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  • 學位論文

擴增實境技術的學習型遊戲沉浸感之研究 - 以英文職場互動遊戲為例

Research on Immersion in Augmented Reality Learning Games – An Example of Workplace English Interactive Game

指導教授 : 徐豐明

摘要


在科技的進步下,近幾年的擴增實境(AR)技術逐漸成熟並能應用於不少裝置上,日常生活中也有許多使用了該項技術的案例,像是輔助學習或是遊戲娛樂等等,皆能夠看到使用擴增實境來進行開發;而語言的學習同樣也受益於科技的進步,對於未來將要踏入職場的學生而言,第二語言的掌握基本上決定了與他人在職場上的競爭力,在文獻的研究結果指出,大部份的學生會因為職場專業知識以及職場溝通而出現障礙進而影響到在工作時的表現,因此本研究透過擴增實境來建立一個英文職場互動體驗,旨在探討受測者是否會因為專業課程類別、遊戲經驗以及生理性別的不同而對於沉浸感有所變化,其數據將透過本研究所開發之AR學習型職場模擬遊戲《Morning工作室》進行研究和分析,為了研究學生在互動遊戲環境中的沉浸感,同時探討學生的專業課程組別、遊戲經驗與生理性別是否在本遊戲中的沉浸感有所不同,本研究採用以心流理論所設計的問卷來進行數據收集,再透過獨立t檢定來探討是否有顯著差異,本研究透過分析發現各項皆不具顯著性,意旨AR學習型職場模擬遊戲具備普遍吸引力,且在不同類別的群體中能夠提供一致的沉浸感體驗。

並列摘要


With technological advancements, Augmented Reality (AR) technology has become increasingly mature and applicable to various devices in recent years. Many applications of AR technology can now be seen in everyday life, such as in learning aids or gaming entertainment. Similarly, language learning has also benefited from technological progress. For students preparing to enter the workforce, mastering a second language is crucial to enhancing their competitiveness in the workplace. Previous research indicates that many students face obstacles related to professional knowledge and workplace communication, which can affect their job performance.This study uses AR technology to develop an interactive English workplace experience. It aims to explore whether factors such as students' professional course backgrounds, gaming experience, and gender affect their sense of immersion. The data will be collected through an AR learning-based workplace simulation game, Morning Studio, developed specifically for this study. To investigate students' immersion in the interactive gaming environment, the study will also explore whether these factors—course group, gaming experience, and gender—affect the immersion levels differently. Data will be gathered using a questionnaire based on flow theory, and an independent t-test will be applied to analyze the results for any significant differences.The analysis of the data found no significant differences in immersion levels across the various groups, suggesting that the AR learning-based workplace simulation game possesses broad appeal and can provide a consistent immersive experience across different categories of participants.

參考文獻


參考文獻
Bouchrika, I., Harrati, N., Wanick, V., Wills, G. (2019). Exploring the impact of gamification on student engagement and involvement with e-learning systems. Interactive Learning Environments, 29.
Chang, C.-C., Liang, C., Chou, P.-N., Lin, G.-Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218-227.
Che Dalim, C. S., Sunar, M. S., Dey, A., Billinghurst, M. (2020). Using augmented reality with speech input for non-native children's language learning. International Journal of Human-Computer Studies, 134, 44-64.
Cheng, M. T., She, H. C., Annetta, L. A. (2015). Game immersion experience: Its hierarchical structure and impact on game‐based science learning. Journal of Computer Assisted Learning, 31(3), 232-253.

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