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研究生:陳冠璋
研究生(外文):Kuan-chang Chen
論文名稱:以數位桌面遊戲為基礎之教室內遊樂場
論文名稱(外文):A Digital Board Game Based Learning System for Authentic Learning
指導教授:陳國棟陳國棟引用關係
指導教授(外文):Gwo-dong Chen
學位類別:碩士
校院名稱:國立中央大學
系所名稱:資訊工程研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2011
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 playgroundauthentic learningdigital game-based learningdigital board gamemixed reality
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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
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