DC 欄位 |
值 |
語言 |
DC.contributor | 資訊工程學系 | zh_TW |
DC.creator | 李婉如 | zh_TW |
DC.creator | Wan-ju Lee | en_US |
dc.date.accessioned | 2012-7-27T07:39:07Z | |
dc.date.available | 2012-7-27T07:39:07Z | |
dc.date.issued | 2012 | |
dc.identifier.uri | http://ir.lib.ncu.edu.tw:444/thesis/view_etd.asp?URN=995202049 | |
dc.contributor.department | 資訊工程學系 | zh_TW |
DC.description | 國立中央大學 | zh_TW |
DC.description | National Central University | en_US |
dc.description.abstract | 為了讓學生可以從真實經驗中學習,我們提供了一個機會讓學生可以自然的學習並且在教室內用真實的學習經驗展演知識。我們想了解將體現的互動融合桌面遊戲加入學習的可能性。學生可以用肢體動作或語音指令與系統互動,透過我們設計的學習活動觀察學生的學習經驗、活動的投入感。我們先做了一個詴驗性的研究,發現學生的內在動機普遍性的高而且在實驗中發現了一些值得討論的現象。我們想建造一個可以抓住學生專注力且讓學生能投入在學習中的環境,並透過肢體動作表演知識──學習表演遊樂場。在學生展演的過程中,看見同學出現在場景中會讓學生們的學習行為受到影響,因此我們想觀察表演者與其他旁觀者的行為以及使用肢體互動的感受為何。結果顯示學生在這樣的場域學習是充滿愉悅感且有不錯的學習表現。
| zh_TW |
dc.description.abstract | In order to let students learn authentically, we provide an opportunity for them to learn naturally and apply knowledge by using authentic learning experience in the classroom. We want to know the possibilities of adding embodied interactions to learning. Students can interact with the system by embodied motions. We observe their perceptions of learning experience through the designed activity and examine whether they are engaging. We first had a pilot study, and then we discover that their intrinsic motivation was relatively high and there were some interesting discussions of the experiment. The behaviors of students were affected when performer was performing. We want to investigate learning behaviors of student performers and peer audience and the perceptions of using body movements and speech commands in a board game-based learning environment incorporated with embodied interaction and performing teaching. The aim of the research was to develop a whole-focused and engaging learning in classrooms. The results revealed that putting a performer’s image in the learning scene has positive influence on the student performer and non-performers as well. Also, students expressed that they perceived competence and enjoyment after learning with an active relevant context.
| en_US |
DC.subject | 體感互動 | zh_TW |
DC.subject | 數位學習遊樂場 | zh_TW |
DC.subject | embodied interaction | en_US |
DC.subject | digital learning playground | en_US |
DC.title | 運用體感互動建立學習系統中肢體與情境經驗之學習成效分析 | zh_TW |
dc.language.iso | zh-TW | zh-TW |
DC.type | 博碩士論文 | zh_TW |
DC.type | thesis | en_US |
DC.publisher | National Central University | en_US |