近年來結合資訊科技於學習活動以提升學習成效中一項甚受矚目的技術是,提供虛擬實境環境讓學生進行悅趣式學習活動,而體感互動技術應用於學習策略的變革也影響了數位化悅趣式學習活動的人機互動模式。本研究整合體感人機互動技術並導入悅趣式學習機制以建置體感互動之悅趣式學習環境,探討這些機制和環境對於學生學習的影響。本研究以國小五年級的自然與生活科技領域為研究之實證場域課程,在導入體感互動悅趣式學習活動後,分別以學習評量的前後測、與基於ARCS動機模式在引起注意、切身相關、建立信心、獲得滿足四個面向之學習經驗量表的分析,以檢測參與者的學習成效和探討其學習動機在此四個面向的影響。研究結果顯示,輔以體感互動悅趣式學習活動對於參與者的學習動機具有正面影響,且有助於增進學習成效;參與者也表示,體感技術支援之人機互動於操作面的便利性有助於引領進入沉浸情境。本研究並根據研究結果歸納研究結論,提出未來相關研究建議。
With the emergence of motion sensing technology has brought learning strategy revolution and affected the learning performance of students. This ICT integrated with virtual reality and game-based learning as learning activities in learning environment could affect student's learning. Thus, this study combined motion sensing and virtual reality technology to build a virtual learning environment to support game-based learning activities. The purpose of this study is to investigate the effect of the learning environment on nature and life technology learning performance of the fifth and sixth graders. Students' learning performance was evaluated through comparing the pre-test and posttest. Through the process of playing games, the learning motivation was investigated in the note of attention, relevance, confidence, and satisfaction. The results reveal that the positive impact of motion sensing technology on engagement in learning activities, and enhance the learning performance. In addition, the game-based learning environment supported by motion sensing human computer interaction is not only convenient but also to lead into immersion situation. The results of the study are discussed and implications are provided.