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研究生: 謝孟軒
Meng-Xuan Xie
論文名稱: 共時多情境的置身情境學習系統
Simultaneous multi-situation embodied situational learning system
指導教授: 陳國棟
Gwo-Dong Chen
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 資訊工程學系
Department of Computer Science & Information Engineering
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 107
中文關鍵詞: 情境學習共時多情境具身沉浸
外文關鍵詞: Situational learning, Simultaneous multi-situation, Embodied immersion
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  • 情境學習透過在真實環境中學習來建立所學知識與實際問題的解決方法與
    應用,隨著科技發展,傳統建立情境學習環境的難處得以獲得改善,例如:Second Life、AR、VR 等都是常見用來提供使用者沉浸於情境的方式,然而,上述方法的操作方式使得學習者無法具身沉浸於情境中,且其建立的數位空間中通常都僅有一個情境,這可能會造成學習某些知識時的困難,例如:在學習操作性知識時,無法同時看見操作與解釋的兩個情境。
    因此本研究建立一個共時多情境的置身情境學習系統,學習者具身沉浸在情
    境中展現知識,系統能夠根據學習者的展現變化出不同的情境,例如:解釋知識的情境、知識應用的情境等等,變化出的情境與原本的情境同時出現在一個數位空間中,此即為共時多情境的概念,且學習者能夠同時具身沉浸在其中,透過同時在多個情境中將自身所展現的基礎知識與要目標學習的內容做連結。
    本研究與桃園某科技大學進行合作教學,其結果顯示實驗組同學使用本系統
    於情境中展現所學,並可以同時在置身在多個情境中來學習,相比於對照組在傳統僅有一個數位情境的狀況下,對於學科知識的學習有更好的成效。


    Situational learning establishes the knowledge learned and the solutions and applications of practical problems through learning in a real environment. With the development of technology, the difficulties of traditionally establishing a contextual learning environment have been improved. For example: Second Life, AR, VR, etc. are common used to provide a way for users to immerse themselves in the situation. However, the above methods operate in such a way that the learner cannot be immersed in the context, and the digital space it creates usually has only one context, which may cause difficulties in learning certain knowledge. For example, when learning operational knowledge, the two situations of operation and explanation cannot be seen at the same time.
    Therefore, this study establishes a simultaneous multi-situation embodied situational learning system. The learner is immersed in the situation to show knowledge, and the system can change different situations according to the learners' performance, such as: the situation of explaining knowledge, the situation of knowledge application and many more. The changed situation and the original situation appear in a digital space at the same time, which is the concept of simultaneous multi-situation, and the learner can be immersed in it at the same time. By connecting the basic knowledge, you have demonstrated with the content you want to learn in multiple situation at the same time.
    This study conducted cooperative teaching with a university of science and technology in Taoyuan. The results showed that the students in the experimental group used the system to demonstrate what they had learned in the situation, and they could learn in multiple situation at the same time. Compared with the control group in the traditional situation of only one digital situation, the learning of subject knowledge has a better effect.

    摘要 iv Abstract v 目錄 viii 圖目錄 xii 表目錄 xv 一、緒論 1 1-1.研究背景 1 1-2.研究動機 3 1-3.研究目標 3 1-4.研究問題 3 二、相關研究 5 2-1.Situational learning 5 2-2.Game-based learning 5 2-3.Immerse in digital reality 6 2-4.Immerse in a digital reality with embody presentation 8 2-5.小結 9 三、學習模式 10 3-1.課程教學 10 3-2.線上練習 10 3-3.使用共時多情境的置身情境學習系統 11 3-4.正式演出與成果發表 13 四、系統設計與實作 14 4-1.系統設計理念 14 4-2.系統設計與架構 14 4-2-1.環境設計 14 4-2-3.系統開發環境與工具 18 4-3.系統實作 18 4-3-1.共時多情境資料編輯系統實作 18 4-3-2.共時多情境處理系統實作 23 4-3-3.即時辨識系統實作 26 4-3-4.學習事務控制APP實作 31 五、實驗設計 34 5-1.實驗假設 34 5-2.實驗對象 34 5-3.教學設計 34 5-3-1.教學內容 34 5-3-2.劇本設計 35 5-4.實驗流程 35 5-4-1.前測 36 5-4-2.課程內容教學 36 5-4-3.系統介紹 36 5-4-4.課後練習 36 5-4-5.排演 37 5-4-6.正式演出 39 5-4-7.後測、問卷填寫 40 5-5.實驗評估 40 5-5-1.前測與後測 40 5-5-2.自編問卷 41 六、實驗結果與討論 42 6-1.前後測結果 42 6-1-1.常態分佈檢定 42 6-1-2.組內迴歸同質性檢定 42 6-1-3.變異數同質性檢定 43 6-1-4.共變異數分析(Analysis of Covariance,ANCOVA) 43 6-1-5.學習成效討論 44 6-2.問卷結果與訪談結果討論 44 6-2-1.問卷結果描述性統計分析結果與討論 44 6-2-2.訪談結果分析與討論 46 七、結論與未來研究 48 7-1.結論 48 7-2.未來研究 49 7-2-1.情境變化 49 7-2-2.臉部辨識 49 7-2-3.即時引導、指引 49 八、參考文獻 50 附錄一、教材劇本 54 附錄二、前測試卷 63 附錄三、後測試卷 66 附錄四、問卷 69 附錄五、論文關鍵字(英文版) 70 附錄六、圖表英文對照 71

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