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  • 學位論文

高中課程使用虛擬實境教材評估與其滿意度之探討

The Investigation of A Virtual Reality Tutorial through The Material Evaluation and The Satisfaction Survey in High School Curriculum

指導教授 : 白佳原
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摘要


近年物聯網的超高速發展,加上5G 網路的興起,VR 的商業應用模式也漸漸地向遊戲產業外發展,將會有更多的消費者加入 VR 市場,當 VR 在娛樂、媒體、教育領域達到足夠的使用者擴散率時,內容開發面和硬體的改良週期也會加速,具備研發高價值內容的團隊、相應的內容產業鏈及合作模式將逐漸成形,並與大型企業的領域知識結合。 教育部「虛擬實境暨擴增實境教學應用教材開發與教學實施計畫」致力於開發新型 VR 教學教材,本研究運用科技結合教科書,設計一套人體與植物器官的 VR 教材在三所高職及高中進行教學,計畫教學時間為108 年 9 月至109年1月,探討其教材評量、評估其成效及滿意度,期望將 VR 技術帶入高中教學課程,讓高中生得到學習上的幫助,進而提高學習意願。 結論發現學生與教學者普遍對於此教材反應良好,3D 模型的方式呈現,讓學生增加臨場感,加深學習印象,也更提升其學習興趣,但虛擬實境教材融入課程教材中,有長期觀看容易感到暈眩、畫面偏移的情況與容易耗電的問題,不一定能夠更快達到學習成效。 建議在使用體驗方面,仍有些軟硬體無法完全支援的部分,系統供應商可針對系統方面的字體、畫面跑位等問題進行優化等,而教學者則可改善其課程設計中使用 VR 教材的時間,讓學生使用 VR 教材時,能夠舒適且達到最佳成效。

並列摘要


With the ultra-high-speed development of the Internet and 5G networks, the business model of VR is steadily creating outside the gaming business. More buyers join the market of Virtual Reality, when VR arrives at adequate client dispersion in the diversion, media, and instruction areas. The content development surface and hardware improvement cycle would accelerate, and teams with the ability to develop high-value content, the content industry chains and cooperation model would gradually take shape and combine with information on enormous endeavors. The implementation project, augmenting Virtual Reality and Reality Teaching Materials Development, from the Ministry of Education, which is dedicated to developing new VR teaching materials. The study used technology and textbooks to design a VR teaching tutorial which was taught in three high schools. The teaching period was from September 2019 to January 2020. It planned to explore the evaluation of the teaching tutorial and the effectiveness and satisfaction, hoping to bring VR technology into the high school teaching curriculum. High school students could get help during learning and improve their willingness to learn. The study found that students and instructors generally responded well to the teaching tutorial. The 3D model presentation allows students to build their feeling of essence, deepen their impression of learning, and enhance their interest in learning. But the VR tutorial has the problems of causing dizziness, screen shift, and power consumption over a long period of time. The problems might not lead to faster learning outcomes. In terms of the experience, there were still some parts that couldn’t be fully supported by hardware and software. It is recommended that system providers could optimize the system for font and screen runtime issues...etc. Moreover, educators could set the time restriction in their curriculum design while using a VR tutorial. The students could be comfortable and achieve the best results.

參考文獻


張基成、林冠佑(2016)。從傳統數位學習到遊戲式數位學習-學習成效、心流體驗與認知負荷。科學教育學刊,24(3),221-248。doi:10.6173/CJSE.2016.2403.01
中文參考資料
MOEVRAR-教育部補助VR/AR教學應用教材開發與教學實施計畫。(May 15,2020)檢自Https://Sites.Google.Com/View/Moevrar.
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