透過您的圖書館登入
IP:3.17.184.90
  • 期刊
  • OpenAccess

歷史文化學習之數位體感遊戲開發與成效評估

The Development and Learning Evaluation of Digital Somatosensory Game for Learning History and Culture

摘要


近年來,遊戲式學習被廣泛地應用在各個學科領域的教學中,成為目前資訊時代下重要的學習方式之一。本研究以數位遊戲式學習模型結合GNS遊戲理論,設計一款結合歷史文化學習的數位體感遊戲。遊戲設計多元的體感操作方式,讓學習者透過肢體與遊戲進行有意義的互動與學習。為了解不同的遊戲方式分別對學習成效的影響,本研究開發電腦與體感兩種版本遊戲,探討兩種遊戲方式間是否會造成學習成效的差異。另外,更透過GNS遊戲理論,進一步探究不同遊戲環境的學習者沉浸感受與專注面向的比較。研究結果顯示,電腦版遊戲與體感版遊戲的學習,皆能顯著提升學習成效,但對於學習成效無顯著差異的影響。體感遊戲相較於電腦遊戲而言,在遊戲性、敘事性及模擬性沉浸的感受是更佳的。

並列摘要


In recent years, Game-based Learning was one of the important learning methods and was widely applied in different subjects. In this study, a historical digital kinetic game combining digital game-based learning model and GNS game theory was developed. The game has pluralistic somatosensory interactions, thus, students could learn learning contents through meaningful body motion. This study aimed to investigate the influence between different platforms and learning effectiveness. We developed two versions: kinetic and computer version to figure out the difference from two versions. Moreover, this study tried to compare users' flow with the GNS game theory while playing the two different versions. The results showed that through game-based learning, the learning effectiveness was not significant between two versions; however, both versions could increase the learning effectiveness significantly. Feedbacks to the kinetic version regarding the Gamism, Narrativism, and Simulationism aspects of the GNS game theory were better than the feedbacks to the computer version.

參考文獻


王薏涵(2013)。以多元文化觀點敘事結構設計數位歷史遊戲。國立臺南大學=National University of Tainan。
林勇呈(2016)。體感式3D國術學習系統之開發與測試。國立臺南大學=National University of Tainan。
施達樂(2008)。小貓。臺北市=Taipei, Taiwan:明日工作室=Tomorrow Studio。
游光昭、蕭顯勝、蔡福興(2006)。運用線上角色扮演遊戲支援網路學習的研究。資訊科學應用期刊。2(2),119-128。
鄭舜謙(2013)。3D角色扮演數位史地遊戲之模擬性沉浸設計。國立臺南大學=National University of Tainan。

被引用紀錄


譚華德、洪榮昭、葉建宏、葉貞妮、郝永崴(2021)。體感式遊戲應用於泰文句法學習:泰文學習態度、語言焦慮、遊戲心流、測驗焦慮、句法自信心提升之關係教育科學研究期刊66(3),213-246。https://doi.org/10.6209/JORIES.202109_66(3).0007
趙貞怡、張堙森、葉怡芯、林彥宏(2020)。擴增實境桌遊在國小高年級社會領域教學之設計本位研究:以清領時期為例教育傳播與科技研究(124),1-16。https://doi.org/10.6137/RECT.202012_(124).0001

延伸閱讀