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  • Theses

結合體感裝置LeapMotion與數位遊戲並應用於學習手語之學習成效研究

The research on the effectiveness of combining somatosensory device LeapMotion and digital games to learn sign language

Advisor : 黃國峰

Abstracts


近幾年許多的研究都表明,遊戲式學習這樣的學習模式對於學習是有所幫助的,甚至能夠進一步的提升學習的成效。在未來手語的課程也將會納入到國小當中,在這多元化的社會,認知手語顯然已經成為一個重要的能力。此研究探討數位遊戲式學習結合體感裝置來當作輔助性教材,是否能真正的提升學生對於手語的認知以及學習能力。遊戲內容結合可愛的怪物角色故事來開發一款名為「手語勇士」的數位遊戲,藉此讓小朋友更能夠有身歷其境的感受。 實驗流程的部分,測試之對象為22位國小的中年級生,實驗過程先進行大約5到10分鐘實驗的講解,接著請受測者進行10分鐘的前測,前後測的題目內容為遊戲當中出現的手語圖示,題目中會有選項供受測者進行選擇選出正確的意思。前測完畢後,接著進行約10到15分鐘的遊戲體驗。在遊戲過後再進行約10分鐘的後測,最後再利用SPSS系統進行分析受測者前後測的結果。 實驗結果顯示,後測的成績高於前測,且從實驗過程的反應來看學生對於這樣的學習方式是感興趣且認為是有效的,因此可以知道這樣體感裝置結合數位遊戲式的學習模式是有助於學生學習手語且提升他們學習的興趣的。

Parallel abstracts


Many studies in recent years have shown that a learning model such as game-based learning is helpful for learning, and can even further enhance the effectiveness of learning. In the future, sign language courses will also be incorporated into elementary schools. In this diversified society, cognitive sign language has obviously become an important ability. This research explores whether digital game-based learning combined with somatosensory devices as supplementary teaching materials can truly improve students' cognition and learning ability of sign language.The content of the game combines the characters in the self-designed monster character story to develop a digital game called "Sign Language Warrior", so that be personally on the scene. In the part of the experiment process, the subjects of the test are twenty two middle and middle grade students in elementary schools. The experiment process will be explained for about five to ten minutes, and then the subject will be asked to take a ten-minute pre-test. The content of the pre-test is a game. In the sign language icon that appears, there will be options in the question for the test to choose the correct meaning. After the pre-test, the game will last for about ten to fifteen minutes. After the game, perform a post-test for about ten minutes, and finally use the SPSS system to analyze the results of the subjects before and after the test. The results of the experiment show that the results of the post-test are higher than those of the pre-test, and from the reaction of the experiment process, students are interested in this learning method and think it is effective. Therefore, it can be known that such a somatosensory device combined with a digital game-like learning mode It helps students learn sign language and enhance their interest in learning.

References


中文文獻
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游雅婷(2020)。數位遊戲式學習對國小低成就及普通班學童專注力、語文學習相關因素及線上行為模式之影響。國立臺北教育大學教育傳播與科技研究所。
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