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  • 學位論文

運用遊戲模擬促進設計決策之研究—以價值工程為例

Using Gaming/Simulation to Improve Design Decision Making—Exemplified by the Instruction of Value Engineering

指導教授 : 楊紹裘
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摘要


本研究旨在探討教育性遊戲模擬教學與促進設計決策學習之關聯性,並結構以遊戲模擬、教育性遊戲模擬教學、設計理論與價值工程等理論基礎,進行具體研究目的之探討,其內容包括一、探討實施遊戲模擬價值工程對促進設計決策與組織溝通的影響。二、探討實施教育性遊戲模擬教學與學習動機、組織溝通等相關構面的關係。三、了解學生對教育性遊戲模擬教學實施的感受、意見與反應。 為達上述研究目的,針對國立師範大學工業教育學系室內設計組大學部四年級27名學生與研究所8名學生,同時進行量的研究與質的研究。量的研究運用一次個案實驗研究、準實驗研究與量表施測等方法進行,質的研究、則以文獻分析、觀察分析等方式進行探討。 資料處理在量的研究方面,蒐集各項量表測驗分數進行次數分配、百分比、平均數、標準差及T考驗等統計方式分析,在質的方面,將實驗過程的錄影、錄音之資料,運用結構性觀察分析作陳述性總結。 研究結果發現: 一、 實施遊戲模擬價值工程分析,運用角色模擬能夠使學生可能由各種領域的專業角色的扮演,進行設計評估,達到溝通的多樣性,增加對設計案的認知,並且提出更符合業主在成本上、價值上、設計意象上需求的設計決策。 二、 實施遊戲模擬價值工程分析小組在「情報的溝通」的構面分數高於一般價值工程分析小組,並達顯著差異。 三、 實施遊戲模擬價值工程分析小組在「失真的溝通」的構面分數高於一般價值工程分析小組,並達顯著差異。 四、 實施教學性遊戲模擬教學,研究所學生只針對自己喜愛的任務而學習,研究所學生亦較不在意教育性遊戲模擬教學對自己的影響。 五、 實施教學性遊戲模擬教學,在「情報的溝通」的構面,研究所的學生高於大學部四年級同學,並達顯著差異。 六、 實施遊戲模擬價值工程,由觀察資料顯示,所有溝通的情形,皆正面地有關「設計決策工作」的發展,不論是遊戲階段、創造力發展階段亦或價值工程評估階段。 七、 實施教學性遊戲模擬教學,能夠促進學生對「設計決策」了解達93%的學生認同;96%的學生認為能夠提高學習興趣。 八、 實施教學性遊戲模擬教學, 97%的學生認同此教學法對促進設計決策有幫助;100%的學生認同參與教學活動時,會增進同學之間的關係;而且96%的學生希望多進行此教學法。 本研究最後針對上述之研究結果加以討論,並綜合歸納研究結論,提出有關教育性遊戲模擬教學的相關因素與後續研究的建議,以供參考。

並列摘要


The purpose of this study is to explore the relationship between educational gaming/simulation and the learning of design decision –making. Based on the theories of value engineering, educational gaming/simulation, design theory and design teaching method, this study is structured into three following specific projects: First, this study seeks to examine the role of gaming/simulation value engineering in design decision-making and organization communication. Second, it is to explore the relationship among the implementation of educational gaming/simulation, learning motivation and organizational communication. Finally, this study strives to understand how those students who participated in the study felt about the application of educational gaming/simulation in design decision-making learning. In order to achieve the objectives, 27 undergraduate and 8 graduate students who studied in interior design division, industrial education department, National Normal University were invited to be the research samples of this study. Both quantitative and qualitative research method are employed. The quantitative research method comprises three approaches including one-shot case study experiment research, quasi-experimental research and measuring test. The qualitative research method is composed of documentary analysis and observation methodology. In terms of data processing, test scores and results are collected to undergo various statistical analysis including frequencies, percentage, means and independent-sample T test to achieve quantitative research. While in qualitative research, observation methodology is applied such as audio/ videotaping, and the observational data was analyzed and concluded by narrative form. The findings of this study are as follows: 1. Role-play is an activity in gaming/simulation value engineering analysis. By being asked to play different professional roles in a design case, the students are able to do a case study based on diversified communication modes to have a better understanding of the design case thus to come up with design decisions that can better meet the client’s requirement in cost, value, and image. 2. The gaming/simulation value engineering team scores impressively higher in “communication of information” than non-gaming/simulation value engineering team. 3. The gaming/simulation value engineering team scores impressively higher in “distortion communication” than non-gaming/simulation value engineering team. 4. In proceeding educational gaming/simulation, graduate students only focus on the areas that they are most interested in. They also care less about the influence of educational gaming/simulation to themselves than undergraduate students. 5. In proceeding educational gaming/simulation, graduate student team scores impressively higher than the seniors in undergraduate school. 6. In proceeding value engineering gaming/simulation, the data collected from observation shows that every communication in between the students has positively affected the various stages in design decision making process including gaming, creativity development and value engineering assessment. 7. 93% of the students agree that the application of educational gaming/simulation can improve their understanding of “design decision-making”, and 96% of the students agree that educational gaming/simulation reinforces their motivation in learning design decision-making. 8. 97% of the students recognize that educational gaming/simulation indeed is helpful to them in design decision-making process, and 100% of them agree that participating in education gaming/simulation activities can improve their interpersonal relationship. Furthermore, 96% of the students express their hope to see more of this kind of curriculum will be brought along. The study carries out a discussion based on the findings of various research methods mentioned above and offers a number of suggestions regarding relative factors and further studies of educational gaming/simulation.

參考文獻


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被引用紀錄


黃雅靖(2009)。電腦模擬遊戲式學習之教學策略之探討與應用〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2009.01214
吳孟蓉(2008)。數位遊戲式模擬教材對大學生學習成效之影響—以商店經營管理為例〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2008.00448

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