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  • 會議論文

以擴增實境技術建置問題導向式學習環境

Building a Problem-Based Learning Environment by Augmented Reality Technology

摘要


美國傑出名人-Benjamin Franklin曾說過:「讀書是易事,思索是難事,但兩者缺一,便全無用處」,指出學習與思考探索之重要。現今社會不論孩童還是成人皆需持續學習,不僅是為了自我提升,也是為了因應社會發展、時代趨勢。而學習本身包含大眾普遍接觸的學校教育又稱為正式教育;以及來自於社會學習的非正式教育(Informal Education),而非正式教育是沒有特定學習場所,是由學習者的學習興趣來滿足學習目標,而最有系統與最廣泛的非正式學習場所即為博物館學習。台灣博物館學習資源環境發展多元,但若無妥善的學習引導,會使得參觀者忽略許多展品真正想傳達的意涵,在博物館內的學習常會淪為走馬看花的結果,導致博物館無法實現教育學習的核心價值。問題導向式學習(Problem-Based Learning, PBL)透過實際情境或問題來引導參觀者思考,在其過程中強化參觀者定義問題和建立假設、蒐集與分析資訊,提升批判與反思學習之能力。由此可知,利用問題觸發民眾主動反思,並且能夠實現博物館教育價值。本研究開發一套基於PBL學習模式之行動應用軟體,冀望達到非正式教育環境的學習效果。

並列摘要


Nowadays, both children and adults need to continue learning, not only for self-improvement, but also for adapting to social development and the trend of the times. And learning itself includes the school education which is in general contact with the public, which is also called formal education, and informal education which comes from social learning. Informal education has no specific learning place, and it is the interest of learners to meet learning goals. The most systematic and extensive informal education place is Museum learning. The learning resources and environment of museums in Taiwan are diversified, but without proper learning guidance, visitors will ignore the meanings that many exhibits really want to convey. Learning in museums is often reduced to learning in museums. As a result, museums cannot realize the core value of education and learning. Problem-based learning (PBL) guides visitors to think through actual situations or problems. In the process, PBL strengthens visitors' ability to define problems, establish hypotheses, collect and analyze information, and enhance critical and reflective learning. From this, we can see that using problems to trigger people's active reflection, and can realize the value of Museum education.

延伸閱讀