博碩士論文 111524013 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:16 、訪客IP:3.148.202.74
姓名 王悦綺(Yueh-Chi Wang)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 物聯網遊戲中的玩家社交互動與決策選擇分析
(The Analysis of Social Interaction and Decision-Making in IoT-based Games)
相關論文
★ 遊戲式學習增進印尼國小兒童運算思維 之成效研究★ 科技輔助版圖遊戲增進印尼兒童英語詞彙學習 之成效研究
★ 運用均一教育平台於國中資源班學生數學學習之研究★ <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
★ 台灣地形遊戲教育中的沙盒擴增實境系統設計與評估★ 線上議題探究系統之探究能力分析
★ 線上議題遊戲系統之遊戲行為與互動歷程探討★ 複合式領地桌遊之學習者人格特質與歷史思維分析
★ 探討成人玩家於議題式遊戲之行為與人格特質的關係★ 大航海高峰會遊戲中的玩家衝突策略與人 格分析
★ 探討成人玩家於大航海高峰會遊戲中情緒與人格的關係★ 線上社群溝通課程對學員互動關係與團隊發展歷程研究
★ 機械戰馬:連桿仿生機器人之開發及教學設計與運算思維表現評估★ 情境議題式策略遊戲平台的開發與評估
★ 科技融入幼兒生命教育繪本之學習、興趣、歷程與成效★ 線上歷史探究系統對中學生歷史思維與探究學習成效分析
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 (2027-7-31以後開放)
摘要(中) 學習歷史對於學生的知識建構和批判性思考至關重要,但目前的歷史教育課程往往缺乏趣味性,使得學生難以投入到學習中。然而,透過遊戲化的方式,可以為學生提供更具情境性和互動性的學習體驗,從而提升他們對歷史的學習興趣和沉浸度。為了增強學生的參與感和沉浸度,本研究將物聯網(Internet of Things, IoT)融入歷史教育遊戲中可以提供更複雜的遊戲機制,創造更加豐富和互動性的學習環境,以促進學生之間的社交互動,並藉由遊戲數據的視覺化呈現,提升學習者的遊戲體驗。而台灣荷西時期是一個重要的時代,該時期展現出台灣首次與世界接軌的樣貌。因此,本研究以荷西時期的台灣為背景,開發一套結合IoT的遊戲<祕探荷西>。本研究的目的在於讓學習者在遊戲中扮演不同的角色,在每回合的事件中以自己所扮演的角色角度進行溝通和協商。主要觀察每位學習者在討論過程中所呈現的社交類型及其決策選擇。而IoT的應用使得遊戲中的物品能夠相互傳遞訊息,並將結果以視覺化方式呈現,增強了遊戲的真實感和現實感,進一步提升了玩家的沉浸度。而沉浸度的提升不僅可以讓學習者產生積極的社交互動,同時可以使其加深對於知識的理解,從而提高歷史的學習成效。
本研究旨在探討玩家在遊戲中是否提高其學習成效,以及遊戲中展現的社交類型與決策之間的關聯。對於前者,本研究採用前後測的量化方式,分析每位參與者在遊戲前後的學習成效。對於後者,則採用質性分析方法,將玩家社交類型分成合作型、衝突型、交易型、領導型和冷漠型。藉由收集每位參與者在遊戲中個人及小組決策學習單上的決策選項及理由,並透過每組的遊戲主持人觀察各組參與者在討論過程中展現的社交類型,以文字分析方式探討玩家社交互動對其決策的影響。最後,為了評估玩家對遊戲的滿意程度,設計了滿意度問卷,包含遊戲體驗、學習體驗、社交互動及技術運用等四個方面,以便研究者根據回饋改善遊戲機制及系統,提供學習者更流暢的遊戲體驗。
研究結果發現,學習者在玩完遊戲後,在學習成效上有顯住的進步。在遊戲過程中,不同的社交類型對於決策選項及其背後的想法理由有明顯的不同:當組內討論時,大多表現出冷漠型的參與者最容易因為他人的言論改變自身想法及決策選項,最終決策會和小組內的結論相同;表現出合作型的參與者大部份也會因為他人的言論改變自身想法,但與冷漠型不同的是,其最終想法不一定會與小組內的決策相同;表現出衝突型的參與者大部份不會因為他人的言行而輕易改變自身的想法以及決策;表現出領導型的參與者大部份的決策選項對於小組最終的決策的影響最大,通常小組的討論結果都會和領導型的選擇相同的決策;表現出交易型的參與者通常伴隨著領導型,而該交易型學生會根據利弊去思考是否更改想法或決策。而當在外交討論時,表現出冷漠型的參與者在外交中也容易受到別組的想法所影響,最終改變自身的決策;表現出衝突型的參與者通常在外交中表現出較強的攻擊性,幾乎每次的決策選項都偏向攻擊他人;經分析後發現外交後,小組的選擇也幾乎和領導型的人選擇相同,推測在外交時,領導型成員主導了交涉;表現出交易型的參與者通常都會思考較多,且若無法在其中奪取利益,那麼較容易會袖手旁觀。而在外交討論過程中也發現當面對與自身立場不同的人拒絕溝通或者力量懸殊的情況時,小組內的成員往往會更加傾向於一致的想法。另外,在遊戲滿意度中,學習者對於遊戲體驗、學習體驗、社交互動及技術運用都給予相當高的評價。
摘要(英) Learning history is crucial for students′ knowledge construction and critical thinking. However, the current history education curriculum often lacks engagement, making it difficult for students to immerse themselves in learning. Through gamification, students can be provided with more contextual and interactive learning experiences, thereby enhancing their interest and immersion in history. To increase students′ engagement and immersion, this study integrates the Internet of Things (IoT) into history education games. This integration can offer more complex game mechanisms, creating a richer and more interactive learning environment that promotes social interaction among students. By visualizing game data, learners′ gaming experience can be enhanced. The Dutch colonial period in Taiwan is a significant era that marks Taiwan′s initial connection with the world. Therefore, this study develops a game titled "Secret Agent in Dutch Taiwan," set in the Dutch colonial period and incorporating IoT. The purpose of this research is to enable learners to assume different roles in the game and communicate and negotiate from the perspective of their roles during each event. The study mainly observes the social types and decision-making choices exhibited by each learner during the discussion process. The application of IoT allows objects in the game to exchange information and present the results visually, enhancing the game′s realism and authenticity, thereby further increasing players′ immersion. The enhancement of immersion not only fosters positive social interactions among learners but also deepens their understanding of knowledge, thereby improving the effectiveness of history learning.
This study aims to explore whether players′ learning effectiveness improves through gameplay and the relationship between social types and decision-making within the game. For the former, a quantitative pre-test and post-test method is adopted to analyze each participant′s learning effectiveness before and after the game. For the latter, a qualitative analysis method is used to categorize players′ social types into cooperative, impulsive, transactional, leadership, and indifferent. By collecting each participant′s decision options and reasons on individual and group decision-making worksheets during the game, and through observations made by group game facilitators on the social types displayed by participants during discussions, a textual analysis method is employed to examine the impact of players′ social interactions on their decision-making. Lastly, to assess players′ satisfaction with the game, a satisfaction questionnaire is designed, covering four aspects: game experience, learning experience, social interaction, and technology application. This feedback allows researchers to improve the game mechanics and system, providing learners with a smoother gaming experience.
The results of the study revealed that learners showed significant improvement in learning effectiveness after playing the game. During the game, different social types exhibited distinct decision-making options and underlying reasoning: participants displaying an indifferent type were most likely to change their thoughts and decision options due to others′ remarks, with their final decisions often aligning with the group′s conclusions. Participants exhibiting a cooperative type also tended to change their thoughts based on others′ remarks; however, unlike the indifferent type, their final thoughts did not necessarily align with the group′s decisions. Participants displaying an impulsive type were mostly unlikely to change their thoughts and decisions based on others′ actions or words. Those exhibiting a leadership type had the most significant influence on the group′s final decisions, which typically matched the leader′s choices. Transactional participants usually accompanied leaders and would reconsider their thoughts or decisions based on a cost-benefit analysis. During diplomatic discussions, indifferent participants were easily influenced by other groups′ ideas, ultimately changing their decisions. Impulsive participants displayed strong aggressiveness, with nearly all their decisions leaning towards attacking others. After analysis, it was found that after diplomacy, the group′s choices were almost identical to the leadership type, suggesting that leaders dominated negotiations. Transactional participants tended to consider more factors and were more likely to remain passive if no benefits could be gained. Diplomatic discussions also revealed that when facing uncooperative individuals or imbalanced power dynamics, group members tended to adopt a more unified stance. Regarding game satisfaction, learners provided high ratings for game experience, learning experience, social interaction, and technology application.
關鍵字(中) ★ 物聯網
★ 社交互動
★ GNS理論
★ 教育遊戲
關鍵字(英) ★ Internet of Things (IoT)
★ Social Interaction
★ GNS Theory
★ Educational Games
論文目次 摘要 i
Abstract iii
誌謝 vi
目錄 vii
圖目錄 x
表目錄 xv
一、 緒論 1
1-1 研究背景與動機 1
1-2 研究目的 3
1-3 研究問題 3
二、 文獻探討 4
2-1 物聯網 4
2-2 GNS理論 6
2-3 社交互動 9
三、 系統設計與實作 13
3-1 遊戲設計 13
3-1-1 遊戲架構與流程 13
3-1-2 情境與角色設計 17
3-2 系統設計與架構 20
3-2-1 硬體架構與元件 20
3-2-2 系統架構與開發工具 23
3-2-3 IoT系統開發 26
3-3 遊戲物件 28
3-3-1 遊戲地圖 29
3-3-2 平板介面 31
3-3-3 手機介面 36
3-3-4 mBot設置 37
四、 研究方法 38
4-1 研究對象 38
4-2 研究架構 38
4-3 研究工具 41
4-3-1 學習成效前後測 41
4-3-2 社交類型觀察表 42
4-3-3 決策學習單 42
4-3-4 遊戲滿意度問卷 44
4-4 資料處理 44
4-4-1 學習成效前後測資料處理 44
4-4-2 社交類型觀察表資料處理 44
4-4-3 決策學習單資料處理 45
4-4-4 遊戲滿意度問卷資料處理 46
五、 研究結果 47
5-1 學習成效 47
5-2 玩家社交互動對於決策的影響 49
5-2-1 不同社交類型在組內討論對於決策的影響 51
5-2-2 不同社交類型在組外討論對於決策的影響 63
5-2-3 比較不同社交類型在組內組外的差別 81
5-3 滿意度回饋 85
六、 結論與未來建議 89
6-1 結論 89
6-2 未來建議 91
參考文獻 92
中文部分 92
英文部分 92
附件一 守門人協助同意書 守門人協助研究說明書 104
附件二 家長知情同意書 106
附件三 <祕探荷西>前測題目 109
附件四 <祕探荷西>後測題目 111
附件五 個人決策學習單 113
附件六 小組決策學習單 116
附件七 社交類型觀察表 119
附件八 <祕探荷西>滿意度問卷 120
參考文獻 林奇賢與徐雅雯(2005)。角色扮演模擬遊戲之設計與其在教育應用上的意義。全國計算機會議(NCS)。http://dspace.fcu.edu.tw/handle/2377/1646
林宜臻(2023)。複合式領地桌遊之學習者人格特質與歷史思維分析(未出版之碩士論文)。國立中央大學,桃園市。
蕭憶梅 (2009)。理解學生歷史思維的重要性。歷史教育,(14),87-102。
陳彥銘(2022)。Bebras Challenge 融入數位遊戲 <Captain Bebras>系統之學生運算思維能力分析(未出版之碩士論文)。國立中央大學,桃園市。
鄭舜謙(2013)。3D角色扮演數位史地遊戲之模擬性沉浸設計。國立臺南大學,台南市。
鄭舜謙、施如齡、王彥人與王薏涵(2012)。3D角色扮演數位遊戲之模擬性沉浸設計。Global Chinese Conference on Computers in Education (GCCCE)。
王薏涵(2013)。以多元文化觀點敘事結構設計數位歷史遊戲。國立臺南大學,台南市。
王薏涵、王彥人、鄭舜謙與施如齡(2012)。《白賊七》台灣史地冒險遊戲:以 GNS理論設計互動敘事文本。Global Chinese Conference on Computers in Education (GCCCE)。
王彥人。(2012)。「氛圍、內容、目標」融入史地數位遊戲架構之設計與研究。國立台南大學,台南市。
王彥人、施如齡、鄭舜謙與王薏涵(2012)。《流民本色》:隨境遊戲之遊戲性沉浸設計。Global Chinese Conference on Computers in Education(GCCCE)。
Abdulrazic, M. O. M., Sanzana, M. R., & Ng, K. H. (2022). Integrating Internet-of-Things (IoT) into a Cultural Game Authoring Tool: An Innovative Approach in Maker Education. Engineering Proceedings, 27(1), 50.
Agnihotri, N. (2022). Non-Verbal Communication. Promoting Consumer Engagement through Emotional Branding and Sensory Marketing, 220-225. https://doi.org/10.4018/978-1-6684-5897-6.ch018
Ahmed, I., Riaz, T., Shaukat, M.Z., & Butt, H.A. (2013). Social Exchange Relations at Work: A Knowledge Sharing and Learning Perspective.
Aïmeur, E., Frasson, C., & Lalonde, M. (2001). The role of conflicts in the learning process. ACM SIGCUE Outlook, 27(2), 12-27. https://doi.org/10.1145/381234.381241
Alamsyah, G. N., & Winardi, S. (2022). Sistem Kontrol Dan Monitoring Smart House Berbasis Iot Dengan Smartphone Android. Jurnal Saintekom: Sains, Teknologi, Komputer dan Manajemen, 12(2), 126-136. https://doi.org/10.33020/saintekom.v12i2.311
Aldowah, H., Rehman, S. U., Ghazal, S., & Umar, I. N. (2017). Internet of ThingsInternet of Things in higher education: a study on future learning. In Journal of Physics: Conference Series, 892(1), 012-017. https://doi.org/10.1088/1742-6596/892/1/012017
Alejandria, L., N., Bajenting, J. M. S., Pacatan, M. A. L. D., & Diquito, T. J. A. (2023). The Use of Educational Board Game as a Supplemental Tool in Learning Periodic Table of Elements Among Senior High School Students. American Journal of Education and Technology, 2(1), 60-67. https://doi.org/10.54536/ajet.v2i1.1292
Alvear-Puertas, V., Rosero-Montalvo, P., Peluffo-Ordóñez, D., & Pijal-Rojas, J. (2017). Internet de las Cosas y Visión Artificial, Funcionamiento y Aplicaciones: Revisión de Literatura. Enfoque UTE, 8(1), 244-256. https://doi.org/10.29019/enfoqueute.v8n1.121
Amaliya, N. R. (2022). Social Interactions and their Relationship with Human Characteristics. https://doi.org/10.31219/osf.io/3yzgf
Bhattacharjee, S. (2022). Digitalisation of Oral Traditions and Documenting Contemporary Social Issues: A Study on the Little Known Karbi Films of Karbi Anglong Assam. Journal of Sociology and Social Anthropology, 13(1-2). https://doi.org/10.31901/24566764.2022/13.1-2.366
Byun, G., & Lee, S. (2021). Social Learning in Empowering Leadership: A Moderated Mediation Analysis. Sustainability, 13(18), 10137. https://doi.org/10.3390/su131810137
Card, N. A. (2010). Antipathetic relationships in child and adolescent development: A meta-analytic review and recommendations for an emerging area of study. Developmental Psychology, 46(2), 516-529. https://doi.org/10.1037/a0017199
Cheng, Y. W., Wang, Y., Yang, Y. F., Yang, Z. K., & Chen, N. S. (2020). Designing an authoring system of robots and IoT-based toys for EFL teaching and learning. Computer Assisted Language Learning, 34(1-2), 6-34. https://doi.org/10.1080/09588221.2020.1799823
Chubova, E., & Bylkova, S. (2023). Social Interaction Training as a Form of Active Training for Agricultural Specialists. Lecture Notes in Networks and Systems, 508-517. https://doi.org/10.1007/978-3-031-21219-2_56
Clappe, T. C. (2010). Role Play and Simulation: Returning to Teaching for Understanding. Education Digest: Essential Readings Condensed for Quick Review, 75, 39-43.
Dadang, H., Nasrullah, H., 2019. Social Interaction of the Chief of Capital City Police of Medan Based on Socio-Religions in Ensuring Security. International journal of humanities and social sciences, 6(7), 1-6.
Dagar, R., Som, S., & Khatri, S. K. (2018). Smart Farming – IoT in Agriculture. 2018 International Conference on Inventive Research in Computing Applications (ICIRCA). https://doi.org/10.1109/icirca.2018.8597264
Dou, K., Wang, Y. J., Li, J. B., Li, J. J., & Nie, Y. G. (2018). Perceiving high social mindfulness during interpersonal interaction promotes cooperative behaviours. Asian Journal of Social Psychology, 21(1-2), 97-106. https://doi.org/10.1111/ajsp.12210
Drachen, A., Copier, M., Montola, M., Eladhari, M.P., Hitchens, M., & Senros, J. (2009). Role-Playing Games: The State of Knowledge [Panel Abstracts]. DiGRA Conference.
Edwards, R.(2001)。Gns and other matters of role-playing theory。Retrieved from: http://www.indie-rpgs.com/articles/1/
Ghubade, S., Das, I., Puchalwar, S., Shrirang, S., Nagdeote, A., & Yadav, P.V. (2023). IOT Smart and Traffic Congestion Control. International Journal for Research in Applied Science and Engineering Technology, 11(4), 294-298. https://doi.org/10.22214/ijraset.2023.49898
Gul, S., Asif, M., Ahmad, S., Yasir, M., Majid, M., Malik, M. S. A., & Arshad, S. (2017). A survey on role of internet of thingsInternet of Things in education. International Journal of Computer Science and Network Security, 17(5), 159-165.
He, M., & Li, Y. (2022). Application of Big Data Technology in News Media Scene Visualization Based on Internet of ThingsInternet of Things (IoTs). Mathematical Problems in Engineering, 2022, 1-10. https://doi.org/10.1155/2022/5508125
Husnanda, A., & Ikhsan, J. (2021, March). Developing Science Education Game Based on Internet of ThingsInternet of Things (IoT): Materials and Methods Overview. In 6th International Seminar on Science Education (ISSE 2020), 892-898. Atlantis Press. https://doi.org/10.2991/assehr.k.210326.128
Jagatheesaperumal, S. K., Rajkumar, S., Suresh, J. V., Gumaei, A. H., Alhakbani, N., Uddin, M. Z., & Hassan, M. M. (2023). An IoT-Based Framework for Personalized Health Assessment and Recommendations Using Machine Learning. Mathematics, 11(12), 2758. https://doi.org/10.3390/math11122758
Kareem, H., & Dunaev, D. (2021). The Working Principles of ESP32 and Analytical Comparison of using Low-Cost Microcontroller Modules in Embedded Systems Design. 4th International Conference on Circuits, Systems and Simulation (ICCSS). https://doi.org/10.1109/iccss51193.2021.9464217
Kawamichi, H., Sugawara, S. K., Hamano, Y. H., Makita, K., Kochiyama, T., & Sadato, N. (2016). Increased frequency of social interaction is associated with enjoyment enhancement and reward system activation. Scientific Reports, 6(1), 24561. https://doi.org/10.1038/srep24561
Khaled, H., A., (2022). Application of internet of thingsInternet of Things in healthcare domain. Journal of Umm Al-Qura University for Engineering and Architecture, 14, 1-12. https://doi.org/10.1007/s43995-022-00008-8
Kim, S., & Lee, W. (2015). Collocated Social Interaction through Music. 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 1153-1156. https://doi.org/10.1145/2786567.2794344https://doi.org/10.1145/2786567.2794344
Kinsell, C., DaCosta, B., & Nasah, A. (2014). Simulation Games as Interventions in the Promotion of Social Skills Development among Children with Autism Spectrum Disorders. Advances in Medical Technologies and Clinical Practice Book Series, 21. https://doi.org/10.4018/978-1-4666-5015-2.ch011
Kohn, M., & Parnes, B. (1974). Social Interacation in the Classroom—A Comparison of Apathetic-Withdrawn and Angry-Defiant Children. The Journal of Genetic Psychology, 125, 165-175. https://doi.org/10.1080/00221325.1974.10533204
Kroencke, L., Harari, G. M., Back, M. D., & Wagner, J. (2023). Well-being in social interactions: Examining personality-situation dynamics in face-to-face and computer-mediated communication. Journal of Personality and Social Psychology, 124(2), 437-460. https://doi.org/10.1037/pspp0000422
Kumar, S., Tiwari, P. & Zymbler, M. (2019). Internet of Things is a revolutionary approach for future technology enhancement: a review. J Big Data, 6, 111. https://doi.org/10.1186/s40537-019-0268-2
Kwon, O., & Lee, N. (2014). Boosting human-to-human interaction for collaborative learning. ACM/IEEE international conference on Human-robot interaction, 224-225. https://doi.org/10.1145/2559636.2559801
Larsson, M. (2016). Leadership in Interaction. Routledge EBooks, 195-216. https://doi.org/10.4324/9781315739854-24
Larsson, M., & Knudsen, M. (2021). Conditions for reflexive practices in leadership learning: The regulating role of a socio-moral order of peer interactions. Management Learning, 53(2), 291-309. https://doi.org/10.1177/1350507621998859
M. Rama Sai, K. Krishna Teja, V. Poorna Sasank, M. Kavitha, & S.S Aravinth. (2023). Smart Home Messenger Notifications System using IoT. 2023 Third International Conference on Artificial Intelligence and Smart Energy (ICAIS), 87-92. https://doi.org/10.1109/icais56108.2023.10073780
Mahmud, M. M., Wong, S. F., Wong, S. S., Ismail, O., & Ramachandiran, C. R. (2022). Data Visualization Literacy: Multimodal skills in the Age of Internet of ThingsInternet of Things (IoT). 7th International Conference on Information and Education Innovations, 47-53. https://doi.org/10.1145/3535735.3535743
Maulida, T., Nur, A., Akbar, H., Yahya Syafa’xat, A., Sepri Ananda, R., Tahyudin, I., Berlilana, N. (2022). Visualization of Front-End Data Logger Internet of Things Technology using Vue. Js Framework. International Conference on Information Technology, Information Systems and Electrical Engineering (ICITISEE), 693-698. https://doi.org/10.1109/icitisee57756.2022.10057919
Milson, F. (1973). An Introduction to Group Work Skill. Routledge.
Mitchell, M. S., Cropanzano, R. S., & Quisenberry, D. M. (2012). Social Exchange Theory, Exchange Resources, and Interpersonal Relationships: A Modest Resolution of Theoretical Difficulties. Handbook of Social Resource Theory, 99-118. https://doi.org/10.1007/978-1-4614-4175-5_6
Mladenova, T., & Cankov, V. (2023). Smart Home Based on IoT - Architecture and Practices. International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA), 1-5. https://doi.org/10.1109/hora58378.2023.10156739
Mohanasundaram, T., Vetrivel, S., C., & Krishnamoorthy, V. (2023). Applications of IoTSG in Smart Industrial Monitoring Environments. 339-364. https://doi.org/10.1002/9781119812524.ch12
Morcom, V., & MacCallum, J. (2007). Improving interaction and participation: Leadership development in the collaborative classroom. The Australian Association for Research in Education (AARE).Navya, B., S. (2021). IoT in Agriculture. International Journal of Advanced Research in Science, Communication and Technology, 7-10. https://doi.org/10.48175/ijarsct-1351
Navya, B., S. (2021). IoT in Agriculture. International Journal of Advanced Research in Science, Communication and Technology, 7-10. https://doi.org/10.48175/ijarsct-1351
Nisbet, R. A. (1970). The Social Bond: An Introduction to the Study of Society. New York : Knopf.
Nițulescu, L. (2018). The socio-cognitive conflict. Development through social interaction. Journal Plus Education, 6, 206-210.
Okumdi, M. C. (2022). Social Interaction and Social Relations: A Sociological Analysis. Journal of Sociology and Social Anthropology, 13(1-2). https://doi.org/10.31901/24566764.2022/13.1-2.373
Osisanwo, F.Y., Izang, A.A., Kuyoro, S., O., John, Henry, Chukwudi. (2016). Internet of Things (IOTs) Bridging the Gap in Tertiary Educational Process. International Journal of Computer Trends and Technology, 42(2), 94-101. https://doi.org/10.14445/22312803/IJCTT-V42P116
Özgül, E., & Ocak, M. A. (2023). The effect of internet of thingsInternet of Things education through distance education on student success and motivation. Journal of Educational Technology and Online Learning, 6(2), 403-420. https://doi.org/10.31681/jetol.1241362
Padmanaban, S., Nasab, M. A., Shiri, M. E., Javadi, H. H. S., Nasab, M. A., Zand, M., & Samavat, T. (2022). The Role of Internet of ThingsInternet of Things in Smart Homes. Artificial Intelligence‐Based Smart Power Systems, 259-271. https://doi.org/10.1002/9781119893998.ch13
Pappas, G., Siegel, J., Vogiatzakis, I. N., & Politopoulos, K. (2022). Gamification and the Internet of Things in Education. In Mirjana, I., Aleksandra , K.-M., & Jain, L. C. (Eds.), Handbook on Intelligent Techniques in the Educational Process, 317-339. Springer Nature. https://doi.org/10.1007/978-3-031-04662-9_15
Petrović, L., Jezdović, I., Stojanović, D., Bogdanović, Z., & Despotović-Zrakić, M. (2017). Development of an educational game based on IoT. International journal of electrical engineering and computing, 1(1), 36-45. https://www.ijeec.org/index.php/ijeec/article/view/13/9
Petrović, L., Stojanović, D., Mitrović, S., Barać, D., & Bogdanović, Z. (2021). Designing an extended smart classroom: An approach to game‐based learning for IoT. Computer Applications in Engineering Education, 30(1), 117-132. https://doi.org/10.1002/cae.22446
Pham, V., Nguyen, V. T., & Dang, T. (2018). IoTViz: Visualizing emerging topics in the internet of things. https://doi.org/10.1109/bigdata.2018.8622375
Riak, G. A., & Bill, D. B. A. (2022). The Effect of Conflict to the Peaceful Coexistence of the Societies. Journal of Social Science and Humanities Research (IJRDO), 8(11). https://doi.org/10.53555/sshr.v8i11.5383
Roloff, M. E. (2015). Social Exchange Theories. The International Encyclopedia of Interpersonal Communication. https://doi.org/10.1002/9781118540190.wbeic158
Rose, K., Eldridge, S., & Chapin, L. (2015). The internet of thingsInternet of Things: An overview. The internet society (ISOC), 80(15), 1-53.
S., Periyanayagi., Vld, Nandini., K., Basarikodi., V., Sumathy. (2023). IOT Assisted Biomedical Monitoring Sensors for Healthcare in Human. Computer Systems: Science & Engineering, 45(3), 2853-2868. https://doi.org/10.32604/csse.2023.030538
Sai, M. R., Teja, K. K., Sasank, V. P., Kavitha, M., & Aravinth, S. S. (2023). Smart Home Messenger Notifications System using IoT. Third International Conference on Artificial Intelligence and Smart Energy (ICAIS). https://doi.org/10.1109/icais56108.2023.10073780
Salim, S. M. (2023). VERBAL AND NON-VERBAL COMMUNICATION IN LINGUISTICS. International Journal of Innovative Technologies in Social Science, 2(38). https://doi.org/10.31435/rsglobal_ijitss/30062023/8003
Santanu , M., Ali, I., & Saha, S. (2020). IoT in Agriculture: Smart Farming Using MQTT Protocol Through Cost-Effective Heterogeneous Sensors. Advances in Intelligent Systems and Computing, 903-913. https://doi.org/10.1007/978-981-15-7834-2_85
Sarika, K., S., & Jayati, L., D. (2023). Emergence of IoT in Healthcare Industry: Towards Sustainable Digital Health Systems. CSMFL Publications EBooks, 108-125. https://doi.org/10.46679/978819573220308
Setiawan, R., Besari, A. R. A., Wibowo, I. K., Rizqullah, M. R., & Agata, D. (2018). Mobile Visual Programming Apps for Internet of Things Applications based on Raspberry Pi 3 Platform. International Electronics Symposium on Knowledge Creation and Intelligent Computing (IES-KCIC). https://doi.org/10.1109/kcic.2018.8628483
Sobhana, K. P., & Verma, A. (2023). Walking in Social Groups: Role of Intra-Group Interactions. Adaptive Behavior, 32(1), 33-46. https://doi.org/10.1177/10597123231182201
Sovianti, V., Dwidiyanti, M., & Wijayanti, D. Y. (2021). An Analysis of the Social Interaction Disorder Concept. Jurnal Ilmu Keperawatan Jiwa, 4(1), 1-8. https://doi.org/10.32584/jikj.v4i1.658
Stan, M. M. (2016). Cooperative learning, social competence and self concept in primary school students`- pilot study. Psychology and the realities of the contemporary world. https://doi.org/10.15303/rjeap.2016.si1.a80
Starcher, S. C., & Child, J. T. (2019). Positive and Negative Social Exchanges Scale. Routledge EBooks, 381-387. https://doi.org/10.4324/9780203730188-50
Sudarnoto, W. (2016). KONFLIK DAN RESOLUSI. SALAM: Jurnal Sosial Dan Budaya Syar’i, 2(1). https://doi.org/10.15408/sjsbs.v2i1.2236
Trung, D. N., & Truong, D. X. (2023). The benefits of cooperative learning: an overview. Technium Education and Humanities, 4, 78-85. https://doi.org/10.47577/teh.v4i.8709
Tschofenig, H., Arkko, J., Thaler, D., & McPherson, D. R. (2015). Architectural Considerations in Smart Object Networking. Internet Engineering Task Force (IETF). https://datatracker.ietf.org/doc/html/rfc7452
Tziortzioti, C., Mavrommati, I., Mylonas, G., Vitaletti, A., & Ioannis Chatzigiannakis. (2018). Scenarios for Educational and Game Activities using Internet of Things Data. IEEE Conference on Computational Intelligence and Games(CIG), 1-8. https://doi.org/10.1109/cig.2018.8490370
Vera-Coca, F., Gil-de-Castro, A., Medina-Gracia, R., Garrido-Zafra, J., Savariego-Fernandez, R., & Moreno-Munoz, A. (2021). Interactive visualization of IoT power quality data on mobile devices. International Conference on Environment and Electrical Engineering and Industrial and Commercial Power Systems Europe (EEEIC / I&CPS Europe), 1-6. https://doi.org/10.1109/eeeic/icpseurope51590.2021.9584771
Vine, B., Holmes, J., Marra, M., Pfeifer, D., & Jackson, B. (2008). Exploring Co-leadership Talk Through Interactional Sociolinguistics. Leadership, 4(3), 339-360. https://doi.org/10.1177/1742715008092389
Wang, J. (2015). The design of teaching management system in universities based on biometrics identification and the Internet of Things technology. International Conference on Computer Science & Education (ICCSE), 979-982. https://doi.org/10.1109/ICCSE.2015.7250393
Wang, Q., Gong, S., & Fu, Y. (2023). Power Visualization System Based on IoT and eSIM Card Technology. Journal of Physics: Conference Series, 2476(1), 012086-012086. https://doi.org/10.1088/1742-6596/2476/1/012086
Wang, X. C., Kong, S. C., & Huang, R. H. (2016). Influence of digital equipment on interaction quality in technology-rich classroom. International Conference on Advanced Learning Technologies (ICALT), 455-459. https://doi.org/10.1109/ICALT.2016.82
Wen, J. M., Lin, C., & Liu, E. Z. (2022). Integrating Educational Board Game in Chinese Learning Environment to Enhance Students′ Learning Performance and Flow Experience. In I. Management Association (Ed.), Research Anthology on Developments in Gamification and Game-Based Learning (pp. 1265-1279). IGI Global. https://doi.org/10.4018/978-1-6684-3710-0.ch060
Yusnani. (2018). Theoretical Perspectives on Cooperative Learning. Annual International Conference on Language and Literature (AICLL), 3(4), 976-986. https://doi.org/10.18502/kss.v3i4.2005
Zhai, F., & Zhu, L. W. (2021). The Application of Visualization of Internet of Things in Online Teaching of Mobile Interactive Interface Optimization. In Liu, S., Xia, L. (Eds), Advanced Hybrid Information Processing (pp. 255-265). Springer EBooks. https://doi.org/10.1007/978-3-030-67874-6_24
Zhang, K., Maeda, Y., & Takahashi, Y. (2011). Social interaction of cooperative communication and group generation in multi-agent reinforcement learning systems. International Conference on Fuzzy Systems (FUZZ-IEEE), 1350-1355. https://doi.org/10.1109/fuzzy.2011.6007577
指導教授 施如齡(Ju-Ling Shih) 審核日期 2024-7-4
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