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研究生: 徐昇暉
Sheng-Hui Hsu
論文名稱: 實體與虛擬動物同伴對學生學習專注影響之初探
An initial comparison of physical and virtual learning companion on learner''s concentration
指導教授: 陳德懷
Tak-wai Chan
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
畢業學年度: 95
語文別: 中文
論文頁數: 78
中文關鍵詞: 教育機器人學習同伴持續力專注力虛擬(動物)同伴實體(動物)同伴
外文關鍵詞: physical (tangible) companion, virtual companion, learning companion, educational robot, concentration, consistency
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  • 學習同伴對於學習上有輔助的效果,透過學習理論與學習同伴的結合,可以讓學生更容易地將要學習的內容融會貫通或是達到專心、鼓勵等正面的心理成效。
    本論文設計並實作出一個數學遊戲「愛寶勇闖數學村(Aibo in Mathematic Wonderland)」,藉由此數學遊戲再加上搭配不同種類的學習同伴,目的在於觀察虛擬與實體的動物學習同伴對於學生所造成的影響為何,透過此實驗環境針對實體機器動物學習同伴與虛擬動物學習同伴這兩者對於學生在學習專注力的差異進行觀察。
    本研究將觀察這兩種學習同伴在遊戲中對於學生在學習活動中專注力的差異並進行實驗評估,經由初步實驗結果發現,虛擬動物同伴可以增加學生投注於學習的時間,機器動物同伴則是增加學生對於學習的專注力。最後,本論文也建議幾點未來研究的方向,做為日後研究及改進的參考。


    Learning companion researches have shown that learning companion supports students in their learning process. With the combination of learning theories and learning companion, it helps students more easily understand the curriculum, concentrate on tasks, and also provide them more motivations to learn.
    In this paper we designed and implemented a math game. This game is named as “Aibo in Mathematic Wonderland.” Our objective is to use different kinds of learning companion with the math game and to investigate the difference between robot and virtual learning companions’ influences. Our main discussion is based students’ engagement between robot learning companion and virtual learning companion via the experiment.
    From the results of this experiment, children learning with virtual animal learning companion have better effect of consistency. Children learning with robot animal learning companion have better effect of concentration. At the end, we also had some findings which can be investigated on further researches.

    中文摘要 I ABSTRACT II 誌謝 III 目錄 IV 圖目錄 VI 表目錄 VIII 第1章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 3 1.3 相關理論與研究 3 1.4 章節架構 9 第2章 活動設計 10 2.1 實驗設計概念 10 2.2 遊戲設計理念 10 2.3 活動流程設計 13 2.4 問卷設計 16 2.5 考卷設計 17 第3章 系統設計與實作 18 3.1 系統運作概述 18 3.2 系統架構 20 3.2.1 教學遊戲上之設計 20 3.2.2 學習同伴回饋上之設計 24 3.2.3 遊戲教材之設計 25 3.3 系統模組 26 3.3.1 Quiz Module 28 3.3.2 Answer Module 29 3.3.3 Quiz Database 30 3.3.4 Student Database 30 3.3.5 Emotion Script 30 3.3.6 Monitor Module 30 3.4 機器動物同伴與動作設計 31 3.5 機器動物同伴動作設計 33 3.5.1 編寫Emotion Script 33 3.5.2 動作腳本 36 3.5.3 動作檢驗 38 3.6 系統實作 38 3.6.1 商業模組化(Business Modeling) 39 3.6.2 需求 (Requirement) 40 3.6.3 分析與設計(Analysis and Design) 40 3.6.4 實作(Implementation) 42 3.6.5 測試 (Test) 43 3.6.6 部署(Deployment) 43 3.6.7 配置和變更管理(Configuration and Chang Management) 43 3.6.8 專案管理 (Project Management) 44 3.6.9 環境 (Environment) 44 3.6.10 遊戲介紹 45 第4章 實驗結果與討論 49 4.1 實驗背景資料 49 4.2 實驗內容 50 4.2.1 各組環境設定 50 4.2.2 判別公式 53 4.3 實驗數據 54 4.4 實驗結果討論 56 第5章 總結與未來工作 61 5.1 總結 61 5.2 未來工作 62 參考文獻 64 附錄一、前測考卷 68 附錄二、實驗前問卷 69 附錄三、實驗後問卷 71 附錄四、NSSE問卷 73 附錄五、專注力問卷 77

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