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比哨的獵人學校太魯閣族狩獵文化的數位遊戲式學習

Pisaw's Hunting School Digital Game-based Learning of Truku's Hunting Culture

摘要


近二十年間全球氣候變遷議題引起世界各國對永續發展的重視,過去被科學界相對忽略的原住民「傳統生態知識」(traditional ecological knowledge, TEK)開始獲得關注,狩獵活動尤其是傳統生態知識的重要核心。然而臺灣原住民的狩獵文化長期受到社會經濟變遷的影響,再加上許多禁獵法令的頒布,使得狩獵活動日趨沒落。其中太魯閣族傳統獵區因受到國家公園法的限制,比起其他族群顯得更加垂危。在現今數位化的時代,電腦遊戲是青年學子重要的休閒娛樂,尤其3D虛擬實境的角色扮演遊戲更是受到年輕人的喜愛。本研究的主要目的是利用數位遊戲式學習(digital game-based learning, DGBL)作為學習策略,開發一個太魯閣族狩獵遊戲「比哨的獵人學校」,透過電腦3D虛擬實境模擬狩獵的場景與活動,喚起原住民學生對傳統生態知識的好奇與興趣,進而提升他們對狩獵文化的認知與態度。教學實驗結果顯示,以遊戲輔助學生學習太魯閣族傳統狩獵文化具有成效。

並列摘要


Global climate change has resulted in the attention to sustainable development in the past two decades. Consequently, researchers have recently started to consider aboriginal traditional ecological knowledge (TEK), which was previously ignored by the scientific community. Hunting is a core component TEK. However, the hunting culture in Taiwanese aborigines has gradually disappeared because of capitalism invasion, environmental change, and laws prohibiting hunting. Truku's hunting culture has declined much more steeply than other aboriginal cultures, because of national park regulations. Conversely, computer games, especially 3D virtual reality games, are quite popular among young people in this digital age. This study presents a Truku hunting computer game, "Pisaw's Hunting School". This game adopts digital game-based learning (DGBL) as the learning strategy to simulate the hunting scenes and activities through 3D virtual reality. It aims to promote the curiosity and interest of aboriginal students in traditional ecological knowledge, and thus enhance their awareness and attitude towards hunting culture. The teaching experimental results indicate that 3D gaming is an effective strategy for learning Truku's traditional hunting culture.

參考文獻


裴家騏 [Pei, J. Q.] 2010。魯凱族的狩獵知識與文化-傳統生態知識的價值 [Lu kai zu de shou lie zhi shi yu wen hua: Chuan tong sheng tai zhi shi de jia zhi; Hunting knowledge and culture of Lukai: The value of traditional ecological knowledge]。臺灣原住民研究論叢 [Tai wan yuan zhu min yan jiu lun cong; Taiwan indigenous studies review] 8: 67-84, doi: 10.29763/TISR.201012.0004。
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被引用紀錄


葉承峰、楊晰勛(2021)。運用虛擬實境與數位遊戲學習於國小學生的鄉土文化教學:以學習成效和鄉土認同觀點之實證研究教育傳播與科技研究(126),1-19。https://doi.org/10.6137/RECT.202108_(126).0001
蕭詩頴、林子伃、黃予淳、黃珣韻、童靜瑩(2023)。遊戲作為穿山甲保育教材的探索性研究新實踐集刊(5),55-82。https://doi.org/10.29634/JNP.202309_(5).0002

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