跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.63) 您好!臺灣時間:2026/06/10 15:38
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:周育民
研究生(外文):Yu-Min Chou
論文名稱:以炸彈超人遊戲為基礎之程式語言學習工具-以C語言為例
論文名稱(外文):Interactive Bomberman Game-Based Learning Tool for Programming Language–Take C Language as an Example
指導教授:張文智張文智引用關係
指導教授(外文):Wen-Chih Chang
學位類別:碩士
校院名稱:中華大學
系所名稱:資訊管理學系(所)
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2008
畢業學年度:96
語文別:中文
論文頁數:115
中文關鍵詞:數位遊戲式學習炸彈超人互動式遊戲程式設計課程C語言程式設計
外文關鍵詞:Digital game-based learningBombermanInteractive gameProgramming CourseC Programming language
相關次數:
  • 被引用被引用:0
  • 點閱點閱:1087
  • 評分評分:
  • 下載下載:83
  • 收藏至我的研究室書目清單書目收藏:2
數位遊戲式學習充滿娛樂的特色能夠激起學習者的學習慾望。學習者能夠在互動的遊戲環境之下自我練習和挑戰。為了能夠正式成為一個平時就能學習的工具,我們開發了一套將大部分C程式語言的觀念結合炸彈超人遊戲的工具。這是一個關於傳統式學習和研究領域方面的新概念。學習者經由觀看教材後,藉由撰寫C程式語言碼來控制炸彈超人的移動進而解決問題完成過關的任務。此學習工具結合由淺入深的關卡挑戰、有趣的故事性、娛樂效果和真實性。這種生動學習環境能夠使學生激起想通過關卡的慾望,而將他們寶貴的時間應用在大量的練習上。本論文提出一個結合數位遊戲式學習的C程式語言課程學習方法。
Digital game-based learning, motivates learners, is full of entertaining. Learners can practice and challenge themselves in an interactive game. In order to become formal tools in everyday learning process, we create an interactive Bomberman game-based learning tool which is included most concepts in C programming language. It brings modern education concept in concert with the classical learning and laboratory work. Learners can study the learning materials, read/write codes in C Language, solve problems with C Language to control the movement of the Bomberman accompany with game music. The learning tool combines continuous challenge, interesting storyline, fun and realism. This vivid learning environment can engage students spending their precious time for extensive practice since students have highly motivation to win the game. We show a new method for educational practice with game-based digital learning for C programming course.
摘要.......................................................................I
ABSTRACT..................................................................II
致謝.....................................................................III
目錄......................................................................IV
圖目錄....................................................................VI
表目錄....................................................................IX
第一章 緒論..............................................................1
1.1 研究背景與動機......................................................1
1.2 研究目的...........................................................2
1.3 研究流程...........................................................2
1.4 論文架構...........................................................4
第二章 相關研究............................................................5
2.1 系統背景介紹........................................................5
2.1.1 沈浸理論(Flow).................................................5
2.1.2 成功的教育遊戲..................................................6
2.1.3 炸彈超人(Bomberman)............................................6
2.1.4 GCC...........................................................6
2.1.5 C程式語言......................................................7
2.1.6 C程式語言在傳統教法上的缺失......................................8
2.2 數位遊戲式學習於教學研究上之應用......................................8
2.2.1 拼字遊戲和數字遊戲的應用.........................................8
2.2.2 卡片類型遊戲的應用..............................................9
2.2.3 棋盤類型遊戲的應用.............................................11
2.2.4 問題解決類型遊戲的應用..........................................13
2.2.5 迷宮類型遊戲的應用.............................................14
2.3 C語言程式開發工具比較...............................................15
2.4 程式學習工具比較...................................................18
第三章 系統實作與展示......................................................21
3.1 系統開發環境.......................................................21
3.2 系統設計..........................................................21
3.2.1 系統架構......................................................21
3.2.2 設計理念......................................................22
3.2.3 相關技術......................................................23
3.3 功能展示..........................................................26
3.4 教材範例..........................................................38
3.4.1 第一章概念: 一維陣列...........................................38
3.4.2 第二章概念: 二維陣列...........................................43
3.4.3 第三章概念: if-else敘述.......................................48
3.4.4 第四章概念: switch-case概念...................................52
第四章 實驗方法...........................................................57
4.1 實驗目的..........................................................57
4.2 問卷調查量表設計...................................................57
4.3 實驗背景..........................................................57
4.4 問卷調查分析.......................................................58
4.4.1 問卷調查各項分析...............................................58
4.4.2 問卷調查綜合分析...............................................68
第五章 結論與未來研究......................................................72
5.1 結論..............................................................72
5.2 未來研究..........................................................72
參考文獻....................................................................74
附錄一 問卷調查量表..........................................................79
附錄二 英文論文一............................................................80
附錄三 英文論文二............................................................92
[1] Amory A., Naicker K., J. Vincent, Adams C., "The use of computer games as an educational tool: identification of appropriate game types and elements", British Journal of Educational Technology v30 no4, pp.311-321, 1999.
[2] Lepper M.R. and Cordova D.I., "A desire to be taught: Instructional consequences of intrinsic motivation”, Motivation and Emotion v16 no3, pp.187-208, 1992.
[3] Becker, K. and Jacobsen, D. M., "Games for learning: are schools ready for what’s to come? ", DiGRA 2005 2nd International Conference, ‘Changing Views:Worlds in Play’. Vancouver, BC, Canada: Digital Games Research Association, 2005.
[4] Kirriemuir, J. and McFarlane, A.,“Literature review in games and learning.”, Retrieved June 11, 2004, from http://www.nestafuturelab.org/research/reviews/08_01.htm
[5] Prensky, M., “Don’t bother me mom I’m learning! St. Paul, MN: Continuum”, 2006.
[6] Ma, Y., Williams, D., Richard, C., Prejean, L., Liu, M., “Integrating video games with problem-based learning: a conceptual model.”, In P. Kommers and G. Richards (Eds), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006, pp.2364–2368, 2006.
[7] Pannese, L., Cassola, M. and Grassi, M., “Interaction with simulation tools: analysis of use cases”, Graz, Austria: I-KNOW Conference, 2005.
[8] Howell, K., “First Computer Languages. Journal of Computing Sciences in Colleges archive”, Vol. 18, No. 4, pp.317-331, 2003.
[9] Rajaravivarma, R., "A Games-Based Approach for Teaching the Introductory Programming Course", ACM SIGCSE Bulletin archive. No. 4, Vol. 37, pp. 98-102, 2005.
[10] Mayer, R.E., “Thinking, Problem Solving, and Cognition, Freeman Publishing, San Francisco”, CA, 1983.
[11] Feldgen, M. and Clua, O., "Games As A Motivation for Freshman to Learn Programming". 34th ASEE/IEEE Frontiers in Education Conference, Vol. 3, 2004.
[12] Prensky, M., Digital game-based learning. ACM Computers in Entertainment, Vol. 1, No. 1, pp. 1-4, 2003.
[13] Din, H.W.-H., "Play to Learn: Exploring Online Education Games in Museums", International Conference on Computer Graphics and Interactive Techniques, No. 13, 2006
[14] Squire, K., Jenkins, H., and Hinrichs, R., "Games-to-Teach Project: Envisioning the Next Generation of Educational Games", Educational Game Conference, Edinburgh, Scotland, 2002.
[15] Roussou, M., Learning by Doing and Learning Through Play: An Exploration of Interactivity in Virtual Environments for Children. ACM Computers in Entertainment, Vol. 2, No. 1, 2004.
[16] Csikszentmihalyi, M., Flow: The Classic work on how to achieve happiness. New York:Harper Perennial, 1992.
[17] Jones, M. G., Creating engagementin computer-based learning environments. Paper presented at the ITForum, 1998.
[18] Jones, M. G., "What Can We Learnfrom Computer Games: Strategies for Learner Involvement", Paper presented at the National Convention of the Association for Educational Communications and Technology, 1999.
[19] Hudson Soft, http://www.hudsonsoft.net/
[20] Bomberman , http://en.wikipedia.org/wiki/Bomberman
[21] GCC Compiler, http://gcc.gnu.org/
[22] GCC, http://zh.wikipedia.org/wiki/GCC
[23] Richard Matthew Stallman’s Homepage, http://www.stallman.org/
[24] Prata, S.,: C Primer Plus.5th edition, SAMS, Indianapolis Indiana, 2004
[25] Prensky, M.: Digital game-based learning. McGraw-Hill, New York (2001)
[26] Draper, S. W., "Analysing Fun as a Candidate Software Requirement, " Personal and Ubiquitous Computing, Vol. 3, No. 3, pp. 117-122, 1999.
[27] Carroll, J. M., “Beyond Fun,” Interactions, Vol. 11, No. 5, pp. 38-40, 2004.
[28] Baker, A.; Navarro, E.O.; van der Hoek, "A. (2003) An experimental card game for teaching software engineering", Proceedings of 16th Conference on Software Engineering Education and Training, (CSEE&T 2003), pp.216 – 223, 2003.
[29] Baker, A.; Navarro, E.O.; van der Hoek, A., "Problems and Programmers: an educational software engineering card game", 25th International Conference on Software Engineering, 2003. Proceedings. pp.614 – 619, 2003.
[30] Baker, Alex; Navarro, Emily Oh; Van Der Hoek, Andre, "An experimental card game for teaching software engineering processes", Journal of Systems and Software, v 75, n 1-2, Software Engineering Education and Training, pp.3-16, 2005
[31] Carrington, D.; Baker, A.; van der Hoek, A., "It’s All in the Game: Teaching Software Process Concepts", Proceedings 35th Annual Conference Frontiers in Education, F4G-13 - F4G-18, 2005.
[32] Kaur, D.; Haar, J., "Fuzzy logic based Euchre game design on palm PDA", Fuzzy Information Processing Society, NAFIPS, pp.693 -699, 2005
[33] Chang, W.C. and Chen, Y.L., "Cultivating Operating System Process Concept with Card Game", ICPPW 2007. International Conference on Parallel Processing Workshops, pp. 23 – 23, 2007
[34] Kim S.B., Choi S.K., Jang H.S., Kwon D.Y., Yeum Y.C., and Lee W.G.,“Smalltalk Card Game for Learning Object-Oriented Thinking in an Evolutionary Way”, OOPSLA’ 06, pp.683-684, 2006
[35] Goschnick,S., and Balbo, S., "Game-first Programming for Information Systems Students, " Proceedings of the Second Australasian Conference on Interactive Entertainment, Sydney, Austria, pp. 71-74, 2005.
[36] Goschnick, S., “An Object Lesson in OOP-A General Board Game Class,” Proceedings of the first Australian Software Developer Conference, Sydney, Australia, 1992.
[37] Natvig, L., and Line, S., "Age of Computers:"An Innovative Combination of History and Computer Game Elements for Teaching Computer Fundamentals, in Proceedings of FIE 2004 , Lasse Natvig, Steinar Line and Djupdal, 2004.
[38] Nevison, C., and Wells, B., "Using a Maze Case Study to Teach Object-Oriented Programming and Design Patterns, " Proceedings of the sixth conference on Australasian computing education, pp. 207-215, 2004.
[39] TurboC,http://www.sandroid.org/TurboC/
[40] Dev C++,http://www.bloodshed.net/devcpp.html
[41] Visual C++,http://msdn.microsoft.com/en-us/visualc/default.aspx
[42] Boland C++,http://www.codegear.com/products/cppbuilder
[43] Scratch,http://scratch.mit.edu/
[44] NetLogo, http://ccl.northwestern.edu/netlogo/
[45] StarLogo, http://education.mit.edu/starlogo/
[46] JavaBomberman, http://sourceforge.net/projects/javaBomberman
[47] Jxpose, http://sourceforge.net/projects/jxpose
[48] JDIC, https://jdic.dev.java.net/
[49] JFreeCharts, http://sourceforge.net/projects/jFreeCharts
[50] Erich, G., Richard, H., Ralph, J., and John, M. V.,: Design Patterns : Elements of Reusable Object-Oriented Software. Addison-Wesley.
[51] Yang, L., "Add dynamic Java code to your application," JavaWorld.com, 2006.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top