跳到主要內容

簡易檢索 / 詳目顯示

研究生: 陳冠璋
Kuan-chang Chen
論文名稱: 以數位桌面遊戲為基礎之教室內遊樂場
A Digital Board Game Based Learning System for Authentic Learning
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
畢業學年度: 99
語文別: 中文
論文頁數: 55
中文關鍵詞: 真實學
外文關鍵詞: digital learning playground, authentic learning, digital game-based learning, digital board game, mixed reality
相關次數: 點閱:12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
  • 在本篇論文中,我們想在教室內建立一個真實的學習環境,讓學習者可以把
    他們所學習到的知識與他們的生活經驗做連結。而現今的使用者大都已把科技
    視為社交生活的一部份,為了提高他們使用的意願,所以我們把真實形式的學
    習內容與一個具有主題的桌面遊戲(Board game)做結合,以Digital Game
    Based Learning的方式來做學習。為了讓學生們可以共同合作學習,使學習的
    過程具體化,我們也提出一套教育設備,數位學習遊樂場(Digital Learning
    Playground)來實現這樣的教學形式。數位學習遊樂場應用虛擬混合實境的技
    術,建立完整的學習情境,提供師生之間一個真實互動的開放空間,學生也可
    以透過數位學習遊樂場提供的觸控桌面,與數位世界裡的遊戲物件產生互動,
    自然的沉浸在學習環境裡,系統並提供立即的知識回饋,使得學生可以在其中
    驗證自己的知識,加深學習效果。
    實驗結果顯示,透過數位學習遊樂場的技術輔助,真實形式的學習內容結合
    桌面遊戲(Board game)可以有效提升學生學習效果,而問卷的結果也發現,
    數位學習遊樂場可以帶給學生較真實的體驗以及提供較佳的遊戲娛樂效果,進
    而提升學生的使用動機。


    In this paper, we embedded authentic learning content into a
    themed board game and presented them by a set of
    educational equipment- Digital Learning Playground (DLP).
    DLP applied the idea of mixed reality that students interact to
    the simulative situations, and also remain some hands-on
    experience with realia. With this device, we build a digital
    board game and require students and the teacher to join in
    to yield the best learning environment- proper assistance
    and peer cooperation. The showing resulting data depicts
    that the students were highly engaged and satisfied with
    learning through a gaming flow. With respect to learning
    performance, the assessing data indicates an effective
    learning has been achieved.

    中文摘要...............................................................................................i 英文摘要..............................................................................................ii 誌謝辭.................................................................................................iii 圖目錄 .................................................................................................vi 表目錄 ................................................................................................vii 第一章 序論 .........................................................................................1 1-1 研究背景 ..............................................................................1 1-2 數位時代 ..............................................................................2 1-3 數位遊戲學習理論成效 ...........................................................2 1-4 研究動機 ..............................................................................4 1-5 桌面遊戲 ..............................................................................6 第二章 相關研究 ................................................................................8 2-1 學習動機 ..............................................................................8 2-2 學習的行進流程 .....................................................................8 第三章 系統設計與實作 ..................................................................11 3-1 德式桌面遊戲作為學習用途的優點 .........................................11 3-2 德式桌面遊戲行進流程 .........................................................12 3-3 教學活動設計 ......................................................................12 3-4 近真實形式學習方式與桌面遊戲的結合 ...................................14 iv 3-5 數位學習遊樂場 ..................................................................14 3-6 系統架構 ............................................................................16 3-7 系統實作 ............................................................................16 第四章 實驗與結果 ..........................................................................21 4-1 假設 ..................................................................................21 4-2 實驗流程 ............................................................................21 4-3 實驗結果 ............................................................................25 第五章 結果討論 ..............................................................................33 5-1 結果討論 ............................................................................33 第六章 結論與未來研究 ..................................................................34 6-1 結論 ..................................................................................34 6-2 未來研究 ............................................................................35 參考文獻 ...........................................................................................36 附錄 ....................................................................................................42

    [1]
    Oers, B. V. and Wardekker, W., “On becoming an authentic
    learner: Semiotic activity in the early grades.”Journal of
    Curriculum Studies,
    31(2), pp.229–249, 1999.
    [2]
    Siemens G., “Connectivism: A learning theory for the digital”,
    2004.
    [3]
    Lombardi, M. M., “ Authentic Learning for the 21st Century:
    An Overview”, MM Lombardi - Educause learning initiative,
    2007.
    [4]
    Dewey J., “Experience and education”, pp.241-252, 1986.
    [5]
    Mims, C., “Authentic Learning: A Practical Introduction & Guide
    for Implementation”, Meridian: Middle School Computer
    Technology Journal, Vol 6, NO.1, 2003.
    [6]
    Dewey, J. “The school and society”& The child and the
    curriculum, Dover Pubns, 2001.
    [7]
    Piaget, J., “The construction of reality in the child”, New York:
    Basic Books, 1954.
    [8]
    Brown, J. S., Collins, A., Duguid, P., “Situated cognition
    and the
    culture of learning”, Educational Researcher, 18, pp.32-42,
    1989.
    [9]
    Liu, W., Cheok, A. D., Mei-Ling, C. L., Theng, Y.L.,
    “Mixed reality
    classroom: learning from entertainment”,Proceeding DIMEA ''07
    Proceedings of the 2nd international conference on Digital
    interactive media in entertainment and arts ACM New York,
    NY, USA, 2007.
    [10]
    Cavazza, M., Lugrin, J. L., Pizzi, D., “Madame Bovary on the
    Holodeck: Immersive Interactive Storytelling”, Proceedings of
    the 15th international conference on Multimedia, 2007,
    Augsburg, Germany, September 24 - 29. New York: ACM,
    pp.651-660, 2007.
    36
    [11]
    Prensky, M., "Digital Natives, Digital Immigrants Part 1", On
    the Horizon, Vol. 9, Iss: 5, pp.1 – 6, 2001.
    [12]
    Oblinger, D. G., and Oblinger, J. L. “Educating the Net
    Generation”, EDUCAUSE, 2005
    [13]
    Nielsen media research, spring 2005
    [14]
    Prensky, M., “Digital game-based learning”. ACM Computers
    in Entertainment, 1(1), pp.1–4., 2003.
    [15]
    Facer K., “Computer games and learning”, http://
    www.futurelab.org.uk/resources/documents/d
    iscussion_papers/
    Computer_Games_and_Learning_discpaper.pdf
    [lastaccess: 27/08/2007], 2003.
    [16]
    Downes, T., ”Playing with computing technologies in the
    home”, Education and Information Technologies, 4(1),
    pp.65–79, 1999.
    [17]
    Mumtaz, S., :Children’s enjoyment and perception of
    computer
    use in the home and the school”, Computers and
    Education, 36
    (4), pp.347–362, 2001.
    [18]
    Oblinger, D., “The next generation of educational engagement.”,
    Journal of Interactive Media in Education, 2004(8), 1–18,2004.
    [19]
    Kafai, Y., “The educational potential of electronic games: From
    games-to-teach to games-to-learn.”, http://
    culturalpolicy.uchicago.edu/conf2001/papers/kafai.html [last
    access: 27/08/2007], 2001.
    [20]
    Malone, T., “What makes things fun to learn? Heuristics
    for
    designing instructional computer games.”, In Proceedings of the
    3rd ACM SIGSMALL Symposium and the 1st SIGPC
    Symposium ,
    pp. 162–169, Palo Alto, USA., 1980.
    [21]
    Papastergiou M., “Digital Game-Based Learning in high
    school Computer Science education: Impact on educational
    effectiveness and student motivation.”, Computers & Education,
    vol.52, pp.1-12, 2009.
    37
    [22]
    Jeffrey P. Hinebaugh, “A board game education”, Rowman &
    Littlefield Education, pp.6-10, 2009.
    [23]
    Crookall, D. & Saunders, D., “Towards an integration of
    communication and simulation.”, In D. Crookall & D. Saunders
    (Eds.), Communication and simulation: From two fields to one
    theme, Clevedon, UK: Multilingual Matters,1989.
    [24]
    Garris, R., Ahlers, R., & Driskell, J.E., “Games, motivation, and
    learning: A research and practice model.”, Simulation and
    Gaming, 33(4), pp.441-467, 2002.
    [25]
    Caillois, R., “Man, play, and games.”, Free Press, New York,
    1961.
    [26]
    Cruickshank, D.R., “Classroom games and simulations.”, Theory
    into Practice, 19 (1), pp.75-80, 1980.
    [27]
    Eck, R. V., “Digital Game-Based Learning: It’s Not Just the
    Digital Natives Who Are Restless....”, EDUCAUSE Review, vol.41,
    no.2, 2006.
    [28]
    McFarlane, A., Sparrowhawk, A., Heald, Y., “Report on
    the
    Educational Use of Games: An Exploration by TEEM of the
    Contribution
    Which Games Can Make to the Education
    Process”,
    TEEM, St Ives, Cambridgeshire, UK, pp.26, 2002.
    [29]
    McFarlane A., Sparrowhawk A., Heald Y., “Report on the
    Educational Use
    of Games”, TEEM, St Ives, Cambridgeshire, UK,
    pp.26, 2002.
    [30]
    Van Eck,R., Gikas, J., “Gaming Theory as a Teaching Tool at
    All Levels,” presentation for the annual meeting of
    Techsposium,
    Memphis, Tenn., March 31, 2004.
    [31]
    Zan, B., “Interpersonal understanding among friends: A case
    study of two young boys playing checkers.”, Journal of Research
    in Cbildbood Education, 10., 1996.
    [32]
    Katzeff, C., “The design of interactive media for learners in an
    organizational setting - the state of the art”, Proc.NordiCHI
    2000, Stockholm, Oct. pp.23-25, 2000.
    38
    [33]
    Csikszentmihalyi. M. & Nakamura, J., “The dynamics of intrinsic
    motivation: a study of adolescents”, in Research on motivation
    in education, R. Ames & C. Ames, eds. vol. 3, San Diego. CA:
    Academic Press, 1989.
    [34]
    Malone, T.W. & Lepper, M.R.,“Making learning fun: a taxonomy
    of intrinsic motivations
    for learning”, in Aptitude,
    learning and
    instruction, Volume 3: Conative and affective
    process analysis,
    Hillsdale, N.J: Lawrence Erlbaum, pp.223-253,1987.
    [35]
    Csikszentmihalyi, M., “Flow: The psychology of optimal
    experience.”, New York7 Harper Perennial, 1991.
    [36]
    Webster, J., Trevino, L. K., & Ryan, L., “The dimensionality and
    correlates of flow in human-computer interaction.”, Computers
    in Human Behavior, 9, pp.411–426, 1993.
    [37]
    Killi, K., “Digital game-based learning: Towards an
    experiential gaming model.”, Internet and Higher Education 8,
    pp.13-24, 2005.
    [38]
    Hoffman, D. L., & Novak, T. P., “Marketing in hypermedia
    computer-mediated environments: Conceptual foundations.”,
    Journal of Marketing, 60, pp.50–68,1996.
    [39]
    Chen, H., Wigand, R., & Nilan, M. S., “Optimal experience of web
    activities. Computers in Human Behavior, 15, pp.585–608,
    1999.
    [40]
    Finneran, C. M., & Zhang, P., “A person-artefact-task (PAT)
    model of flow antecedents in computermediatedenvironments.”
    International Journal of Human-
    Computer Studies, 59, pp.475–496,2003.
    [41]
    Skadberg, Y. X., & Kimmel, J. R., “Visitors’ flow experience while
    browsing a web site: its measurement, contributingfactors, and
    consequences.”, Computers in Human Behavior, 20,
    pp.403–422, 2004.
    [42]
    Costikyan, G. “I Have No Words & I Must Design: Towarda
    Critical Vocabulary for Games,” Proceedings of ComputerGames
    39
    and Digital Cultures Conference, ed. Frans Mäyrä.Tampere:
    Tampere University Press, pp.9-33, 2002.
    [43]
    Hinkel, E., Handbook of Research in Second LanguageTeaching
    and Learning, Routledge, pp.317, 2005.
    [44]
    Dewey J., Experience and education., New York:
    CollierMacmillan., 1938.
    [45]
    Garrison, D.R., Anderson, T., Archer, W., “Critical inquiryin a
    text-based environment: Computer conferencing in higher
    education,” The Internet and Higher Education 2,
    pp.77–105, 2000.
    [46]
    K. Kiili, “Content creation challenges and flow experience
    ineducational games: The IT-Emperor case,” The Internet
    andHigher Education, Volume 8, Issue 3, pp.183-198,
    3rdQuarter, 2005.
    [47]
    Pearce, J. M., & Howard, S., “Designing for flow in complex
    activity.”, Proceedings of APCHI 2004, Berlin, pp.349–358,2004.
    [48]
    Miller, G., “The magical number seven, plus or minus two: some
    limits on our capacity for processing information.”,
    Psychological Review, 63, pp.81–97, 1956.
    [49]
    Piper, A. M., O''Brien, E., Morris, M. R., Winograd, T., “SIDES: a
    cooperative tabletop computergame for social skills
    development,” ACM conference onComputer supported
    cooperative work, pp.1-10, 2006.
    [50]
    Dietz, P. , Leigh, D, “Diamond Touch: A Multi-User
    TouchTechnology,” ACM Symposium on User Interface
    Softwareand Technology, pp. 219-226, November 2001.
    [51]
    WANG, C. Y., CHEN, C. H., WU, C. J., CHI, Y. L., LEE, J. H., CHEN,
    G. D., “Constructing a Digital Authentic Learning Playground by
    a Mixed Reality Platform and a Robot,” S. L. Wong et al.
    (Eds.)
    Proceedings of the 18th International Conference on
    Computers in
    Education, ICCE press, Dec. pp.121-128, 2010.
    40
    [52] K. Kiili, “Content creation challenges and flow experience in
    educational games: The IT-Emperor case,” The Internet and
    Higher Education, Volume 8, Issue 3, pp.183-198, 3rd
    Quarter,
    2005.

    QR CODE
    :::