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應用擴增實境技術於古蹟導覽教學系統對學習注意力之影響

IMPACT OF AUGMENTED REALITY TECHNOLOGY APPLICATION FOR HISTORIC BUILDING TEACHING SYSTEM ON STUDENTS' ATTENTION

摘要


現今隨著多媒體製作和虛擬實境技術越來越成熟,其中擴增實境(Augmented Reality, AR)應用於教學學習的應用,已成為重要的科技發展項目之一。但是隨著現時代的流變,有些學者提出擴增實境技術在教學上的應用,可能會導致學習者的注意力分心,但則有些學者提倡擴增實境的技術,可以增加學習者的學習動機,這議題也曾在國內教育界近年來不斷的被討論。因此,本研究透過導入一套行動式擴增實境之古蹟建築教學系統,讓使用者在參觀古蹟的同時,結合虛擬與真實的互動效果,讓其對建築的結構、特色與歷史典故有更深的認識,也對建築的歷史年代有更深的了解,增加使用者對古蹟建築和古蹟歷史的學習興趣。此外,本研究亦針對學習者的注意力部份,深入探討本研究所導入的導覽教學系統,是否會對學習者的注意力產生影響性;而經過本研究實驗結果,使用本研究所提供的行動式擴增實境之古蹟建築教學系統的學習者,其於學習成效的表現明顯優於使用紙本導覽手冊的學習者,且也發現其於導覽學習上,能夠有較專注的注意力,進而對學習內容有較深的印象。

並列摘要


As multimedia making and virtual reality technology are becoming increasingly sophisticated nowadays, the application of Augmented Reality (AR) to teaching and learning has become one of the important technological development programs. However, over time, some scholars have suggested that the application of AR technology in teaching may lead to distraction of learners, but some scholars have advocated the technology of AR, which can increase the learning motivation of learners. This issue has been constantly discussed in Taiwan's education circle in recent years. Therefore, this study introduces a set of action-based AR to historic architecture teaching system. It is combined with interaction between virtual and real world, allowing users visiting historic architecture to have a deeper understanding of the structures, features, historical allusions and era of the buildings, increasing the user's interest in learning the historic architecture and the history. In addition, this study also observes attention of the learners to explore whether the proposed teaching guide system affects the learners' attention; the experimental results show the learners who use the action-based AR historic architecture teaching system have significantly better performance than the learners who use the guidebook, and it has been found that the learners are more attentive and have a deeper impression of the learning contents.

參考文獻


Chiang, T. H., Yang, S. J., & Hwang, G. J. (2014). Students’ online interactive patterns in augmented reality-based inquiry activities. Computers & Education, 78, 97-108. doi: 10.1016/j.compedu.2014.05.006
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