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  • 學位論文

國小學生使用擴增實境學習飼主責任教育之學習表現與態度研究

The Study of Pet-Owner-Responsibility Education for Elementary Students with Augmented Reality

指導教授 : 陳聖智 廖峻鋒

摘要


本研究針對國小學生,設計一款結合擴增實境的教材來學習飼主責任相關的生命教育知識,以提升動保觀念,友善社會環境。探討使用擴增實境電子寵物對於學生的學習態度與表現的影響。本研究所討論的飼養相關知識以國人最普遍飼養的犬類為主。本研究方法採用單組前後測實驗研究法,研究對象為新北市某兩所國小的中年級學生,共59名,並使用研究自編教材搭配擴增實境電子寵物來進行遊戲式學習,將飼主責任相關的生命教育課程的知識點,經由設計以擴增實境遊戲的方式呈現。以量化統計的方式分析實驗回收的資料,並以訪談之質性資料為輔助,了解受測者的學習體驗及感想。 受測者會在實驗前做前測,在教學後體驗擴增實境電子寵物《Paperpet》。體驗完後進行後測,以檢驗學習成效。研究結果顯示:1. 擴增實境電子寵物遊戲《Paperpet》對國小中年級學生學習飼主責任相關知識是有立即效果的,受測者在後測的成績皆有所提升,並表現良好。2. 據學習態度問卷的回饋顯示,受測者對擴增實境電子寵物遊戲《Paperpet》在教材滿意度、學習動機與態度和使用者經驗於李克特六點量表中,平均值都高於5,介於非常同意和同意之間,代表學生對《Paperpet》持正向滿意的態度,在學習飼主責任相關課程時,《Paperpet》對他們是有用有效的,也能提升學習動機。 本研究成果為透過擴增實境電子寵物遊戲教材來幫助學生學習飼主責任相關知識,除了能提升學習表現,更能吸引學生的注意力和強化主動參與的學習動機。

並列摘要


This study is to design an Augmented Reality game for elementary school students to learn Pet-Owner-Responsibility education. Through learning life education, students' animal protection concept can be improved, as well as friendly our social environment. This study aimed to discuss the effects of Augmented Reality (AR) pet for students’ learning performance and attitudes. And the breeding knowledge discussed in this study is mainly about the dogs which are most commonly raised by Taiwanese. This study was designed based on the pre- and post- test of a single target group under the quasi-experimental standard. The target group was 59 students under third and fourth grade from two elementary schools in New Taipei City. And use Game-based Learning to learn Pet-Owner-Responsibility education by self-made learning materials and AR pet game. At last, this study analyzed the data from the experiment by quantitative statistics and interviews to understand user experience. Students would finish pre-test before learning and playing AR pet, and doing post- test to let us understand their learning performance and attitudes. The results were shown as follow: (1). Students showed immediately and significant learning improvement and learning effectiveness by playing this AR pet game, “Paperpet”. (2). According to the result of the learning-attitude sheets, The average scores of learning materials, learning motivation and attitude, usability above 5 in the six-point Likert scale, which lied between agree and strongly agree. The results indicated that students had positive attitudes to “Paperpet”. It means that “Paperpet” is effective and can improve student’s learning motivation. The results of this study show that using AR pet game teaching materials can help students learn the knowledge of responsibility which not only can improve learning performance but also can attract student’s attention and learning motivation.

參考文獻


參考文獻
中文文獻
丁宣與(2015)。運用擴增實境對國小學生看圖寫作表現與態度之研究。國立臺北教育大學教育學院課程與教學傳播科技研究所,未出版之碩士論文,台北市。
王照明、王昱翔(2016)。智慧型手機多元人機介面應用於大型螢幕多人互動情境之研究。文化創意產業研究學報,6(3),33-45。
王維聰、王建喬(2011)。數位遊戲式學習。科學發展,467,46-51。

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