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    Please use this identifier to cite or link to this item: https://ir.lib.ncu.edu.tw/handle/987654321/107259


    Title: Advancing adventure education using digital motion-sensing games
    Authors: 施如齡;Shih, Ju-Ling;Hsu, Yu-Jen
    Contributors: 資訊電機學院網路學習科技研究所
    Keywords: Adventure;Adventure and adventurers;Adventure Education;CAI;Case Records;Cognitive Processes;Collaborative learning;College Students;Computer & video games;Computer assisted instruction;Computer Games;Computer Simulation;Constructivism (Learning);Cooperative Learning;Course Content;Delphi Technique;Detection;Education;Educational aspects;Educational Facilities Improvement;Educational Games;Educational Practices;Educational Technology;Experiential Learning;Field Instruction;Full Length Articles;Game Based Learning;Group Activities;Group Dynamics;Group facilitation;Individual Differences;Influence of Technology;Instructional Effectiveness;Instructional Materials;Interpersonal Communication;Interpersonal Relationship;Interviews;Leadership;Learning;Learning Activities;Learning experiences;Learning Motivation;Learning Processes;Learning Strategies;Learning Theories;Likert Scales;Methods;Motion capture;Observation;Outdoor education;Participant Satisfaction;Physical education;Posttests;Pretests;Pretests Posttests;Qualitative analysis;Questionnaires;Reflection;Social interaction;Teaching Methods
    Date: 2016-01-01
    Issue Date: 2026-04-23 14:02:52 (UTC+8)
    Publisher: National Taiwan Normal University;Palmerston North: International Forum of Educational Technology & Society
    Abstract: 摘要: This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that emphasize first-hand learning experience in which participants cooperate in situated environments to achieve various life-learning aims. Using qualitative data to supplement questionnaires, system records and observations as well as interviews, results showed that digital games can substantially improve the learning effectiveness of adventure education themes just as traditional physical adventure education activities. Participants can advance their extrinsic behaviors, such as leadership and cooperation, and intrinsic motivations, such as reflection and confidence, through the games. With appropriate guidance and reflection, participants can develop their conceptual and social self. Motion-sensing games are convenient and effective tools for advancing physical adventure education activities.
    出版者: Palmerston North: International Forum of Educational Technology & Society
    出版日期: 2016-10-01
    出處: Educational Technology & Society, 2016-10, Vol.19 (4), p.178-189
    資源來源: Airiti Library
    版權: COPYRIGHT 2016 International Forum of Educational Technology & Society
    版權: 2016. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
    識別號: ISSN: 1176-3647
    識別號: ISSN: 1436-4522
    識別號: EISSN: 1436-4522
    識別號: DOI: 10.30191/ETS.201610_19(4).0015
    Appears in Collections:[Graduate Institute of Network Learning Technology] journal & Dissertation

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