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  • 學位論文

植基於社交學習2.0概念之悅趣化學習研究-以學習物件導向程式為例

A Study of a Game-based Learning with the Concept of Social Learning 2.0 - An Example of Object-Oriented Programing Learning

指導教授 : 廖慶榮

摘要


本篇論文研究目的,探討並實作社交學習2.0概念結合悅趣化學習的模式,提供給學習者一個不同的學習方式,並評估在此學習方式下是否提升學習者的學習動機、增加學習者之間互動程度及學習滿意度,讓學習者獲得有別於一般傳統課堂授課的學習方式。 悅趣化學習(Game-based Learning),是最能引起學習者的動機及專注力的學習方式之一。例如:新加坡於2009年撥款600萬新幣,用於製作數位遊戲學習的開發其中除了教育外,也包括國防、醫療保健等其他領域的學習,從中不難理解,透過遊戲式的學習在學習方面是其實是有著很大的成效與價值。 因此,本研究將藉由收斂社交學習 2.0概念及悅趣化學習的探討,彙整社交學習的概念及相關的技術,結合悅趣化學習的模式,將悅趣化融入社交學習 2.0概念實做出系統,期許學習者可以透過此種學習環境及方式,提升學習動機及學習成效。

並列摘要


The purpose of this paper is to study and to actually practice a Game-based Learning with the concepts of Social Learning 2.0 in order to provide a different learning method to learners. The learning method will be evaluated if the motivations, interactions, and satisfactions of learners are enhanced or improved. The learners will have chance to experience a different learning method from the traditional Lecture-based-learning. Game-based learning is the most attractive learning method which can arouse learner's motivation and concentration. For example, Singapore had funding 600 million SGD in 2009 for developing the digital learning games which are not only used for educating purposes but also for national defense, healthcare and other areas of learning. Therefore, it is not difficult to understand the Game-based learning has great effects and values on learning. As a result, the contents of this paper will focus on creating a system model which consolidates the concepts of social learning and related technologies by narrowing the concepts of social learning 2.0 and studying game-based Learning. The learners will be expected to enhance their motivations and have great effects on their studying through this kind of learning environment and methods.

參考文獻


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