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研究生: 丁紫庭
Zi-Ting Ding
論文名稱: 整合數位雙生與故事板的元宇宙學習系統在專題式學習中的應用與學習成效分析
Application and Learning Effectiveness of a Metaverse Learning System Integrating Digital Twins and Storyboards in Project-Based 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
論文出版年: 2025
畢業學年度: 113
語文別: 中文
論文頁數: 76
中文關鍵詞: 專題式學習數位雙生故事板心理擁有感設計思維元宇宙
外文關鍵詞: Project-Based Learning, Digital Twin, Storyboard, Psychological Ownership, Design Thinking, Metaverse
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  • 當前專題式學習在實施過程中常面臨學生難以理解實際應用情境、設計與使用脈絡脫節,以及作品驗證困難等問題,導致學生投入感不足,進而影響學習動機與設計品質。雖然專題式學習強調真實問題與實作歷程,但在教學現場中,學生往往缺乏具體且可驗證的設計環境,使得學習經驗流於抽象,無法有效發展創造性解決問題的能力。
    為回應此一困境,本研究建構一套結合生成式AI、數位故事板、數位雙生與元宇宙技術的數位學習系統,營造沉浸式且可互動的設計驗證環境。透過虛擬角色模擬、場景編輯與感測互動等功能,學生能在專題開發歷程中進行反覆修正與驗證,增強對設計任務的真實感與認同感。
    本研究以64名大學生為對象,採取準實驗設計,分為實驗組與對照組進行18週教學實驗。實驗組使用本研究所建構之系統完成兩次課堂任務與一次期末專題,歷經構思、故事板建構、場景模擬、裝置整合與成果展示等歷程;對照組則採用傳統專題式學習流程進行同樣主題的學習任務。實驗結果顯示,實驗組學生在學習動機、設計思維心態與心理擁有感上皆有顯著提升,並在專題成果的情境邏輯性與使用者導向面向表現出更佳水準。多數學生表示,系統的互動設計與角色代入感有助於理解使用情境,進而提升投入度與設計品質。
    本研究說明,透過虛實整合與敘事導向的數位學習系統,能有效解決專題式學習在真實應用連結與學習投入上的瓶頸,為未來設計導向教學提供具體實踐路徑。


    Project-Based Learning (PBL) often encounters practical challenges in its implementation, such as students’ difficulty in understanding real-world application contexts, disconnection between design and usage scenarios, and limited opportunities for prototype validation. These issues frequently lead to low student engagement, which in turn hinders learning motivation and design quality. Although PBL emphasizes authentic problem-solving and hands-on learning, students often lack concrete and verifiable environments to test their ideas, resulting in abstract learning experiences that constrain the development of creative problem-solving skills.
    To address these challenges, this study proposes an immersive and interactive digital learning system that integrates generative AI, digital storyboarding, digital twin, and metaverse technologies. Through features such as avatar-based role simulation, scene editing, and sensor-enabled interaction, the system supports students in iteratively refining and validating their designs, thereby enhancing the sense of authenticity and psychological ownership of their projects.
    A quasi-experimental study was conducted with 64 university students over an 18-week period. Participants were divided into an experimental group and a control group. The experimental group used the proposed system to complete two classroom tasks and a final project involving stages such as idea development, storyboard creation, scenario simulation, device integration, and final presentation. The control group followed a traditional PBL approach using the same project topics. The results indicate that students in the experimental group demonstrated significantly higher levels of learning motivation, design thinking mindset, and psychological ownership. They also produced more contextually coherent and user-centered project outcomes. Many students reported that the system’s interactive design and immersive avatar experience helped them better understand usage scenarios, leading to greater engagement and improved design quality.
    This study demonstrates that a narrative-driven, virtual-physical integrated learning system can effectively overcome key limitations of traditional PBL by fostering authentic engagement and applied thinking, providing a viable pathway for future design-oriented education.

    摘要 iv Abstract v 致謝 vii 目錄 viii 圖目錄 xi 表目錄 xiii 第一章 緒論 1 1-1 研究背景與動機 1 1-2 研究差距 3 1-3 研究目的 3 1-4 研究問題 3 1-5 名詞解釋 4 1-5-1 專題式學習(Project-Based Learning, PBL) 4 1-5-2 設計思維(Design Thinking) 4 1-5-3 自我決定理論(Self-Determination Theory) 4 1-5-4 學習動機(Learning Motivation) 5 1-5-5 心理擁有感(Psychological Ownership) 5 1-5-6 故事板(Storyboard) 6 1-5-7 元宇宙(Metaverse) 6 1-5-8 數位雙生(Digital Twin) 7 第二章 文獻探討 8 2-1 專題式學習與設計思維發展 8 2-2 實境式學習與虛實整合元宇宙學習環境 9 2-3 故事板作為設計構想工具 11 2.4 心理擁有感與學習動機促進機制 12 2-5 生成式 AI 在教育與學習設計中的應用與挑戰 13 第三章 系統設計 15 3-1 系統設計理念 15 3-1-1 工具介紹:文字生成3D物件AI 15 3-1-2 工具介紹:客製化虛擬角色建立平台 16 3-2 系統架構 17 3-2-1 訊號虛實同步模組 18 3-2-2 人物虛實同步模組 18 3-3 系統操作畫面與模擬展示 21 第四章 研究方法 25 4-1 實驗假設 25 4-2 實驗對象 25 4-3 實驗評估工具 25 4-4 實驗流程 27 4-5 實驗教材與平台 33 第五章 實驗結果與討論 35 5-1問卷結果與討論 35 5-1-1 單因子共變數分析前提檢驗 36 5-1-2 單因子共變數分析結果與討論 39 5-2 實驗後問卷結果與討論 42 5-3 專題評分結果分析 45 5-4 訪談結果與討論 47 5-4-1 學習者訪談 47 5-4-2 教學者訪談 48 第六章 結論與建議 50 6-1 結論 50 6-2 未來研究以及改進建議 51 6-2-1 平衡視覺化與真實性的教學設計 51 6-2-2 創新能力的再思考與延伸可能 51 6-2-3 推廣應用於其他領域 52 參考文獻 53 附錄一 實驗前問卷 57 附錄二 實驗後問卷 58 附錄三 論文關鍵字(英文版) 59

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