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研究生:謝小倩
研究生(外文):Hsiao-Chien Hsieh
論文名稱:使用擴增實境於行動學習App之建置
論文名稱(外文):Using Augmented Reality build to mobile learning App
指導教授:蕭桂芳蕭桂芳引用關係
指導教授(外文):Kuei-Fang Hsiao
學位類別:碩士
校院名稱:銘傳大學
系所名稱:資訊管理學系碩士班
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:2015
畢業學年度:103
語文別:中文
論文頁數:42
中文關鍵詞:增強實境行動學習英語學習成效
外文關鍵詞:Augmented Realitymobile learningEnglishlearning effect
相關次數:
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由於行動裝置的普及,讓人們隨身攜帶行動裝置,無所不在(Ubiquitous)特性,在近年來成為日常生活中不可缺少的一部分,並且可以任何地方(anywhere)、任何時間(anytime)做任何事情(anything),因此帶動了應用程式(Application,以下簡稱App)的發展與下載。
本研究開發mAR系統的教育類遊戲App,以英語教育為主軸,結合Android平台及擴增實境技術,讓使用者在學習英文的同時,可以透過身體的部位來回答問題,增加其部位的活動量,可以在活動空間有限的地方,並且透過人機介面的互動,達到隨時活動筋骨、增進英語能力的學習,進而提高學習成效。
研究對象來自於銘傳大學桃園校區,傳統組63位學生(男生22位,女性41位);實驗組30位學生(男生12位,女性18位)。利用問卷調查及實驗法探討實驗者使用不同學習方式,對於身形面向、使用經驗面向、學習面向之影響。研究結果顯示傳統組經過十週的學習後,學習成效都有顯著退步,而實驗組的學習成效是進步的。最後針對本研究提供建議,作為未來研究之參考。
Nowadays, mobile devices are popular because of the smaller size and being more convenient, and therefore, people use them every time and everywhere which means they are ubiquitously in our daily life. As the popularity of mobile devices increased, more applications are being developed and downloaded.
The research developed mAR system game app. It is an English learning game app that combines android platform and augmented reality. The user can answer questions in the app by kicking the wooden boards in the screen. As a result, the effect of learning might improve because of the interaction between the device and user.
The experiment is separated into two groups; we picked 63 people for traditional and 30 people for experimental group randomly from Ming-Chuan University. We discuss the relationship between both groups by the survey that we did. The result shows that the effect of learning is decreased in the traditional group. However, we find out the learning is significantly increased in experimental group which illustrates the importance of the app. It can be as a reference for other experiment in the future by the result.
摘要 i
Abstract ii
誌謝 iii
目錄 iv
表目錄 vi
圖目錄 vii
第壹章 緒論 1
第一節 研究背景與動機 1
第二節 研究問題 1
第三節 研究目的 2
第四節 專有名詞定義 3
一、擴增實境(Augmented Reality, AR) 3
二、行動擴增實境(Mobile Augmented Reality, MAR) 3
第五節 論文架構 3
第貳章 文獻探討 4
第一節 App現況 4
第二節 行動學習 5
第三節 擴增實境及行動擴增實境 5
一、擴增實境 5
二、行動擴增實境 6
第四節 個人面向 7
第五節 學習面向 8
第參章 研究設計 9
第一節 研究架構 9
第二節 研究變項之定義與操作 9
一、學習方式 9
二、身形面向 10
三、使用經驗面向 10
四、學習面向 10
第三節 研究方法與流程 10
一、研究對象 10
二、研究方法 11
三、研究流程 11
第四節 評量工具 12
一、前測試卷 12
二、後測試卷 13
三、後測問卷 13
四、效度分析 14
第五節 實驗設計 14
第肆章 資料分析 16
第一節 資料篩選 16
第二節 資料分析 16
一、身形面向 16
二、使用經驗面向 18
三、學習面向 19
第伍章 研究結論 24
第一節 綜合討論 24
一、學習方式對學習面向之影響 24
二、身形面向對學習面向之影響 24
三、使用經驗面向對學習面向之影響 25
第二節 研究限制 25
一、實驗限制 25
二、實際推廣於大眾可能之限制 26
第三節 未來研究 26
一、落實語言學習的重要性 26
二、強化學習過程的完整性 26
三、增加學習過程的互動性 27
參考文獻 28
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