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研究生:陳世宏
研究生(外文):CHEN, SHIH-HONG
論文名稱:結合虛擬實境與科普教育之遊戲式學習系統開發與評估
論文名稱(外文):Development and Evaluation of a Game-based Learning System Combining Virtual Reality and Popular Science Education
指導教授:夏至賢夏至賢引用關係
指導教授(外文):HSIA, CHIH-HSIEN
口試委員:賴槿峰賴盈勳
口試委員(外文):LAI, CHIN-FENGLAI, YING-HSUN
口試日期:2020-06-05
學位類別:碩士
校院名稱:國立宜蘭大學
系所名稱:多媒體網路通訊數位學習碩士在職專班
學門:電算機學門
學類:網路學類
論文種類:學術論文
論文出版年:2020
畢業學年度:108
語文別:中文
論文頁數:57
中文關鍵詞:虛擬實境科普教育數位遊戲式學習
外文關鍵詞:Virtual Reality (VR)Popular Science EducationDigital Game-Based Learning
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食古不化的制式教育,所帶來的停滯和困惑讓學習變的制式且僵化,隨著科技的進步與學習環境的改變,教學內容變得更加的多元化,若輔與適當的教育理論便能讓學習變得不再是件苦差事,其中遊戲式學習便能夠帶給學習者進行遊戲的強烈動機及高度樂趣,但坊間的數位遊戲學習系統,大多都是以教育為主軸的互動式小遊戲,都打者寓教娛樂的口號,卻都有一個相同的盲點,過於強調教育的方面,而喪失了遊戲式學習原本該有的遊戲性,故本研究使用Unity遊戲開發引擎,結合化學科普教育與虛擬實境技術,製作一款關於圖書館的行動遊戲式VR學習系統,戴上簡易的Cardborad就可以暢遊圖書館,透過數位科技突破教學場域限制、延伸教室、連結全世界的豐富資源,實現跨領域的結合,並利用數位遊戲式學習中的互動、競爭、感官刺激等元素來引發學習者的參與動機,透過真實生活情境為基底,除了校園的介紹外,在遊戲事件中融合了一些有趣的化學知識,讓學習者在使用後除了可以了解校園外,也可以從中了解一些化學常識,讓學習不再局限於教室空間,並將此系統應用於大學通識課程當中,來達到推廣科普教育的效果,以解決傳統數位學習較無法吸引學生投入的缺點及提升學習成效。
The stagnation and confusion caused by the old-fashioned system education make the learning system become conservative and rigid. With the advancements of technologies and the changes of learning environment, the teaching content has become more diverse and interesting. If supplemented with appropriate educational theories, learning becomes less of a chore. Game-based learning can bring learners a strong motivation and high level of fun to play games. However, we refer to some similar digital game learning systems on the market. Most of them are the interactive mini-games with education as the main axis all have the slogan of make entertainment a medium of education, but they all have the same blind spot. They highlight too many aspects of education and lose the game-based learning original purpose. Therefore, Unity development engine, combined with chemistry popular science education and virtual reality technology is adopted to develop a digital game-based learning system about the library in this study. Wearing a simple Cardborad, you can browse the library, break through the limitations of the teaching field, extend the classroom, connect the rich resources of the world through digital technology, and realize the cross-domain combination. The elements of interaction, competition, sensory stimulation in game-based learning are used to stimulate learners' motivation, use real-life situations as the basis, and we try to integrate chemical knowledge to make game events, so that learning is no longer limited to classroom space. The learning system is applied to the general education course of the university to not only achieve the effect of popularizing popular science education, but also solve the shortcomings of traditional digital learning.
摘要 I
ABSTRACT II
致謝 III
目錄 IV
圖目錄 VI
表目錄 VIII
第一章 簡介 1
1.1 研究動機 1
1.2 研究目的與待答問題 2
1.3 研究範圍與限制 3
第二章 文獻探討 5
2.1 虛擬實境 5
2.1.1 虛擬實境的發展史 6
2.1.2 虛擬實境的應用 14
2.2 科普教育 17
2.2.1 科學與科技 19
2.2.2 科學素養 22
2.2.3 科普傳播與探究 24
2.2.4 科普教育發展現況 27
2.3 數位遊戲式學習 29
2.3.1 數位遊戲式學習之定義 29
2.3.2 數位遊戲式學習之發展 31
第三章 研究流程與系統介面 34
3.1 系統介面 36
3.2 系統特色 42
第四章 研究方法與實驗分析 47
4.1 實驗對象與環境 47
4.2 實驗流程設計 47
4.3 實驗分析與探討 48
第五章 結論與未來展望 52
參考文獻 53

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