跳到主要內容

簡易檢索 / 詳目顯示

研究生: 洪耕德
Geng-De Hong
論文名稱: 線上議題遊戲系統之遊戲行為與互動歷程探討
The Investigation of Gaming Behaviors and Interaction Processes with Online Issue-based Gaming System
指導教授: 施如齡
Ju-Ling Shih
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 網路學習科技研究所
Graduate Institute of Network Learning Technology
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 110
中文關鍵詞: 數位遊戲式學習議題式遊戲高層次合作遊戲策略
外文關鍵詞: Digital Game-Based Learning, Issue -Based Game, High Level Interactive, Game Strategy
相關次數: 點閱:16下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究是一款以十七世紀大航海時代為時空背景,開發一套〈大航海線上高峰會遊戲系統〉。本系統讓學習者在跨域數位遊戲中體驗歷史角色,在參與的同時了解相關歷史內容,以及能夠處理各國面臨的外交衝突;其主要功能是蒐集學習者遊戲時進行的內政方針以及外交策略。
    本研究以質性研究為主軸、量化問卷為輔的方式進行。質性資料是以學習者進行遊戲時在系統介面留下的內政討論以及外交協商的對話,來進行文字內容分析,以此探討組內及組間的高層次合作、國與國之間學習者面對議題時的遊戲策略。量化數據部分以設計遊戲式學習策略下,遊戲整體功能、流程、趣味性等系統問題以及學習者對遊戲系統整體使用態度以及滿意度進行調查。研究設計者依調查結果從中分析學習者給予的回饋,重新修正遊戲流程以及遊戲介面,以此讓學習者有更佳的遊戲體驗。
    研究結果發現,各國組內以及組間之互動在經過議題遊戲後皆有正向之成長、頻率增加。多運用正向策略能給其它國帶來信任感;相反的,若多使用反向策略會給其它國家有一種自己被矮化的感覺,因此在不同行為之間的運用會有不一樣的效果。對於系統功能的使用感受與遊戲內容的想法均給予相當高的回饋。


    This study is a set of "Great Voyage Online Summit Game System" designed and developed with the 17th century Grand Voyage Era as the spatial and temporal background to allow learners to experience historical roles in an interdisciplinary digital game, learn about relevant historical contents while participating, and be able to deal with diplomatic conflicts faced by various countries. The main function of the system is to collect the internal policy and diplomatic strategy of the learners while playing the game.
    This study was conducted using qualitative research as the main axis and quantitative questionnaires as a supplement. The qualitative data were analyzed by using the internal discussions and diplomatic negotiation dialogues left by the learners in the system interface when they played the game, so as to explore the high-level intragroup and intergroup interactive and the game strategies of learners facing issues between countries. The quantitative data section investigated the overall functions, flow, and interestingness of the game, as well as learners' attitudes and satisfaction with the game system under the design of game-based learning strategies. Based on the survey results, the research designer analyzed the feedback from the learners and reworked the game flow and game interface to make the game a better experience for the learners.
    The results of the study showed a positive increase in both intragroup and intergroup interactive and an increase in frequency following the issue game. Using a more positive strategy can bring trust to other countries. However, using a more negative strategy can bring a feeling of contempt to other countries. Thus, using different behaviors can have different effects. Feedback on the use of system features and ideas for game content is very high.

    摘要 i Abstract ii 誌謝 iii 目錄 iv 圖目錄 vii 表目錄 x 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 4 二、文獻探討 5 2-1 數位遊戲式學習 5 2-2 議題式遊戲 7 2-3 高層次合作 10 2-4 面對議題的策略 13 三、系統設計與實作 14 3-1 學習設計 14 3-2 系統開發設計與規劃 17 3-2-1 系統開發流程 17 3-2-2 系統架構 18 3-2-3 開發工具 22 3-2-4 系統流程設計 25 3-3系統介面與角色功能畫面 27 3-3-1登入註冊介面設計 27 3-3-2遊戲大廳介面設計 28 3-3-3聊天室管理介面設計 32 3-3-4宣言版介面設計 36 3-3-5資訊版介面設計 37 四、研究方法 39 4-1 研究對象 39 4-2 研究架構 39 4-3 研究工具 39 4-3-1 互動歷程分析 41 4-3-2 遊戲互動行為分析 43 4-4 資料處理 47 五、研究結果 48 5-1 互動歷程分析 48 5-1-1 組內-互動歷程分析以內政階段為範疇 48 5-1-2 組間-互動歷程分析以外交階段為範疇 55 5-2 遊戲互動行為 69 5-2-1 各國互動行為及對象 69 5-2-2 行為次數統計 80 5-3 系統建議與回饋 80 5-3-1 學習者對於「大航海線上高峰會遊戲系統」使用感受 81 5-3-2 遊戲狀態與感受 82 5-3-3 遊戲內容的想法 82 5-3-4 遊戲系統功能以及介面的建議 83 六、結論與未來建議 84 6-1 結論 84 6-2 未來建議 86 參考文獻 87 中文部分 87 英文部分 88 附件一 大航海線上高峰會遊戲系統 94 附件二 危機事件內容描述 96 附件三 遊戲事件表 98

    中文部分
    林長信(2014)。探索教育數位遊戲課程之團隊發展互動歷程分析。國立臺南大學數位學習科技學系碩士論文。
    林長信(2018)。複合式桌遊之設計與開發及人格特質於遊戲歷程之分析與探討。國立臺南大學數位學習科技學系博士論文。
    玩轉學校(2019)。議題式遊戲教學法:國際局勢高峰會。
    玩轉學校(2021)。議題式遊戲教學法:美滿社區里民大會。
    洪耕德、施如齡、盧昱豪(2022)。線上議題遊戲系統之開發與評鑑。第26屆全球華人計算機教育應用大會(GCCCE 2022)5月28日–6月1日。臺灣,國立清華大學。
    章淑婷(1989)。幼兒人際問題解決能力與其同儕關係之研究。國立臺灣師範大學家政教育研究所碩士論文。
    陳霈瑜(2020)。情境式議題遊戲之學習互動與策略探討以香料航海爭霸戰為例。國立臺南大學數位學習科技學系碩士論文。

    英文部分
    Almaiah,M. A., Al-Khasawneh, A., & Althunibat, A. (2020). Exploring the critical challenges and factors influencing the E-learning system usage during COVID-19 pandemic. Education and information technologies, 25(6), 5261-5280.
    Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of educational research, 85(4), 740-779.
    Alaswad, Z., & Nadolny, L. (2015). Designing for game-based learning: The effective integration of technology to support learning. Journal of Educational Technology Systems, 43(4), 389-402.
    Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education,53(1), 74-85.
    Alavi, M., & Leidner, D. E. (2001). Knowledge management and knowledge management systems: Conceptual foundations and research issues. MIS quarterly, 107-136.
    Argote, L., & Ingram, P. (2000). Knowledge transfer: A basis for competitive advantage in firms. Organizational behavior and human decision processes, 82(1), 150-169.
    Argote, L., Ingram, P., Levine, J. M., & Moreland, R. L. (2000). Knowledge transfer in organizations: Learning from the experience of others. Organizational behavior and human decision processes, 82(1), 1-8.
    Bado, N. (2019). Game-based learning pedagogy: A review of the literature. Interactive Learning Environments, 1-13.
    Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education, 54(4), 1145-1156.
    Bell, L. (2001). Patterns of interaction in multidisciplinary child protection teams in New Jersey. Child abuse & neglect, 25(1), 65-80.
    Ben-Ari, R., & Kedem-Friedrich, P. (2000). Restructuring heterogeneous classes for cognitive development: Social interactive perspective. Instructional science, 28(2), 153-167.
    Brammer, L. M.(1993). The helping relationship: process and skill, New York: Allyn and Bacon.
    Bronfenbrenner, U. (1979). Contexts of child rearing: Problems and prospects. American psychologist, 34(10), 844.
    Bales, R. F. (1950). Interaction Process Analysis. Chicago: University of Chicago Press.
    Chang, C. S., Chung, C. H., & Chang, J. A. (2020). Influence of problem-based learning games on effective computer programming learning in higher education. Educational Technology Research and Development, 68(5), 2615-2634.
    Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68-90.
    Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through virtual worlds. Computers & Education, 57(4), 2382-2394.
    Chen, Y. (2002). Personality Traits, Real and Internet Relationships, and Well-Being among Senior High School Students. National Pingtung University of Education, Department of Educational Psychology and Counseling dissertation. Electronic Theses and Dissertations System.
    Csikszentmihalyi, M., & Csikzentmihaly, M. (1990). Flow: The psychology of optimal experience (Vol. 1990). New York: Harper & Row.
    Carli, M., Fave, A. D., & Massimini, F. (1988). The quality of experience in the flow channels: Comparison of Italian and U.S. students. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal experience: Psychological studies of flow in consciousness (pp. 288–318). Cambridge University Press.
    Dowell, D., Morrison, M., & Heffernan, T. (2015). The changing importance of affective trust and cognitive trust across the relationship lifecycle: A study of business-to-business relationships. Industrial Marketing Management, 44, 119-130.
    De Montjoye, Y. A., Radaelli, L., Singh, V. K., & Pentland, A. S. (2015). Unique in the shopping mall: On the reidentifiability of credit card metadata. Science, 347(6221), 536-539.
    Devlin, K. (2011). Mathematics education for a new era: Video games as a medium for learning. CRC Press.
    Doughterty, D. M., Nedelman, M., & Alfred, M. (1993). An analysis and topical bibliography of the last ten years of human operant behavior: From minority to near majority (1982-1992). The Psychological Record, 43(3), 501.
    Eagle, N., & Pentland, A. S. (2009). Eigenbehaviors: Identifying structure in routine. Behavioral ecology and sociobiology, 63(7), 1057-1066.
    Fullagar, C. J., Knight, P. A., & Sovern, H. S. (2013). Challenge/skill balance, flow, and performance anxiety. Applied Psychology, 62(2), 236-259.
    Festinger, L. (1950). Informal social communication. Psychological Review, 57(5), 271–282.
    Heeager, L. T., & Nielsen, P. A. (2018). A conceptual model of agile software development in a safety-critical context: A systematic literature review. Information and Software Technology, 103, 22-39.
    Hunter, J. (2014). World Peace and Other 4th-Grade Achievements. Grand Haven, MI: Brilliance Audio; Unabridged.
    Huang, K., Wang, S., Tan, T., & Maybank, S. J. (2009). Human behavior analysis based on a new motion descriptor. IEEE Transactions on Circuits and Systems for Video Technology, 19(12), 1830-1840.
    Hyten, C., & Reilly, M. P. (1992). The renaissance of the experimental analysis of human behavior. The Behavior Analyst, 15(2), 109-114.
    Koller, D., Friedman, N., Džeroski, S., Sutton, C., McCallum, A., Pfeffer, A., ... & Yih, W. T. (2007). Introduction to statistical relational learning. MIT press.
    Järvinen, A. (2008). Games without frontiers: Theories and methods for game studies and design. Tampere University Press.
    Kong, X., Ma, K., Hou, S., Shang, D., & Xia, F. (2018). Human interactive behavior: A bibliographic review. IEEE Access, 7, 4611-4628.
    Kang, J., Rhee, M., & Kang, K. H. (2010). Revisiting knowledge transfer: Effects of knowledge characteristics on organizational effort for knowledge transfer. Expert Systems with Applications, 37(12), 8155-8160.
    Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay?. Computers & education, 51(4), 1609-1620.
    Kebritchi, M. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51(4), 1729-1743.
    Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13-24.
    Kramer, R. M. (1999). Trust and distrust in organizations: Emerging perspectives, enduring questions. Annual review of psychology, 50(1), 569-598.
    Lin, A., Xu, Y., & Shen, H. (2022). Quantitative Analysis of Human Behavior in Environmental Protection. Journal of the Knowledge Economy, 1-28.
    Lin, C. H., & Shih, J. L. (2018). Analysing group dynamics of a digital game-based adventure education course. Journal of Educational Technology & Society, 21(4), 51-63.
    Lin, Y., Liu, Z., Luan, H., Sun, M., Rao, S., & Liu, S. (2015). Modeling relation paths for representation learning of knowledge bases. arXiv preprint arXiv:1506.00379.
    Levin, D. Z., & Cross, R. (2004). The strength of weak ties you can trust: The mediating role of trust in effective knowledge transfer. Management science, 50(11), 1477-1490.
    Nonaka, I., & Takeuchi, H. (2007). The knowledge-creating company. Harvard business review, 85(7/8), 162.
    Maloney-Krichmar, D., & Preece, J. (2005). A multilevel analysis of sociability, usability, and community dynamics in an online health community. ACM Transactions on Computer-Human Interaction (TOCHI), 12(2), 201-232.
    Norman, G. R., & Schmidt, H. G. (2000). Effectiveness of problem‐based learning curricula: Theory, practice and paper darts. Medical education, 34(9), 721-728.
    Nijhof, W., & Kommers, P. (1985). An analysis of cooperation in relation to cognitive controversy. In Learning to cooperate, cooperating to learn (pp. 125-145). Springer, Boston, MA.
    O'MALLEY, C. E., & Scanlon, E. (1990). Computer-supported collaborative learning: Problem solving and distance education. In Computer Assisted Learning (pp. 127-136). Pergamon.
    Ploderer, B., Reitberger, W., Oinas-Kukkonen, H., & van Gemert-Pijnen, J. (2014). Social interaction and reflection for behaviour change. Personal and ubiquitous computing, 18(7), 1667-1676.
    Popoola, O. P., & Wang, K. (2012). Video-based abnormal human behavior recognition—A review. IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews), 42(6), 865-878.
    Prensky, M. (2008). The role of technology. Educational Technology, 48(6), 1-3.
    Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
    Prensky, M. (2001). Digital natives, digital immigrants part 2: Do they really think differently?. On the horizon.
    Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design. New Riders.
    Shih, J. L., Huang, S. H., Lin, C. H., & Tseng, C. C. (2017). STEAMing the Ships for the Great Voyage: Design and Evaluation of a Technology integrated Maker Game. IxD&A, 34, 61-87.
    Shi, Y. R., & Shih, J. L. (2015). Game factors and game-based learning design model. International Journal of Computer Games Technology.
    Sinatra, R., & Szell, M. (2014). Entropy and the predictability of online life. Entropy, 16(1), 543-556.
    Song, C., Qu, Z., Blumm, N., & Barabási, A. L. (2010). Limits of predictability in human mobility. Science, 327(5968), 1018-1021.
    Severino, S., & Messina, R. (2010). Analysis of similarities and differences between on-line and face-to-face learning group dynamics. World Journal on Educational Technology, 2(2), 124-141.
    Sicart, M. (2008). Defining game mechanics. Game Studies, 8(2), 1-14.
    Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: The MIT Press.
    Slavin, R. E. (1996). Research on cooperative learning and achievement: what we know, what we need to know. Contemporary Educational Psychology, 21, 4369.
    Szulanski, G. (1996). Exploring internal stickiness: Impediments to the transfer of best practice within the firm. Strategic management journal, 17(S2), 27-43.
    Slavin, R. E. (1995). Cooperative Learning: theory, research, and practice (2nd ed.). NJ: Prentice Hall
    Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of educational psychology, 105(2), 249.
    Taylor, J., & Pagliari, C. (2019). The social dynamics of lung cancer talk on Twitter, Facebook and Macmillan. org. uk. NPJ digital medicine, 2(1), 1-11.
    Wang, C., Cao, L., & Chi, C. H. (2015). Formalization and verification of group behavior interactions. IEEE Transactions on Systems, Man, and Cybernetics: Systems, 45(8), 1109-1124.
    Wilson, T. D. (1997). Information behaviour: an interdisciplinary perspective. Information processing & management, 33(4), 551-572.
    Weaver, W. (1953). Recent contributions to the mathematical theory of communication. ETC: a review of general semantics, 261-281.
    Wu, W. H., Chiou, W. B., Kao, H. Y., Hu, C. H. A., & Huang, S. H. (2012). Re-exploring game-assisted learning research: The perspective of learning theoretical bases. Computers & Education, 59(4), 1153-1161.
    Yu, Y., Hao, J. X., Dong, X. Y., & Khalifa, M. (2013). A multilevel model for effects of social capital and knowledge sharing in knowledge-intensive work teams. International Journal of Information Management, 33(5), 780-790.

    QR CODE
    :::