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  • 學位論文

於整合型設備的行動式寓教於樂型學習系統

A Mobile Edutainment System on Converged Device

指導教授 : 陳履恆

摘要


隨著科技的進步,生活型態的改變,在已開發國家中使用行動電話的普及率已經超過了百分之九十。現今無線網路基礎架構的快速成長,以及行動電話的高普及率,帶領我們進入了一個全新數位學習的時期,也就是行動式學習。行動式裝備的高移動性降低了數位學習的原有限制,並且更能夠讓學習者隨時隨地的進行學習。如果行動式學習能整合互動式的遊戲,將更能夠提升學習者的興趣。 在本篇論文當中,我們以象棋為範例,利用擴增實境的技術,提出一個行動式寓教於樂型學習系統。透過擴增實境的技術作為使用者介面,使用者可以用非常直覺的方式,使用真實場景中的虛擬3D棋盤,進行象棋遊戲或是學習棋譜內容。所謂的棋譜,是玩家之間對弈的詳細紀錄表。而大師之間的對弈棋譜,對於象棋策略的學習與分析非常有幫助。我們的學習系統將棋譜轉換成電子格式,讓使用者在學習上更為方便,並且能隨時載入棋譜與電腦對弈。透過系統提供的擴增實境使用者介面,使用者可以在行動電話的觸控式螢幕上,「直接地」拿起棋子並且移動。這個控制的方法提供了使用者一個非常自然的人機介面。 本學習系統在評估時收到了正面的回應。顯示出系統的確幫助了使用者學習棋譜,並且讓使用者能夠持續的學習。這個結果證實在行動裝置上,以擴增實境的技術開發行動式寓教於樂型的學習系統是極其可行的。

並列摘要


With advancements in science and technology, changes in habits and lifestyles, the usage of mobile phones has exceeded more than 90 percent of the population in developed countries. The growth of wireless communication technology and the popularity of mobile phones have ushered in a new phase of e-learning, i.e., mobile learning. The mobility of portable devices decreases the limitations of e-learning, and now allows learners to learn anytime, anywhere. By integrating m-learning (mobile learning) with interactive games, the interest level of learners can be raised even more. This dissertation presents a mobile edutainment system for Chinese chess with Augmented Reality (AR) technology on converged mobile phones. By adopting AR technologies with a user interface, users can play Chinese chess or learn a “Kifu” in a highly intuitive way with a virtual 3D chess board. The Kifu records every step in the playing of Chinese chess, and is helps players learn and analyze Chinese chess strategies. The system converts Kifu into electronic data; it helps users learn conveniently and they can practice immediately. With the AR interface of the system, users can “directly” pick up a chess piece and move it to the touch panel of a mobile phone. This approach provides users with a natural human computer interface. This system has received positive feedback. It shows that the system can help users learn Kifus, and motivates them to continue learning. The findings suggest that developing mobile edutainment systems with AR shows promise.

參考文獻


REFERENCES
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