博碩士論文 91542001 詳細資訊




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姓名 簡琨晃(Kun-Huang Chien)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 數位遊戲式學習環境對能源節約之影響評估
(Development and Evaluation of a Digital Game-Based Learning Environment for Energy Saving)
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摘要(中) 以節約能源相關知識所進行的能源教育已實施多年。然而在日常生活中,學習者並不常將學來的知識付諸實踐,甚至對如何降低能源消耗的知識,也了解不多。為了解決這樣的議題,必須改善能源教育的效率。方法之一就是數位遊戲式學習,它可以提高學習者的學習動機和互動。以此為考量,本研究開發一套”節約能源寵物系統”,隨著寵物遊戲替身的使用,學習者被鼓勵以好玩、吸引人、更節能的方式來使用家中的能源。目的除了教導學習者如何減少能源的使用之外,還要吸引他們採取適當的節約能源措施。實驗過程進行一套實證研究,以驗證本遊戲式學習系統是否可以促進學習者對如何節約能源的認識。結果顯示,該系統顯著提升學習者節能的自我覺知、學習動機,以及節能的意願。
摘要(英) Energy education has been conducted to equip learners with relevant energy conservation knowledge for many years. However, learners seldom put the knowledge into practice and even have few ideas about how to reduce energy consumption. To this end, there is a need to address this issue to improve the efficiency of energy education. One of the strategies is digital game-based learning, which can enhance learning motivation and interaction with learners. In this vein, this study develops an Energy COnservation PET (ECOPET) system using a game-based learning strategy. With the use of a pet avatar, learners were encouraged to use home-energy conservatively in a playful and engaging way. The aim is not simply to teach learners how to reduce energy use, but to engage them in adopting appropriate energy conservation measures. An empirical study was conducted to examine if the ECOPET system could promote learners’ understanding of energy conservation. The results demonstrated that the system significantly promoted learners’’ self-awareness, learning motivation, as well as willingness to conserve energy.
關鍵字(中) ★ 學習動機
★ 自我覺知
★ 數位遊戲式學習
★ 能源節約
★ 能源教育
關鍵字(英) ★ energy education
★ learning motivation
★ self-awareness
★ digital game-based learning
★ energy conservation
論文目次 中文摘要 I
ABSTRACT II
INDEX OF FIGURES IV
INDEX OF TABLES V
1. INTRODUCTION 1
2. ENERGY USE AND PROMOTING A HOUSEHOLD ENERGY CONSUMPTION LEARNING BY GAME 7
2.1 ENERGY USE IN THE HOME 7
2.1.1 Energy 7
2.1.2 Consumption in the home 9
2.1.3 Saving electricity in the home 10
2.2 PROMOTING A HOUSEHOLD ENERGY CONSUMPTION LEARNING BY GAME 11
3. RELATED WORKS 14
3.1 ENERGY EDUCATION 14
3.2 DIGITAL GAME-BASED LEARNING 18
3.3 LEARNING MOTIVATION 20
3.4 ENVIRONMENTAL AND ENERGY-AWARENESS GAMES 22
4. SYSTEM DESIGN AND IMPLEMENTATION 25
4.1 DESIGN CONCEPT 25
4.1.1 Promote self-awareness on energy conservation 25
4.1.2 Transform knowledge into social consciousness of energy conservation 27
4.2 LEARNING MODEL AND SYSTEM MODULES 29
4.3 INTERFACES AND FUNCTIONS 31
5. THE EXPERIMENT 37
5.1 METHODS 37
5.2 RESULTS AND DISCUSSION 43
5.2.1 Self-awareness for energy conservation 43
5.2.2 Learning motivation on ARCS 44
5.2.3 Willingness for saving energy 49
5.2.4 Behavior of learners 50
6. CONCLUSION 55
REFERENCES 58
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指導教授 楊接期(Jie-Chi Yang) 審核日期 2012-7-27
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