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  • 學位論文

無所不在的遊戲式學習-以作業系統課程為例

Ubiquitous game-based learning on mobile device - In Operating Systems

指導教授 : 鍾斌賢

摘要


近幾年行動裝置發展迅速,不論是智慧型手機或者是平板電腦,已漸漸取代桌上型PC以及筆記型電腦許多簡易的工作以及相關文書作業。而許多應用也因行動裝置硬體快速的發展因應而生,像是影音播放、拍照、錄影、遊戲娛樂…等,其中遊戲娛樂這個部分也漸漸成為多數人利用行動裝置打發時間的選擇,例如:搭大眾運輸工具、排隊等候、上廁所、甚至於是走路的時候。 學習科技發展至今,常見遊戲式學習和行動學習的應用,在過往的研究中都有許多有效的教學參考價值存在,然而卻鮮少看到有人將兩者的元素結合探討研究。有鑑於此,本實驗將結合行動的元素以及遊戲的元素,在行動裝置上開發一個遊戲式學習的應用程式,讓學生來打發他們的零碎時間,達到一個真正無所不在的學習情境,進而提升學生的學習動機。 本研究所挑選的課程內容較為抽象,透過傳統上課的方式學生較難理解,因此選用抽象的課程內容轉化成遊戲畫面,再加上動手操作的過程來加深學生的印象。藉由本次實驗來探討行動遊戲式學習是否能吸引學生利用零碎時間來學習,進一步的提升學習動機以及學習成效。 實驗結果顯示,學生對於無所不在的遊戲式學習表示認同,並於調查結果指出學生會利用零碎時間進行學習。實驗前後於學習動機上亦產生顯著差異,並發現玩得頻率愈高學習成效亦愈好,顯示說本系統是一套有助於學生的學習輔助系統。

並列摘要


In recent years, the mobile devices develop rapidly. Both smart phones and Tablet PCs replace the desktop PCs gradually to finish simple work or word processing. Because of the mobile devices rapid growth the developer could develop many application products to do many things, for instance: playing videos, taking photos, video recording, and playing games. Most of people would play games to pass the time when they taking public transportations, waiting, using the toilet, even they walking on the street. Learning Technology development so far, there are more and more study in game-based learning and m-learning. There are fewer surveys to combine these two elements to discuss, so that this study combines the game-based learning and m-learning to develop an application on Android smart phone and then we guide students to use it in fragmented time. In this learning model, we make students in ubiquitous learning environment, futher more we could enhance their learning motivation. This study chooses a more abstract course contents for designing the application game. Students would learn the course contents when they use their fingers to touch the screen to change something, it will make students impressed. Finally, we discuss the ubiquitous game-based learning whether if attract students using fragmented time to learn course contents and futher more enhance learning motivation and learning effectiveness. The result shows that the students agree the learning way of ubiquitous game-based learning and they did use fragmented time to learn. After the experiment, the students’ learning motivation is higher than before and if they play more and more, their learning effectiveness would be higher. So we can say the system in this study is a good learning auxiliary system.

參考文獻


1. Chang, WC; Wang, TH; Lin, FH; Yang, HC(2009). Game-Based Learning with Ubiquitous Technologies. IEEE Internet Computing, 13(4), 26-33.
2. Chen, CC; Huang, TC(2012). Learning in a u-Museum: Developing a context-aware ubiquitous learningenvironment. Computers & Education, 59(3), 873-883.
3. Chen, TS; Chang CS; Lin, JS; Yu, HL(2009). Context-aware writing in ubiquitous learning environments. Research and Practice in Technology Enhanced Learning, 4(1), 61–82.
4. Cornillie, F; Clarebout, G; Desmet, P(2012). The role of feedback in foreign language learning through digital role playing games. Procedia – Social and Behavioral Sciences, 34, 49-53.
5. Gee, JP(2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20-20.

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