跳到主要內容

臺灣博碩士論文加值系統

(44.200.86.95) 您好!臺灣時間:2024/05/18 12:54
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

我願授權國圖
: 
twitterline
研究生:陳芊卉
研究生(外文):Chien-Hui Chen
論文名稱:使用圖論研究色彩學中調和色應用的數位遊戲式輔助學習系統
論文名稱(外文):A Digital Game-based Learning System Using Graph Theory to Evaluate Harmonious Color Combination Rules in Art Education
指導教授:賀嘉生賀嘉生引用關係
指導教授(外文):Jia-Sheng Heh
學位類別:碩士
校院名稱:中原大學
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:2014
畢業學年度:102
語文別:英文
論文頁數:61
中文關鍵詞:遊戲式數位學習使命式學習圖論四色問題美術教育色彩學調和色
外文關鍵詞:Mission-based learning modelDigital game-based learningGraphFour-color problemColor theoryHarmonious colorArt education
相關次數:
  • 被引用被引用:2
  • 點閱點閱:278
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
本論文的研究目的可分為三個部分 1.實作一個在電腦上教學基礎色彩學的輔助學習 系統,並結合使命式學習和遊戲式數位學習作為系統的教學模型 2.使用圖論和圖論中 四色問題的概念設計一個演算法,讓系統得以自動評估任務成果 3.設計並進行一個實 驗,以利了解系統是否有效的提高學生的學習成效以及學習興趣。
使命式學習為一種任務式學習,學生被分為數個小組,進行活動,並使用有限的資源 試圖達成活動目標,活動過程中,學生可以使用網路或是教科書進行資料的查詢。使命 式學習是目標導向的活動,此學習模型是以要學生能達到在沒有其他幫助的情況底下找 到問題的解決方法。本論文系統即是以此教學模型結合遊戲式數位學習實作出一模擬策 略遊戲作為輔助教學系統。
本系統中每個使命是由多個封閉的幾何圖形組成的,系統會將其視為一圖(graph),結 合圖論中四色問題的概念,將每個封閉的幾何圖形視為一節點,並將與其相鄰的節點做 連線,最後使用演算法得知學生在此使命中的得分。
本論文的實驗樣本為台北市私立達人女中國中一年級的學生,學生被分為實驗組和對 照組,一組為一個班級,兩組的差異在於在課堂上的練習時間,實驗組的學生使用的為 本論文的系統,而對照組則使用水彩進行練習。實驗的結果顯示,實驗組的學生的學習 成果較對照組的學生來的好,除此之外,實驗組的學生對於本課程的學習興趣也較對照 組的學生高。因此,經由實驗證明,本系統有效的提高學生學習興趣以及學習成效。


The main objectives of this paper are 1. Combines mission-based learning model and digital game-based learning as a computer-assisted instruction system to teach basic color theory. 2. Defined an algorithm of how system judges the mission using the concept of graph and four-color problem. 3. There is an experiment to test will the system helps improve the educational outcomes of students.
Mission-based learning model is a kind of task-based learning. The learners will be divided in groups and trying to achieve some mission in a creative way through an access to the resources available on network or textbooks in learning some knowledge through the mission. The goal of the mission-based learning model is try to help learners solve different kind problems autonomously without help. The system is built as a strategy and simulation game built on computer, it’s applied the mission-based learning model in the system.
Many closed geometric shapes for users to coloring with compose the mission in the system. The system will see the mission as a graph. With the concept of one of a famous problem in graph, four-color problem, for each closed geometric shape, the system will see it as a vertex. Every vertex is adjacent to every other vertex if they are connected to each other in the graph. The system will use the algorithm to calculate the score that learner get.
For the experiment, the participants of this experiment are the students in seventh grade in Da Ren Girls High School in Taipei, Taiwan. Students divided in two groups, experimental group and control group, and each group is a class. The different of these two groups is the experimental group is using the system and the control group is using watercolor in the class during the practice. With the result of experiment, the experimental group does have better learning outcome and higher learning interesting than control group.


Contents
摘要............................................................ I
Abstract............................................................ II
Contents ............................................................ III
List of Figures ............................................................. IV
1. Introduction .............................................................. 1
1.1 Motivation and Background .......................................... 1
1.2 The Objective of this paper........................................... 3
1.3 The Study Process of this research................................ 4
2 Related Works ................................................................. 5
2.1 Digital Game Based Learning ........................................ 5
2.2 Mission-Based Learning Model ..................................... 8
2.3 Color Wheel and Harmonious Color Rules.................... 12
2.4 Graph and Four-color Problem ................................... 17
3 System Design ............................................................... 21
3.1 Implement Mission-based Learning model in the System ................... 21
3.2 Applying Graph in the System .................................... 22
3.2.1 From Mission to Graph ................................. 22
3.2.2 Judge the Mission with Graph ................................... 23
3.2.3 Implement Mission Difficulty Control Variables: Number of Task..... 26
3.2.4 Calculate Score with Graph ...............27
3.3 Main Educational Game Modeling............31
3.3.1 Game World Controller..................31
3.3.2 Learner Parameters Design.........31
3.3.3 Mission Design and Mission Generator...................... 33
3.3.4 NPC Design and NPC Generator ................................34
3.3.5 Score Generator .................................................... 36
3.3.6 Result Generator .................................................... 37
4 An Experiment System .................................................. 38
5 The Experiment ......................................................... 42
5.1 Experiment Flow Design ............................................. 42
5.2 The Purpose and Problems of the Experiment ............. 44
5.3 Data and Data Collection ...................................... 44
5.4 Data Analyzed and Result ........................................... 46
5.4.1 Statistical Method .............................................. 46
5.4.2 Basic Data Analyzed of Participants .......................... 46
5.4.3 Problem Discuss ..................................................... 48
6 Conclusion ................................................................... 52
References ...................................................................... 53


List of Figures
Figure 1.1. Research Work Flow in this research ..................................... 4
Figure 2.1. Model of Flow State ........................................................... 7
Figure 2.2. The diagram of Mission-based learning model ............................. 8
Figure 2.3. The diagram of Mission-based learning model using in this research.. 11
Figure 2.4. Rule1: Complementary................................... 13
Figure 2.5. Rule 2: Analogous ......................................... 13
Figure 2.6. Rule3: Triad ...................................................14
Figure 2.7. Rule 4: Split Complementary...........................14
Figure 2.8. Rule5: Rectangle ............................................14
Figure 2.9. Rule 6: Square ...............................................14
Figure 2.10. The knowledge structure three layers ..........16
Figure 2.11. Knowledge structure of the color theory .......16
Figure 2.12. Königsberg ....................................17
Figure 2.13. Graphical representation of the bridges of Königsberg.................17
Figure 2.14. Parameters of graph .................................. 18
Figure 2.15. Loop and parallel edges............................... 18
Figure 2.16. The example of sub-graph............................19
Figure 2.17. An example of four-color prob...................... 20
Figure 3.1. Implement MBL model in the system.............. 22
Figure 3.2. From mission to graph G(5, 7) ....................... 23
Figure 3.3. The sub-graphs of graph G corresponding rule one and rule two...... 25
Figure 3.4. The sub-graphs of graph G corresponding rule three and rule four... 26
Figure 3.5. The sub-graphs of graph G corresponding rule five and rule six....... 26
Figure 3.6. From colored mission to graph G................................................ 28
Figure 3.7. The sub-graphs of graph G corresponding rule one and rule two....... 28
Figure 3.8. The sub-graphs of graph G corresponding rule three and rule four... 29
Figure 3.9. The sub-graphs of graph G corresponding rule five and rule six........ 30
Figure 3.10. All sub-graph that are established by the harmonious color rule of graph G .............................................................. 30
Figure 3.11. The score that the system gives for graph G................................. 30
Figure 3.12. The parameters of learners....................................................... 32
Figure 3.13. The parameters of mission........................................................ 34
Figure 3.14. The parameters of NPC........................................................... 35
Figure 3.15. The cooperation of NPC Generator and Mission Generator............. 36
Figure 3.16. An example of how Result Generator work.................................. 37
Figure 4.1. System workflow ............................................................. 38
Figure 4.2. The NPC provide a mission ...........................................................40
Figure 4.3. The NPC told the comment ...........................................................40
Figure 4.4. Pay the rent in the end of the day................................................... 41
Figure 5.1. The experimental procedure.......................................................... 43
Figure 5.2. The Two-Way Specification Table of first pretest and of second pretest.. 45
Figure 5.3. The Two-Way Specification Table of posttest................................... 46
Figure 5.4. The basic data of participants........................................................ 47
Figure 5.5. The data analyzed of pretest between experimental group and control group using independent samples t-test......................................................... 47
Figure 5.6. The data analyzed of experimental group between pretest and posttest using paired samples t-test .........................................................................48
Figure 5.7. The data analyzed of control group between pretest and posttest using paired samples t-test .................................................................................49
Figure 5.8. The data analyzed of posttest between experimental group and control group using paired samples t-test................................................................ 50
Figure 5.9. The data analyzed of learning interest between experimental group and control group using independent samples t-test............................................... 50
[Shen, 1996]. Shen, Yu-Chuan, Chen, Yung-Sheng;Hsu, Wen-Hsing.(1996). "Quantitative evaluation of color harmony via linguistic-based image scale for interior design". In color research and application, vo1.21, no.5, pp.353, Oct. 1996.
Liao, Huang, 2006]. Liao, ci- chun, Huang,Hui-Ling (2006)."Chromatics". pp2-39~2-43. New Taipei City; Ching Cause Ltd.
[Ostwald, 1897]. Ostwald, W. (1897). Studien über die Bildung und Umwandlung fester Körper. 1. Abhandlung: Übersättigung und Überkaltung. Zeitschrift für Physikalische Chemie 22: 289–330.
[Munsell, 1912]. Munsell, Albert H. (1912). "A Pigment Color System and Notation". The American Journal of Psychology (University of Illinois Press) Munsell’s description of his color system, from a lecture to the American Psychological Association.
[Itten, 1961]. Johannes Itten. The Art of Color: The Subjective Experience and Objective Rationale of Color Originally published in German as Kunst der Farbe: Studienausgabe by Johannes Itten, Otto Maier Verlag, Ravensburg, 1961 and 1973 Publisher John Wiley &; Sons, 1974.
[Desiring Clicks, 2014]. Item for Harmonious Color Rule, http://dclick.fourdesire.com/2012/09/19/%E6%B7%BA%E8%AB%87%E8%89%B2%E5%BD%A9%E5 %AD%B8%EF%BC%9A%E5%BE%9E%E8%AA%BF%E5%92%8C%E8%89%B2%E5%87%BA%E7 %99%BC?ref=category. May, 15, 2014.
[McCombs, 2002]. McCombs, Barbara L. (2002). Understanding the Keys to Motivation to Learn. McREL Products. May
[Fu, Zhang, 2008]. Fu Xiaoyun, Zhang Lufang.(2008).An Explore Study On Reform of Teaching Professional Color Design for Industrial Design. Computer-Aided Industrial Design and Conceptual Design, 2008. CAID/CD 2008. 9th International Conference on Kunming.
[Park et al, 2010]. Eun-Young Park, Ki-Eun Lee, Young-Ho Park.(2010).Computer Science and Information Technology (ICCSIT), 2010 3rd IEEE International Conference on Chengdu.
[Tokumaru et al, 2002].Tokumaru, M., Muranaka, N., Imanishi, S.(2002).Color design support system considering color harmony.Fuzzy Systems, 2002. FUZZ-IEEE'02. Proceedings of the 2002 IEEE International Conference on Honolulu, HI.
[Hsiao et al, 2008]. Shih-Wen Hsiao, Fu-Yuan Chiu, Hsin-Yi Hsu.(2008).A Computer-Assisted Colour Selection System Based on Aesthetic Measure for Colour Harmony and Fuzzy Logic Theory,color research and application,Oct. 2008.
[Nakanish et al, 1992]. Shohachiro Nakanish , Toshiyuki Takagi, and Taichi Nishiyama.(1992).Color Planning Fuzzy Set Theory. Fuzzy Systems, IEEE International Conference on San Diego, CA. 08-12 Mar 1992.
[Prensky, 2001]. Marc Prensky(2001). "Digital Game-Based Learning". McGraw-Hill, USA.
[e-Learning Fundamentals, 2014]. e-Learning Fundamentals(2014). Item for e-learning,
http://www.leerbeleving.nl/wbts/1/history_of_elearning.html . May, 15, 2014.
[Ludíková, 2010]. Bc. Martina Ludíková(2010). "E-learning at Basic Schools". Masaryk University in Brno
Faculty of Education Department of English Language and Literature Diploma Thesis.
[Nichols, 2010]. Mark Nichols (2010). "E-learning in context." E-Primer series. 2008. Laidlaw College. 18 Feb
2010.
[Woolley, 1994]. David R. Woolley(1994). "PLATO: The Emergence of Online Community". An earlier version
of this article appeared in the January 1994 issue of Matrix News.
[Provenzo, 2009]. Eugene F. Provenzo, Jr.(2009). "Friedrich Froebel’s Gifts Connecting the Spiritual and
Aesthetic to the Real World of Play and Learning". AmeRICAn JouRnAL oF PLAY, Summer 2009,
pages 89 - 99.
[Oblinger, 2006]. Diana Oblinger (2006). Simulations, Games, and Learning. Educause Learning Initiative. [Dignan, 2010]. Aaron Dignan(2011)."Game Frame: Using Games as a Strategy for Success". Simon and
Schuster, 2011.
[McCombs, 2002]. McCombs, Barbara L. (2002). "Understanding the Keys to Motivation to Learn". McREL
Products.
[Mayo, 2007]. Mayo,Merrilea J.(2007).Games for science and engineering education.Comminications of the
ACM Vol. 50, No. 7.
[Baranowski et al., 2003]. Baranowski, T., Baranowski, J, Cullen, K., Marsh, T., Islam, N., Zakeri, I., Honess-Morreale, L., and Demoor, C.(2003) Squire’s Quest! Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine.
[Stipek, 1998]. Stipek, Deborah J.(1998). "Achievement motivation in children", Learning, Psychology of Motivation in education. Boston. Allyn and Bacon.
[Combs, 1982]. Combs, A.W. (1982). "Affective Education or None at All". Educational Leadership.
[Zhang, 1994]. Zhang, Chun Xing. (1994). "Educational Psychology", pp. 213~220. Taipei; Zhejiang Education
Press Pub.
[Hu, 2004]. Hu, Y.-M.(2004). Narratology. Central China Normal U. Pub.
[Sadler, Nurmukhamedov, 2008]. Sadler, R., Nurmukhamedov, U. (2008). "Second Life and task-based
learning". Paper presented at CALICO annual conference, San Francisco, CA.
[Csikszentmihalyi, 1975]. Csikszentmihalyi, Mihaly (1975). "Beyond Boredom and Anxiety: Experiencing Flow
in Work and Play", San Francisco: Jossey-Bass.
[Kiili, 2004]. Kiili , Kristian(2004). "Digital game-based learning: Towards an experiential gaming model".
Intelligent Networking and Collaborative Systems (INCoS), 2011 Third International Conference on
Fukuoka.
[Shih, Chen, 2002]. Yueh-Chun Shih, Nian-ShingChen(2002). "Mission-Based Learning Model and Its
Instructional Activity Design". International Conference on Computers in Education (ICCE 2002).
[Shih, Chen, 2003]. Yueh-Chun Shih, Nian-ShingChen(2003). "Theoretical Analysis of Mission-Based Learning
Model".The 3rd IEEE International Conference on Advanced Learning Technologies (ICALT 2003). [Vleuten, 1911]. C. P. M. van der Vleuten, G. R. Norman and E. de Graaff, Pit-falls in the pursuit of objectivity: Issues of reliability, Medical Education, 25 (1991), pp. 110±118.
[Harden, 2000]. Harden, RM, Crosby, J, Davis, MH, Howie, PW, Struthers, AD 2000, ‘Task-based learning: the
answer to integration and problem-based learning in the clinical years’, Medical Education, Vol. 34, pp.
391 – 397.
[Dewey, 1938]. John Dewey(1938). "Experience and Education". Kappa Delta Pi, USA.
[Hasan, 2014]. Ali Alsagheer A. Hasan(2014). "THE EFFECT OF USING TASK - BASED LEARNING IN
TEACHING ENGLISH ON THE ORAL PERFORMANCE OF THE SECONDARY SCHOOL
STUDENTS". International Interdisciplinary Journal of Education –February 2014.
[Breen, 1987]. Breen, M. P., 1987," Learner contributions to task design, In Language Learning Tasks,
Englewood Cliffs" ,eds.,Candlin and Murphy D.F.,NJ: Prentice-Hall.
[Nunan, 1989]. David Nunan. "Designing tasks for communicative class room", Cambridge University Press,
1989.
[Teppo, 2009]. Anne R. Teppo(2009). Task-Based Lessons: The Central Focus of a Mathematics Content Course
for Future Elementary Teachers. Tasks in Primary Mathematics Teacher Education, pages 116-172. [Yang et al., 2002]. Jie Chi Yang, Chih Hung Chen, Yu Bin Chen, Chih Hung Lai, TakWai Chan, Tzu
ChienLiu(2002). International Conference on Computers in Education (ICCE 2002).
[Findlay, 2004]. Peter Findlay(2004). "effective practice with e-learning: a good practice guide in designing for
learning", held by the Higher Education Funding Council for England (HEFCE) on behalf of JISC. [Kuehni, 2004].Rolf G. Kuehni(2004). "Cololr An Introduction to Practice and Principles". Wiley-Interscience,
USA.
[Kessler, 2004]. Margaret Kessler(2004). "Color Harmony in your paintings". North Light Books, Canada. [Tiger Color, 2014]. Item for Harmonious Color,
http://www.tigercolor.com/color-lab/color-theory/color-harmonies.htm. May, 15, 2014.
[Savage, Armstrong, 1992]. Savage, T. &; Armstrong, D. (1992). Effective Teaching in Elementary Social
Studies (2nd ed). New York: Macmillan Publishing Co.
[Euler, 1736]. Euler, L. "Solutio problematis ad geometriam situs pertinentis." Comment. Acad. Sci. U. Petrop. 8,
128-140, 1736. Reprinted in Opera Omnia Series Prima, Vol. 7. pp. 1-10, 1766.
[May, 1965]. K. May. The origin of the four-color conjecture, Isis, 56(1965) 246-348.
[Mathworld, 2014]. Item for Four-Color Theorem, http://mathworld.wolfram.com/Four-ColorTheorem.html. [Gredler, 2004]. Gredler, M. E. (2004). Games and simulations and their relationships to learning. In D. H.
Jonassen (Ed.) Handbook of research on educational communications and technology: A project of the Association for Educational Communications and Technology (pp. 571-581). Mahwah, NJ: Lawrence Erlbaum Associates.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top