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  • 學位論文

應用遊戲關卡概念設計個人化學習場景

Applying the Stage Concept in the Games to Design Personalized Learning Scene for Ubiquitous Learning

指導教授 : 賀嘉生

摘要


在傳統學習中,獲得的學習資訊大多為老師所提供的圖片或是課本中的解說資料,因此對於學習的成效很難有太大的幫助。假如是實地觀察時,以生物科中的植物觀察為例,當學生進行行動學習,以親身體驗、接觸與觀察的方式來學習或許可以適時的提高學生學習的樂趣,但是對於學生來說,學習依舊是學習,因此在本篇論文中提到,如果可以將學習融入遊戲的特質,藉此可以提高學生學習的意願,有學者於1987年提出遊戲之所以會吸引學生是因為遊戲有四個特質︰(1)挑戰、(2)幻想、(3)好奇、(4)控制,透過這四個特質以增進學生學習意願,更加提高學習效率。 在本篇論文中,為了達到遊戲的四個特質中的“挑戰"和“控制",在實現“控制"的這個部份,首先老師必須先建構出環境的知識結構,知識結構中存放著環境中有關於老師教材中的學習重點、概念,這一部份包含利用學習活動的選擇讓學生選取以提供個人化的學習服務,透過這個方式得知學生現在對於哪些學習重點是有興趣的。 另一個需要達到的特質是“挑戰",在實現“挑戰"的這個部份,首先我們必須知道遊戲中的挑戰是指什麼,目前挑戰大多是因為遊戲常常會有許多的任務跟關卡,因此玩家必須透過挑戰關卡來獲得更高階的關卡的開啟,因此如何將這種概念放入學習呢?這篇論文中,提出利用之前的那個遊戲的特質,已經可以找出學習者感興趣的學習重點及學習物件,因為這些學習物件可能散佈在校園的某些角落,因此利用這些學習物件建構一個場景,可以讓學生在不同的主題場景切換去做到類似遊戲當中的過關。 因此透過上述這些用來達到遊戲特質的方法,可以知道符合學生個人需求的學習場景,但是目前並沒有去規劃學生的學習路線,這篇論文中利用粗略集合理論跟學習物件與學生之間的距離,來做一個學習路徑的規劃。

並列摘要


In traditional learning, students can get learning information with method just to remember the content or the picture in the book. Hence, it can not let student get more and more learning effect. If students can observe and touch in real learning environment such like plant learning in the biology. By this way, it should raise student’s interest. How to encourage learners' interests is an important issue. Some researchers have thoughts game should encourage learners' interests that there are four characteristics of games could enhance learning effects: (1) challenges; (2) fantasy; (3) curiosity; and, (4) control. In this research, we use the game concepts such like "challenges" and "control". In designs for game concept "control", we want to offer students the personalized learning services based on choose learning activity. Hence, this research uses the activities which talking about the characteristics and attributes of learning objects around the learners and constructs the personalized context-awareness knowledge structure based on the feedbacks returned by the learners In another design for game concept "challenges" which builds the game learning scenes by using personalized context-awareness knowledge structure. Each learning scene may cover one or many learning spots, and each learning spot has different learning objects. We can construct a series of learning scenes dynamically for individual learner based on the learner's choices, preferences and interests. Furthermore, a learning path involves learning scene switch is also generated automatically for the learner.

參考文獻


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