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  • 學位論文

以桌遊結合AR擴增實境為基礎之創新教學在藥物濫用防制教學的成效探討-以高中職進修部學生為例

A study on the effectiveness of applying augmented reality board games to anti-drug education among senior high-school students

指導教授 : 郭鐘隆 連盈如
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摘要


本研究以計畫行為理論為基礎,運用AR擴增實境桌遊為特色之教育介入,探討在藥物濫用防制創新教學的成效。招募108學年度桃園市某兩所高中職校進修部400位學生為研究對象,有效樣本362位學生,實驗組接受AR擴增實境桌遊課程,對照組接受傳統講述教學課程。 在教學介入後,以結構式問卷進行調查,描述性統計基本資料分布情形,成對樣本t檢定介入前後的差異性;廣義估計方程式(GEE)檢定分析,比較兩組前後測之組間差異,及實驗組AR桌遊科技易用性評價。研究結果顯示,實驗組學生基本識能、生活技能、主觀規範、知覺行為控制及行為意圖顯著相關並優於對照組,態度較不顯著,科技易用性評價滿意度佳,認為AR桌遊具有教育功能且簡單容易操作。 此教育介入在藥物濫用防制教學有相當的成效,能有效影響學生拒絕藥物濫用之行為。

並列摘要


This study is based on the theory of planned behavior (TPB) was applied to develop an education program with augmented reality (AR) of board game in drug abusing prevention and test its effectiveness on senior high school vocational students. The participants were 362 students from two different senior high school in Taoyuan Taiwan. After the implementation of AR board Game program, structured questionnaire survey was then conducted. The data was analyzed by the path analysis. Discussing the involvement of innovative teaching based on board games and augmented reality (AR) in drug abusing prevention. Compared to control group, experimental group students showed great improvement in knowledge, life skills, subjective norms, perceived behavior control, and behavioral intentions. Study results demonstrated the effectiveness on education program of augmented reality (AR) of board game on senior high school students who would intent not to use drugs. The results is effective (p<0.001)

參考文獻


中文部分
聯合國毒品與犯罪問題辦公室(2018)。世界毒品問題報告。取自https://antidrug.moj.gov.tw/lp-90-2.html
衛生福利部食品藥物管理署(2016)。103年全國物質使用調查結果報告。取自https://www.fda.gov.tw/upload/133/2018051410282233867.pdf
衛生福利部食品藥物管理署(2018)。107年度藥物濫用防制指引。取自https://drug-prevention.fda.gov.tw/AntiPoison/Detail.aspx?nodeID=479&pid=10204
衛生福利部食品藥物管理署(2018)。107年藥物濫用案件暨檢驗統計年報。頁24。取自https://www.fda.gov.tw/tc/site.aspx?sid=10051

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