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  • 會議論文

以伊波拉為例:開發數位遊戲式學習輔導民眾提升病毒預防自我效能

Developing Digital-Game-Style Learning Program(s) to Assist Citizens in an Increase of Self-Precautionary Effectiveness towards Viruses: Using Ebola as an Example

摘要


本研究為開發一款以伊波拉病毒為主題的數位式教學遊戲。在資訊發達的現今,人們一旦得知任何會傳染的致命疾病就會陷入恐慌。因此,本研究便以2014 年在全世界捲起一波巨浪的伊波拉病毒為例子,進而開發一款數位式教學遊戲,此研究旨在「唯有了解疾病,才能減少恐慌。」並以此主旨結合數位遊戲來輔助學習的效果,希望透過此方式進行一對一教學,且用遊戲的方式提升學習者的興趣。

並列摘要


This study will develop on Ebola Virus-themed digital teaching game. In this age of information, people only need hear of an in factious, fatal disease and there is panic. In 2014, the Ebola Virus panic turned the world upside-down. So, this digital teaching game is being developed. The aim is "to understand the disease and reduce panic." With this aim, digital gaming and teaching have been combined to increase learning effect. If is hoped that with this method, one on one, interest in learning more can increase.

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