelligent system for art appreciation: Using machine learning and human-computer interaction to enhance aesthetic experience. Journal of Ambient Intelligence and Humanized Computing, 12(10), 10613-10626.
Escobar-Rodriguez, T. & Monge-Lozano, P. (2012). The acceptance of Moodle technology by business administration students. Computers & Education, 58(4), 1085-1093.
Fahim, M. & Hajimaghsoodi, A. (2014). The relationship between motivation and critical thinking ability of Iranian EFL learners. International Journal of Language Learning and Applied Linguistics World, 5(2), 454-463.
Fang, Z. & Pace, B. G. (2013). Teaching with challenging texts in the disciplines: Text complexity and close reading. Journal of Adolescent & Adult Literacy, 57(2), 104-108.
Farooq, F., Rathore, F. A., & Mansoor, S. N. (2020). Challenges of online medical education in Pakistan during COVID-19 pandemic. J. Coll. Phys. Surg. Pakistan, 30(1), S67–S69.
Ferrara, V. & Wilkins, C. (2022). Virtual visual thinking strategies: limitations and unexpected findings in a time of pandemic. Senses and Sciences, 9(2).
Fewella, L. N. (2023). Impact of COVID-19 on distance learning practical design courses. International Journal of Technology and Design Education, 1-24.
Froschauer, J., Arends, M., Goldfarb, D., & Merkl, D. (2011). Towards an online multiplayer serious game:providing a joyful experience in learning art history. 2011 Third International Conference on Games and Virtual Worlds for Serious Applications,
Froschauer, J., Merkl, D., Arends, M., Weingartner, M., Zweng, J., & Goldfarb, D. (2012). ARTournament : A mobile casual game to explore art history 2012 IEEE 12th International Conference on Advanced Learning Technologies,
Giannini, T. & Bowen, J. P. (2022). Museums and Digital Culture: From reality to digitality in the age of COVID-19. Heritage, 5(1), 192-214.
Gopal, R. (2023). Learning in the arts and aesthetic development. In Learning without Burden (pp. 211-235). Routledge India.
Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers.
Hammady, R., Ma, M., & Strathearn, C. (2020). Ambient information visualisation and visitors′ technology acceptance of mixed reality in museums. Journal on computing and cultural heritage, 13(2), 1-22. https://doi.org/10.1145/3359590
Havidz, H. B. H. & Mujakiah, N. (2023). The effect of learning environment on student motivation and student achievement (literature review study). International Journal of Psychology and Health Science, 1(1), 30-39.
Ho, A. & Cheng, L. (2021). Fostering creativity in digital art education through virtual reality: A systematic review. Interactive Learning Environments, 29(3), 354-369.
Hohm, A., Happel, O., Hurtienne, J., & Grundgeiger, T. (2023). " When the beeping stops, you completely freak out"-how acute care teams experience and use technology. Proceedings of the ACM on Human-Computer Interaction, 7(CSCW1), 1-29.
Hornbæk, K. & Hertzum, M. (2017). Technology acceptance and user experience: A review of the experiential component in HCI. ACM Transactions on Computer-Human Interaction (TOCHI), 24(5), 1-30.
Housen, A. C. (2002). Aesthetic thought, critical thinking and transfer. Arts and Learning Research, 18(1), 2001-2002.
Huang, A. Y., Lu, O. H., & Yang, S. J. (2023). Effects of artificial intelligence–enabled personalized recommendations on learners’ learning engagement, motivation, and outcomes in a flipped classroom. Computers & Education, 194, 104684.
Huang, H.-M., Liaw, S.-S., & Lai, C.-M. (2016). Exploring learner acceptance of the use of virtual reality in medical education: a case study of desktop and projection-based display systems. Interactive Learning Environments, 24(1), 3-19.
Hunter, L. & Frawley, E. (2023). Engaging students using an arts-based pedagogy: teaching and learning sociological theory through film, art, and music. Teaching Sociology, 51(1), 13-25. https://doi.org/10.1177/0092055x221096657
Hussin, A. A. (2018). Education 4.0 made simple: Ideas for teaching. International Journal of Education and Literacy Studies, 6(3), 92-98.
Hutson Jr, J. L. (2022). Gamification of education and learning: heuristic elements, player types, and learning outcomes for art history games.
Hwang, G.-J., Yang, L.-H., & Wang, S.-Y. (2013). A concept map-embedded educational computer game for improving students′ learning performance in natural science courses. Computers & Education, 69, 121-130.
Hwang, G. J. & Chen, C. H. (2017). Influences of an inquiry‐based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving. British Journal of Educational Technology, 48(4), 950-971.
Ishiguro, C., Ishihara, T., & Morita, N. (2023). Extracurricular music and visual arts activities are related to academic performance improvement in school-aged children. npj Science of Learning, 8(1), 7.
Ishiguro, C., Sato, Y., Takahashi, A., Abe, Y., Kakizaki, H., Okada, H., Kato, E., & Takagishi, H. (2020). The difference in effects of art education:Comparing effects of visual thinking strategies in a classroom and a museum Psychology of Aesthetics, Creativity, and the Arts.
Ishiguro, C., Takagishi, H., Sato, Y., Seow, A. W., Takahashi, A., Abe, Y., Hayashi, T., Kakizaki, H., Uno, K., & Okada, H. (2021). Effect of dialogical appreciation based on visual thinking strategies on art-viewing strategies. Psychology of Aesthetics, Creativity, and the Arts, 15(1), 51.
Jaros, J. (2012). Improvisation and visual thinking strategies in art education.
Jong, R. & Gillis, S. (2020). The impact of item format on student performance in summative assessments. Assessment & Evaluation in Higher Education, 45(6), 806-818.
Khairani, A., Daud, A., & Adnan, M. (2020). Students’ acceptance of the use of google classroom as a platform in blended learning. AL-ISHLAH: Jurnal Pendidikan, 12(1), 1-16. https://doi.org/10.35445/alishlah.v12i1.193
Kim, H. J. (2022). Online art system with affect for a spontaneous appreciation and its interconnected communication.
Knochel, A. D. & Patton, R. M. (2020). Digital culture in art education: Frameworks for making and learning. Visual Arts Research, 46(1), 6-19.
Leder, H. (2021). The science of aesthetics. Oxford University Press.
Leder, H., Belke, B., Oeberst, A., & Augustin, D. (2004). A model of aesthetic appreciation and aesthetic judgments. British journal of psychology, 95(4), 489-508.
Leder, H., Carbon, C.-C., & Ripsas, A.-L. (2006). Entitling art: Influence of title information on understanding and appreciation of paintings. Acta psychologica, 121(2), 176-198.
Liao, C. (2020). Digital literacy and art education in the era of remote learning. Art Education, 73(5), 19-23.
Lin, H. C. & Lai, Y. H. (2010). The study on aesthetic judgement of junior high school students. Journal of Art Education Research, 17, 123-148.
Linnansaari, J. & Kankaanpää, M. (2016). Learning to see art: The development of aesthetic appreciation. Studies in Art Education, 57(4), 302-314.
Liu, Q., Chen, H., & Crabbe, M. (2021). Interactive study of multimedia and virtual technology in art education. International Journal of Emerging Technologies in Learning (iJET), 16(1), 80-93.
Liu, Y. & Pásztor, A. (2022). Effects of problem-based learning instructional intervention on critical thinking in higher education: A meta-analysis. Thinking Skills and Creativity, 45, 101069.
Maaruf, S. Z., Mohd Salleh, A., & Othman, N. F. (2019). The development of (ArtHis) interactive module in teaching and learning art history. Social and Management Research Journal (SMRJ), 16(2), 59-78.
Makri, A., Vlachopoulos, D., & Martina, R. A. (2021). Digital escape rooms as innovative pedagogical tools in education: A systematic literature review. Sustainability, 13(8), 4587.
Mihai, M., Albert, C. N., Mihai, V. C., & Dumitras, D. E. (2022). Emotional and social engagement in the english language classroom for higher education students in the COVID-19 online context. Sustainability, 14(8), 4527. https://www.mdpi.com/2071-1050/14/8/4527
Mitra, A. (2020). Art education and the development of aesthetic judgment. The Journal of Aesthetic Education, 54(4), 56-71.
Moeller, M., Cutler, K., Fiedler, D., & Weier, L. (2013). Visual thinking strategies= creative and critical thinking. Phi Delta Kappan, 95(3), 56-60.
Mäkinen, H., Haavisto, E., Havola, S., & Koivisto, J.-M. (2022). User experiences of virtual reality technologies for healthcare in learning: An integrative review. Behaviour & Information Technology, 41(1), 1-17.
Muhammad, N. A. y., Salwa, A., & Ramli, I. (2017). Alternative teaching method:The needs assessment of interactive e-content application in teaching art history course. IJAEDU-International E-Journal of Advances in Education, 3(7), 77-86.
Nickel, K. L. (2022). Growing literacy skills with visual thinking strategies on virtual art museum tours. Literacy Practice and Research, 47(1), 3.
Nolan, S. & Malilang, C. S. (2020). Visual thinking strategies and language teaching in an emergency teaching era_new opportunities. Language and Language Teaching Conference 2020.
Norman, D., Miller, J., & Henderson, A. (1995). What you see, some of what′s in the future, and how we go about doing it: HI at apple computer. conference companion on human factors in computing systems.
Park, Y. & Kim, J. H. K., J. H. (2021). Beyond art appreciation: Investigating the effects of a flipped classroom approach on visual arts learning. Art Education, 74, 12-19.
Pelton, J. A. (2013). “Seeing the theory is believing” writing about film to reduce theory anxiety. Teaching Sociology, 41(1), 106-120.
Pfeiffer, V. D., Gemballa, S., Rothlauf, F., & Köhler, T. (2020). Learning motivation and user experience in gamified e-learning: A cluster analysis. Computers & Education, 146, 103767.
Piaget, J. & Cook, M. (1952). The origins of intelligence in children (Vol. 8). International Universities Press New York.
Pokhrel, S. & Chhetri, R. (2021). A literature review on impact of COVID-19 pandemic on teaching and learning. Higher education for the future, 8(1), 133-141.
Pragowoaji, A. K. C., Iftadi, I., & Astuti, R. D. (2023). An evaluation of the career development center website from user experience perspectives. Jurnal Rekayasa Sistem Industri, 12(1), 51-64.
Purnomo, F. A., Pratisto, E. H., & Putra, A. R. M. (2018). Evaluation of serious game based on bukuran cluster of museum sangiran. AIP Conference Proceedings,
Ramírez-Montoya, M. S., Castillo-Martínez, I. M., Sanabria-Z, J., & Miranda, J. (2022). Complex thinking in the framework of education 4.0 and open innovation—A systematic literature review. Journal of Open Innovation: Technology, Market, and Complexity, 8(1), 4.
Rubino, I., Barberis, C., Xhembulla, J., & Malnati, G. (2015). Integrating a location-based mobile game in the museum visit:Evaluating visitors’ behaviour and learning. Journal on Computing and Cultural Heritage (JOCCH), 8(3), 1-18.
Salehi, S. & Firoozi, S. (2020). The effect of multiple-choice and matching tests on EFL learners’ retention of vocabulary items. Cogent Education, 7(1).
Shephard, A. J. & Pookulangara, S. A. (2020). Student use of university digital collections: the role of technology and educators. Museum management and curatorship (1990), 35(4), 392-408. https://doi.org/10.1080/09647775.2019.1638818
Shneiderman, B., Plaisant, C., Cohen, M. S., Jacobs, S., Elmqvist, N., & Diakopoulos, N. (2016). Designing the user interface: strategies for effective human-computer interaction. Pearson.
Smerdov, A., Somov, A., Burnaev, E., & Stepanov, A. (2023). AI-enabled prediction of video game player performance using the data from heterogeneous sensors. Multimedia Tools and Applications, 82(7), 11021-11046.
Takbiri, Y., Bastanfard, A., & Amini, A. (2023). A gamified approach for improving the learning performance of K-6 students using Easter eggs. Multimedia Tools and Applications, 1-19.
Tetikci, G. E. B. B. I. (2021). The place and effects of technology in the visual arts course. 10(3), 1089~1100. https://doi.org/10.12973/eu-jer.10.3.1089
Thompson, J. (2020). Preparing art educators for digital learning: Challenges and opportunities. Journal of Visual Art Practice, 19(3), 218-231.
Venkatesh, V. & Bala, H. (2008). Technology acceptance model 3 and a research agenda on interventions. Decision sciences, 39(2), 273-315.
Venkatesh, V. & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management science, 46(2), 186-204.
Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 157-178.
Vitytė, B. (2016, 09/02). Possibilities of the application of digital games in the implementation of the curriculum of arts subject. Pedagogika, 123(3), 120-138. https://doi.org/10.15823/p.2016.37
Wada-Marciano, M. & Tsao, J. Y. (2020). Enhancing aesthetic appreciation through art museum interventions: A review of the literature. Curator: The Museum Journal, 63(2), 217-232.
Wahyudin, A. I., Yasirandi, R., & Oktaria, D. (2021, 2021). Application of the TAM model to assess the acceptance level of indonesian artists on the use of virtual gallery. piscataway.
Weng, W., Ramadan, H., & Thomas, A. (2020a). Understanding enjoyment in ARTé: Mecenas with EGameFlow. 2020 IEEE Conference on Games (CoG),
Weng, W., Ramadan, H., & Thomas, A. (2020b). Work-in-progress:using bloom’s taxonomy and balanced design in arté: Mecenas. 2020 6th International Conference of the Immersive Learning Research Network (iLRN),
Winkielman, P. & Berridge, K. C. (2022). Art, beauty, and the brain: Insights from cognitive and affective neuroscience. Annual Review of Psychology, 72, 491-517.
Wu, Y. C. & Chen, C. Y. (2021). The effects of test format and cognitive load on test performance and test-taking behavior. Educational Psychology, 41(4), 568-584.
Wynn, N., Johnsen, K., & Gonzalez, N. (2021). Deepfake Portraits in Augmented Reality for Museum Exhibits. In Proceedings of the 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)(513–514).
Yen, Y. T. & Chen, Y. N. (2016). The effects of visual thinking strategies on art appreciation and criticism: An empirical study of the personal response system. EURASIA Journal of Mathematics,
Science and Technology Education,, 12(8), 2261-2271.
Yenawine, P. (2013). Visual thinking strategies: Using art to deepen learning across school disciplines.
Yenawine, P. (2013). Visual thinking strategies: Using art to deepen learning across school disciplines. Harvard Education Press.). Harvard Education Press.
Yenawine, P. & Miller, A. (2014). Visual thinking, images, and learning in college. About Campus, 19(4), 2–8. https://doi.org/doi:10.1002/abc.21162
Yenawine, P., Stouffer, K., Kagan, H. J., Kelly-Hedrick, M., See, J., Benskin, E., Wolffe, S., & Chisolm, M. S. (2021). The role of online arts and humanities in medical student education: Mixed methods study of feasibility and perceived impact of a 1-week online course. JMIR medical education, 7(3), e27923.
Zhang, Y. & Teng, F. (2020). Aesthetic appreciation of abstract art: Influence of knowledge, cognitive control and emotion regulation. Psychology of Aesthetics, Creativity, and the Arts, 14(3), 329-338.
Zhao, Y., Mishra, P., & Girod, M. (2019). Digital arts integration: A framework for technology-rich learning environments. Journal of Digital Learning in Teacher Education, 35(2), 67-82.
Zilberberg, A. & Goulet, G. (2021). Time on task and performance on multiple-choice questions: An exploratory study. Assessment & Evaluation in Higher Education, 46(2), 218-231.
指導教授 楊接期(Jie-Chi Yang) 審核日期 2023-7-14
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明