本研究旨在探討互動式電視遊樂器「wii」的虛擬情境學習效果和累積性運動效果,及其對運動認知促進與運動行為促進的預測力。本研究以便利取樣方式進行面訪,共回收303份問卷。經廻歸分析結果發現:(一)虛擬情境學習效果的「虛擬體驗」、「成就促進」及「人際互動」三個變項,對玩家在運動認知的促進上具有預測力,其模型A解釋力R2=0.327;而以相同的三個變項,預測玩家在運動行為的促進,亦獲得相同結果,其模型B解釋力R2=0.242。(二)累積性運動效果的「健康效益」、「心理效益」及「時間彈性」變數,對玩家在運動認知的促進上具有預測力,其模型C解釋力R2=0.368;而在預測玩家運動行為的促進方面,則以「健康效益」、「心理效益」及「生理效益」三個變數,其影響較顯著,模型D解釋力R2=0.353。
This research aims at probing into the virtual situated learning effect and cumulative exercise effect that can predict the promotion of the sport cognition and behavior by playing the interactive video game of Wii. This research carries on face-to-face interview by taking convenient sampling, retrieve 303 questionnaires. The regression analysis result to find: (1) For the virtual situated learning effect: the predictors of fictitious experience, achievement promotion and social interaction have strength of predicting in the changes with the sport cognition promotion to the player that model A R^2 is 0.327. Furthermore, the same three predictors can explain the promotion of sport behavior to the player that model B R^2 is 0.242; (2) For cumulative exercise effect: the predictors of Health benefit, psychological benefit and elastic time have strength of predicting in the changes with the sport cognition promotion to the player that model C R^2 is 0.368. Furthermore, another three predictors of Health benefit; physiological benefit and psychological benefit can explain the promotion of sport behavior to the player that model D R^2 is 0.353.