網際網路的崛起,使得資訊教育更趨多元化。由於網際網路是極佳的學習環境,許多學校、教育學者、教育專業團體等,皆致力於發展網路的教學資源與教學環境。本論文探討:在網際網路下,針對小學數學加減法,設計與製作一套電腦輔助學習系統。系統對於每位學生進行程度分析,適時的輔助學生學習;並以遊戲的方式來呈現,兼具多媒體生動活潑的特性,來增加學習的興趣。 下面為三個主要的工作與目的: 1.建置網路遊戲平台:建置一個網路遊戲平台,而這個網路遊戲平台必須獲得使用者(老師與學生)的接受。 2.適性學習:本系統以「教學遊戲式」進行輔助學習,在遊戲與學習的過程中,系統儲存了每位學生的學習進度,並給予適時的引導,以達到適性學習的目的。 3.收集完整的解題資訊:在學生使用系統的過程中,系統動態地收集學生的解題資訊,包括題目、答案、時間等等。利用這些解題的資訊,系統在未來的發展中,可以進行錯誤類型的診斷等功能。 本系統建置在World Wide Web的技術上,是一個Web-Base Client-Server的架構。在教材知識庫中,包含了小學一、二年級的所有數學教材內容、這些教材的學習階層、以及依據教材內容所製作的許多學習元件。在系統中,利用學生的學習資訊、學習元件、學習階層,實作了兩項導引機制。對於學生:在學習與遊戲的情節上,做了適當的結合,提高了學生的學習動機;對於老師:製作了一個查詢介面,讓老師了解學生的學習狀態。
Today, the computer and Internet technologies become more mature. Because Internet is a superior learning environment, many educational applications are now available on the Internet. This thesis discusses how to design and implement a web-based, computer assisted learning environment for elementary arithmetic. The system analyzes the level of competence of the student and assists him/her in learning. It also increases the student’s interest of learning by playing games with multimedia characteristic. Three are three main objectives: 1.Building a web gaming platform: We must build a platform for playing games on the web, and this platform must win the general acceptance of the end-users. 2.Adaptive learning: The system should assist students in problem solving. During the gaming process, the system analyzes the level of competence of the student. The analyzed result is then passed on to the instructor of the student as a reference for teaching. 3.Collecting student knowledge: The system dynamically collects the knowledge of each student. This includes questions, answers, time-to-answer, et al. In the future, the system can use this information to analyze the source of bugs in the student’s answers. The system is based on the current Internet technology, and uses Web-Based Client-Server framework. The knowledge base of the teaching materials includes the following (1) the concepts of the first and second grade primary school arithmetic, (2) the learning hierarchies related to addition and subtraction, and (3) learning components. We use the knowledge base and the knowledge of students to guide the students in their problem solving activities. According to these guiding rules, the students will be led to solve easier problems whenever they can not solve a problem that is comparatively more difficult.