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  • 學位論文

悅趣化數位學習內容之設計規範研究與應用初探─以元智大學資訊傳播學系碩士班新生開啟研究生涯之自學教材為例

The Design Principles and their Preliminary Application of a Game-based Learning Program

指導教授 : 梁朝雲

摘要


悅趣化數位學習主要目的是希望利用線上遊戲吸引人的遊戲性因素,強化學習者的學習動機,提升學習的成效。本研究利用文獻分析法歸納出一套悅趣化數位學習設計原則;又因新媒體科技之興起,資訊傳播學域跨及多元廣泛之研究領域,本研究也針對近五年來資訊傳播學域較熱門之研究方向與研究議題做一探討分析。另一方面,研究者藉由焦點團體訪談實際瞭解元智大學資訊傳播學系碩士班新生在剛入學時所遭遇之困難與問題,最後以元智大學資訊傳播學系之碩士班新生為例,實際規劃出悅趣化數位學習的互動內容範本。為了提高研究成果之品質,本研究最後會請相關領域之資深學者、專家對設計原則及互動內容範本進行檢驗,提出看法與建議,最後彙整所有之意見,對設計原則及互動內容範本重新做一補充修正。 綜上所述,本研究的重點可列為以下五項:(一) 整合歸納出一套「悅趣化數位學習互動內容的設計原則」;(二) 瞭解元智大學資訊傳播學系碩士班的新生,在剛要開啟研究生涯時的心聲和所遭遇的困難與問題;(三)整理與分析資訊傳播學域的研究面向與研究議題;(四) 悅趣化數位學習互動內容範本的設計及規劃;以及(五) 請專家檢驗此互動內容範本,希望能找出需要修改的缺點以及被忽視的盲點,藉此除了可以提升整體的品質之外,並可為範本做一項具有信效的評鑑指標。

並列摘要


The major objective of digital game-based learning is to use the attractive playfulness factor of online games to strengthen the learning motivation of the learner and promote learning effects. This research aims to induce a set of design principles for digital game-based learning. Additionally, due to the rise in new media technology, the domain of information communication has expanded to various research domains. This research is also aimed at reviewing and analyzing these current, popular research orientations and issues of the past five years. Moreover, the researcher comprehends the problems encountered by newly enrolled graduate students in the Department of Information Communication at Yuan Ze University through focus group interviews, and will design an interactive template for digital game-based learning focused on these students. In order to improve the quality of this research, experts in related domains will be invited to validate the interactive template and provide recommendations. Last of all, this research will combine all of the recommendations received to supplement and reassess the principles of design and the interactive template. In summary of the above, the five points of research are listed as the following: (1) Integrating a system of design principles for digital game-based learning programs. (2) Understanding the difficulties encountered in the start of graduate life and the aspirations of newly enrolled students in the Department of Information Communication at Yuan Ze University. (3) Arranging and analyzing research orientations and issues in the domain of Information Communication. (4) Planning and designing of interactive content for a digital game-based learning template . (5) Discovering defects and blind spots that are easily ignored by inviting experts to validate the template. Additionally, through invited experts, the researcher believes that the comprehensive quality of the research can be improved and the template can be seen as validated by authentic principles.

參考文獻


江振維、梁朝雲(2005)。國內線上遊戲虛擬寶物之現金交易行為研究。科技管理學刊,10 (4),139-168。
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