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研究生:蔡文和
研究生(外文):Wen-Ho Tsai
論文名稱:以遊戲情境建置C程式語言編輯器
論文名稱(外文):Develop a Game-based C Programming Language Editor
指導教授:王偉德
指導教授(外文):Dr.Wai-Tak Wong
學位類別:碩士
校院名稱:中華大學
系所名稱:資訊管理學系
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:2007
畢業學年度:95
語文別:中文
論文頁數:57
中文關鍵詞:遊戲情境式學習C程式語言編輯器寓教於樂
外文關鍵詞:Game-based LearningC Programming Language EditorEdutainment
相關次數:
  • 被引用被引用:1
  • 點閱點閱:388
  • 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:2
許多針對教學的研究已經發現,只要增強學習者的學習動機及給予學習過程當中更多的樂趣,便能有效提高學習成效。在現今生活與流行文化中,電腦遊戲已經成為不可或缺的部份,而將遊戲情境概念運用於教學上,不僅能夠幫助學習者學習,同時也能增強學習的動機與興趣,達到寓教於樂的目的。
C程式語言已經成為許多資訊相關科系學生第一個學習的程式語言,根據調查指出,許多C程式語言的初學者經常面臨的問題是:不知該如何開始撰寫程式碼。如何幫助他們克服面對程式碼的恐懼,進而協助他們學好C程式語言,是一件非常重要而有趣的議題,因此本研究使用Java Swing技術,同時結合開放原始碼軟體 GCC和Bomberman 遊戲,欲以寓教於樂的概念來建構一個遊戲情境式C程式語言編輯器,希求能提供C程式語言的啟蒙學習者學習C程式語言時更多的選擇。
Many researches have shown that learners will learn more effectively if we can give them more funs to increase their motivation in learning. In modern societies, computer games have become an essential element of the current life. Using game-based concept in teaching not only can help students in learning but also can enhance their motivation and interest to achieve the goal of edutainment.
C Programming Language has become the first programming language for the Information Systems Students to learn. Many surveys showed that many novices of C Programming language had found that the difficulty in the beginning was how to write codes. Therefore, it is very important to help them to overcome the fear of coding first and then teach them to write better codes next. Based on this, the aim of our research is to use edutainment concept to build a game-based C Programming Language editor by combining the Java Swing, GCC and Bomberman game. We hope that we may give a better choice to those who are going to learn C Programming Language in the very beginning.
摘要 I
Abstract II
致謝 III
圖目錄 VII
表目錄 IX
第一章 緒論 1
1.1 研究背景與動機 1
1.1.1 背景 1
1.1.2 動機 2
1.2 研究目的 3
第二章 文獻探討 4
2.1 系統背景知識介紹 4
2.1.1 Edutainment的定義 4
2.1.2 C程式語言 4
2.1.3 GCC編譯器 5
2.1.4 Bomberman遊戲 6
2.1.5 設計模式 6
2.2 C程式語言傳統教法的缺失 8
2.3 應用遊戲情境概念於教學研究上 9
2.3.1 虛擬實境技術的應用 10
2.3.2 拼字遊戲和數字遊戲的應用 11
2.3.3 2D棋盤類型遊戲的應用 12
2.3.4 迷宮類型遊戲的應用 14
2.3.5 問題解決類型遊戲的應用 14
第三章 理論架構 16
3.1 系統架構 16
3.2 系統實作 19
3.3 運作流程 25
3.3.1 程式檔案結構視窗 26
3.3.2 選單與工具列 26
3.3.3 程式流程編輯視窗 29
3.3.4 程式碼檢視視窗 34
第四章 功能展示 36
4.1 練習一:else if程式語法練習 36
4.2 練習二:二維陣列程式語法練習 38
4.3 練習三:switch程式語法練習 40
第五章 結論 43
5.1 結論 43
5.2 研究限制 43
5.3 未來展望 43
5.3.1 加入進階除錯功能 43
5.3.2 提升系統執行效率 44
5.3.3 便利使用C程式語言標準函數庫 44
5.3.4 強化聲光娛樂效果 44
5.3.5 開放系統的可能性 44
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