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研究生:廖映婷
研究生(外文):LIAO, YING-TING
論文名稱:擴增實境遊戲對國中生博物館參觀經驗之影響──以921地震教育園區「踏點闖關」 遊戲為例
論文名稱(外文):Student's Museum Experience Impacts of a Augmented Reality Game in a Science Museum : A Case Study of Mobile App "icobo" at the 921 Earthquake Museum of Taiwan
指導教授:靳知勤靳知勤引用關係
指導教授(外文):CHIN, CHI-CHIN
口試委員:葉聰文段曉林
口試委員(外文):YEH, TSUNG-WENTUAN, HSIAO-LIN
口試日期:2021-04-12
學位類別:碩士
校院名稱:國立臺中教育大學
系所名稱:科學教育與應用學系碩士班
學門:教育學門
學類:普通科目教育學類
論文種類:學術論文
論文出版年:2022
畢業學年度:110
語文別:中文
論文頁數:136
中文關鍵詞:擴增實境博物館科技接受模式通用學習成效人—機—境互動
外文關鍵詞:augmented realitymuseumTechnology Acceptance ModelGeneric Learning Outcomeshuman-computer-field/situation interaction
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本研究旨在探討AR遊戲的介入與教學團體觀眾的博物館經驗之間有何關係。本研究採前實驗研究設計中的靜態組比較設計,邀請國中8年級學生為對象,共計248 名學生參觀921地震教育園區,其中115名學生為實驗組,參觀過程中輔以AR遊戲輔助;133名為對照組,由解說員給予定點解說15分鐘作為參觀輔助。參觀後以GLOs量表測量並比較實驗組與對照組學生的通用學習成效有何不同,並透過問卷中的開放式問題與焦點團體訪談,補充通用學習成效各面向的深入內涵。實驗組學生另以TAM量表測量其對AR遊戲的接受度。兩組參觀中皆以錄影記錄,事後以觀察法分析學生與展示間的互動程度。最後取得有效問卷119份(實驗組67份,對照組52份),問卷結果顯示,國中學生對於使用AR遊戲輔助參觀博物館接受度良好,TAM量表各面向分數皆達3分以上,只有13位學生顯示對AR遊戲的低接受度。對AR具高接受度的實驗組學生,其GLOs整體表現優於對照組,在量化結果中,「技能」、「愉悅‧啟發‧創造力」、「行動與行為改變」三個面向的得分顯著高於對照組學生,「知識與理解」及「態度與價值觀」兩個面向雖在量化結果中沒有顯著差異,但質性結果可看出實驗組學生較能記憶知識的細節,態度與價值觀的訪談結果也比較多元。透過錄影資料分析,AR遊戲的介入使得學生更樂於閱讀面板,積極與同儕討論展示內容,並透過關卡題目引導,促使學生與展示背後的情境、脈絡產生連結,AR遊戲的引導也延長了學生願意停留於展示區與展示互動的總時長,顯示本研究所使用的AR遊戲「踏點闖關」達到「人、機、境互動行動導覽設計模式」的層次四「眾—機—情境互動」的層次。
The purpose of this study is to explore the impact of an augmented reality game on students’ museum experience at a science museum. The study procedure adopted a static-group comparison design with two groups: experimental group that played the AR game during their visit, and control group that visit the museum freely. The participants were all 8th grade, including 115 students in the experimental group, and 133 students in the control group. In this research, Generic Learning Outcomes (GLOs) were applied to examine all student’s learning outcomes after the museum visit, and Technology Acceptance Model (TAM) was used to survey the adoption intention of experimental group on AR game. Apart from quantitative method, qualitative method is also used in this research. Both focus group interview and open ended questionnaire are used to add more details of diversified learning outcomes. Furthermore, cameras is used to record the interaction process between students and exhibits. The major findings are as follows: most of students in the experimental group show good adoption intention of AR game. Who shows good adoption intention has better GLOs than control group after visiting the museum. The quantitative analysis results show that in “skill”, “enjoyment, inspiration, creativity”,and ”activity, behavior and progression” these three dimensions experimental group is significantly better than control group. Video data reveals the human-computer-field/situation interaction level of the AR game used in this research is level 4, which means the AR game makes visitors have more and longer interaction with exhibits, have more conversation with peers, and have deeper understanding of the situation, context, or artistic conception behind the exhibits.
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與問題 5
第三節 名詞解釋 6
第四節 研究範圍與限制 9
第二章 文獻探討 11
第一節 博物館教育與學習 11
第二節 博物館學習的脈絡模式 15
第三節 通用學習成效 20
第四節 遊戲式學習 31
第五節 擴增實境 35
第六節 科技接受模式 39
第三章 研究方法 41
第一節 研究方法與設計 41
第二節 研究對象與場域 49
第三節 研究工具 51
第四節 資料蒐集 57
第五節 資料處理與分析 61
第四章 結果與討論 67
第一節 國中生對博物館參觀中導入擴增實境遊戲的接受度 67
第二節 實驗組與對照組學生的通用學習成效差異 71
第三節 人-機-境互動行動導覽設計模式層次分析 91
第五章 結論與建議 109
第一節 結論 109
第二節 建議 110
參考文獻 115
附錄一 遊戲關卡設計 121
附錄二 GENERIC LEARNING OUTCOMES CHECKLIST 131
附錄三 GLOs量表 133
附錄四 TAM量表 135

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