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  • 學位論文

體感遊戲之遊戲教學設計研究- 以銀髮族為例

A Study on Game Tutorial Design of Exergames for Senior Citizens

指導教授 : 王雨涵

摘要


數位科技的進步銀髮族使用情境越來越多,適用於他們自學的教學方式或是樂齡課程中數位科技的課程卻很少,而體感遊戲則是適合銀髮族共同運動與接觸新科技的課程。本研究歸納常見的三種遊戲教學類型並組合,建置六種不同的遊戲教學模式,分別是書面說明類、使用示範類、互動類、「書面說明類」加上「使用示範類」、「使用示範類」加上「互動類」、「書面說明類」加上「互動類」,找出適合銀髮族學習的遊戲教學與教學模式適用的情境。探討適合銀髮族學習的遊戲教學與教學模式適用的情境。 本研究使用單組前後測實驗,研究對象招募55歲到75歲銀髮族,實際收案人數為22人。以跑酷遊戲搭配Kinect體感控制器遊玩。遊戲中使用閃避障礙物以及跑酷的玩法,透過揮動雙手及腳部動作來操作遊戲。實驗間隔三次,每次三十分鐘,共四週七次的運動遊戲工作坊。測試一個上述主題並搭配一種教學模式。搭配遊戲體驗問卷和遊戲測驗問卷,並依訪談結果進行主軸編碼,探討適合銀髮族學習的遊戲教學與教學模式適用的情境。 研究結果經過對練習與測驗遊戲分數作成對T檢定分析後可發現,沒有主動教學之互動式關卡對銀髮族的可用性沒有相關,並進行內容分析後可知,適合銀髮族學習的遊戲教學與教學模式適用的情境,於有書面說明類的教學關卡較為顯著。因此,對於如何保持銀髮族之遊戲專注度,關卡的教學內容可針對不同互動內容設計不同之教學模式,並搭配口語引導銀髮族聚焦教學內容。本研究以教學引導銀髮族對於陌生事物之探索,希望對未來銀髮族面向之遊戲設計可作為參考依據。

並列摘要


Senior citizens are reluctant to contact new technology because they are not familiar with it, but with the advancement of technology. Senior citizens are using more and more situations. There are very few courses that are suitable for their self-learning or technology exposure in senior adults’ lesson, and exergames are a suitable course for senior citizens to exercise together and become more comfortable with technology. This study summarized three common types of game teaching and combined them to create six different game teaching modes: Teaching using instructions, Teaching using examples, interactive, "Teaching using instructions" plus "Teaching using examples", "Teaching using instructions" plus "Teaching using a carefully designed experience", "Teaching using examples" plus "Teaching using a carefully designed experience", to observe whether senior citizens could achieve memory retention. when learning new things through game teaching. The effectiveness and ease of use of different game teaching modes on the memory retention of senior citizens were investigated. In this study, a single group pre and post-test experiment were used to recruit senior citizens between the ages of 55 and 75, and the actual number of participants was 22. A parkour game was played with a Kinect controller. The game uses obstacle avoidance and parkour gameplay, and the game is operated by waving the hands and foot movements. Experimentation three times at intervals of thirty minutes each, a total of four weeks of seven sports games workshops. Test one of the above topics with a teaching mode. A game experience questionnaire and a game test questionnaire were combined with the results of the interviews and coded to explore the contexts in which game instruction and teaching models are appropriate for senior learners. The results of the study were analyzed by paired t-testing of the exercise and test game scores, and it was found that teaching using a carefully designed experience level without active teaching did not correlate with the usability of the senior citizen, and the content analysis showed that the contexts in which the game teaching and teaching mode were suitable for senior citizen were more significant than those with Teaching using instructions. Therefore, to keep the attention of the senior citizen in the game, the teaching content of the levels can be designed with different teaching modes for different interactive contents and with oral language to guide the memory strengthening of the senior citizen. This study uses teaching to guide senior citizens' exploration of unfamiliar things and hopes to serve as a reference for future senior-oriented game design.

參考文獻


英文論文
Agmon, M., Perry, C. K., Phelan, E., Demiris, G., Nguyen, H. Q.(2011). A pilot study of Wii Fit exergames to improve balance in older adults. Journal of geriatric physical therapy.
Andersen, E., O'Rourke, E., Liu, Y.-E., Snider, R., Lowdermilk, J., Truong, D., Cooper, S., Popovic, Z.(2012). The impact of tutorials on games of varying complexity. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems,
Betts, L. R., Hill, R., Gardner, S. E.(2019). “There’s not enough knowledge out there”: Examining older adults’ perceptions of digital technology use and digital inclusion classes. Journal of Applied Gerontology, 38(8).
Blažič, B. J., Blažič, A. J.(2020). Overcoming the digital divide with a modern approach to learning digital skills for the elderly adults. Education and Information Technologies.

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