透過您的圖書館登入
IP:18.188.147.91
  • 學位論文

認知負載、使用意願與學習成效對不同介面之研究-以「人體器官教學」為例

The Study of Cognitive Load, the Intention to Use, and Learning Achievement on Different Interfaces-Using of “Human Anatomy” as an Example

指導教授 : 黃秀美

摘要


虛擬實境(virtual reality, VR)與2D多媒體平台之線上學習環境相較之下,主要特色使學習者之間進行同儕學習,並在藉由互動學習提昇學習成效。擴增實境(Augmented Reality, AR )是延伸虛擬實境且融合真實與虛擬物件重要之研究領域。以往研究指出3D虛擬環境幫助學習者了解教材內容增加學習的參與感。本研究將建置兩種不同介面的人體健康資訊系統(簡稱3DHC) ,分別為虛擬實境人體健康資訊系統(簡稱3DHC-VR)及擴增實境人體健康資訊系統(簡稱3DHC-AR),學習者可透過本系統的內容達到學習人體器官的相關知識。 本研究把受測者分為兩組,分別使用虛擬實境與擴增實境兩種不同介面,評估受測者使用人體健康資訊系統後在不同介面的教學環境之結果。本研究在兩組受測者實際操作兩系統後填寫問卷以進行評估。 依據統計分析數據分析如下: (1)不論使用哪一個介面,單組前測-後測與成對樣本t檢定之結果具有顯著效果,且兩介面對受測者之學習成效皆有顯著性。 (2)比較兩個介面,3DHC-AR有較好的學習成效及使用意願,3DHC-VR有較低的認知負載及較佳之學習動機。

並列摘要


The advent of virtual reality (VR) environments represents a shift from textbased online learning environments to more immersive platforms. Augmented Reality (AR) combines real world and virtual objects and extends part of virtual reality. The role of virtual environments is able to visualize the location of other participants in order to action and increase the presence for students. In this research, I established a human anatomy learning system-3D-Health Care (3DHC) for two kinds of interface. The interfaces enable learners to study the content of human organs. One is the interface of Virtual Reality (3DHC-VR), and the other is the interface of Augmented Reality (3DHC-AR). In this study, two groups of the participants used the same content with different interfaces; one group studied a Virtual Reality model of the human abdominal anatomy in a stereoptic condition, and the other group studied the same anatomy in an Augmented Reality condition. After using the system, the participants filled in the questionnaires for analysis of the experimental results and I evaluated the perception of the users on the proposed 3DHC system with different interfaces. By the quantitative data analysis, the main findings were as follows: (1) No matter what kind of interface could be use, the results of one-group pretest-posttest and pair-sample t test were evaluated to be statistically significant and indicated that the content of 3DHC helped to improve the effectiveness of learning. (2)Compared with 3DHC-VR and 3DHC-AR, the group of participants who used 3DHC-AR had more intention and better achievement. The group of participants who used 3DHC-VR had less cognitive load and higher motivation for learning.

參考文獻


[2] 王珩(2005)。從ARCS模式探討英語學習動機之激發策略。台中教育大學學報,19,89-100。
[6] 林邵珍(2003)。運用ARCS動機模式之生活科技教學。生活科技教育月刋,36(4),52-59。
[12] 黃德祥(2000)。青少年發展與輔導。台北:五南。
[18] 蔡宇軒(2010)。使用手機擴增實境技術、開發中國象棋之殘局策略與殺法的行動式教學系統。國立暨南國際大學資訊工程學系碩士論文,未出版,南投縣。
[1] 王全興(2008)。認知負荷理論及在其e化學習的應用。慈濟大學教育研究學刊,4, 173-194。

延伸閱讀