簡易檢索 / 詳目顯示

研究生: 嚴紹瑄
Yen, Shao-Hsuan
論文名稱: 運用空間接近原則強化擴增實境在學習上的成效
The Application of Spatial Contiguity Principle with Augmented Reality in Learning Performance
指導教授: 張國恩
Chang, Kuo-En
宋曜廷
Sung, Yao-Ting
劉子鍵
Liu, Tzu-Chien
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 92
中文關鍵詞: 擴增實境空間接近原則
英文關鍵詞: Augmented Reality, Spatial Contiguity Principle
DOI URL: http://doi.org/10.6345/THE.NTNU.GICE.004.2018.F02
論文種類: 學術論文
相關次數: 點閱:103下載:1
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 擴增實境是一項近年被廣為討論的多媒體技術,隨著智慧型手機的蓬勃發展,已有許多在智慧型手機上使用擴增實境的應用。其中更有不少教育研究者開發了以擴增實境輔助學習的相關教材,但在過去的研究中較缺少理論背景的支持,解釋擴增實境是如何提升學習成效。因此本研究主要的目的為聯繫擴增實境與空間接近原則的關聯。
    本研究運用空間接近原則提及的相關聯的學習教材應呈現於相近位置,避免學習者耗費多餘的認知資源於不同的教學媒體學習之概念。由電腦簡報學習之兩者不同的教學媒體,到擴增實境虛實整合的疊加相關教材於同一視覺範圍下,分別由疊加影像為主的教材以及疊加文字為主的教材進行探討,以驗證擴增實境虛實整合的特性是否在空間接近原則的基礎上提升學習成效。
    根據研究結果顯示,當相關聯的教材要進行整合時,無論是以擴增實境的方式來疊加以影像為主的教材或是以文字為主的教材,對於學習者的學習都是顯著優於將相關聯的教材分散於不同教學媒體的電腦簡報組。而關於系統操作的部分,除系統靈敏度需要改進以外,學生們皆對擴增實境系統有正向良好的使用態度。經由兩個星期後的延宕測驗顯示,使用擴增實境進行學習的學習者亦能維持良好的學習保留程度。

    Augmented Reality is a multimedia technology that has been widely discussed in recent years. Among them, many educational researchers have developed relevant textbooks to augment reality-assisted learning. However, in the past studies, they lacked the support of theoretical backgrounds to explain how augmented reality enhances learning outcomes. Therefore, the main purpose of this study is to connect the augmented reality with the Spatial Contiguity Principle.
    In this study, using the Spatial Contiguity Principle should presented related learning materials close each other, avoiding the learners need to consume extraneous cognitive resources in different teaching media. From the two different teaching media of the computer briefing, to the Augmented Reality integrated textbooks and supplementary materials under the same visual range, superimposed image-based teaching materials and superimposed text-based teaching materials are respectively discussed whether or not the characteristics of Augmented Reality with combines the real and virtual world are based on the principle of Spatial Contiguity to enhance learning performance.
    According to the results of the study, when the associated materials be integrated, either using Augmented Reality to superimpose the image-based or text-based materials, the learning outcomes are significant better than computer briefing group that distributes related materials in different teaching media. Students have a positive attitude towards the augmented reality system, except that the sensitivity of the system needs to be improved. After two-week, learners using augmented reality learning can also maintain good learning performance.

    中文摘要 I 英文摘要 II 致謝 III 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 5 第三節 研究假設 6 第二章 文獻探討 7 第一節 多媒體學習 7 第二節 擴增實境 12 第三章 系統設計 19 第一節 系統設計理念 19 第二節 系統內容 21 第四章 研究方法 29 第一節 研究對象 29 第二節 研究設計 30 第三節 研究工具 31 第四節 實驗程序 34 第五節 資料處理與分析 36 第五章 結果與討論 37 第一節 學習成效分析 37 第二節 系統滿意度分析 42 第三節 訪談回饋分析 56 第四節 延宕測驗分析 65 第五節 討論 69 第六章 結論與建議 72 第一節 結論 72 第二節 建議 73 第三節 未來研究方向 74 參考文獻 75 附錄 一 影像式學習單元學習成就試卷 81 附錄 二 文字式學習單元學習成就試卷 85 附錄 三 影像式系統滿意度量表 89 附錄 四 文字式系統滿意度量表 91

    Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.
    Akçayır, M., Akçayır, G., Pektaş, H. M., & Ocak, M. A. (2016). Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories. Computers in Human Behavior, 57, 334-342.
    Arvanitis, T. N., Petrou, A., Knight, J. F., Savas, S., Sotiriou, S., Gargalakos, M., & Gialouri, E. (2009). Human factors and qualitative pedagogical evaluation of a mobile augmented reality system for science education used by learners with physical disabilities. Personal and ubiquitous computing, 13(3), 243-250.
    Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and virtual environments, 6(4), 355-385.
    Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE computer graphics and applications, 21(6), 34-47.
    Billinghurst, M. (2002). Augmented reality in education. New horizons for learning, 12(5).
    Bonanni, L., Lee, C. H., & Selker, T. (2005, April). Attention-based design of augmented reality interfaces. In CHI'05 extended abstracts on Human factors in computing systems (pp. 1228-1231). ACM.
    Bronack, S. C. (2011). The role of immersive media in online education. The Journal of Continuing Higher Education, 59(2), 113-117.
    Caudell, T. P., & Mizell, D. W. (1992, January). Augmented reality: An application of heads-up display technology to manual manufacturing processes. In System Sciences, 1992. Proceedings of the Twenty-Fifth Hawaii International Conference on (Vol. 2, pp. 659-669). IEEE.
    Chandler, P., & Sweller, J. (1996). Cognitive load while learning to use a computer program. Applied Cognitive Psychology, 10, 151–170.
    Chang, K., Chang, C., Hou, H., Sung, Y., Chao, H., & Lee, C. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185-197.
    Chang, Y.L., Hou, H.T., Pan, C.Y., Sung, Y.T., Chang, K.E. (2015). Apply an Augmented Reality in a Mobile Guidance to Increase Sense of Place for Heritage Places. Educational Technology & Society, 18 (2), 166–178.
    Chen, Y. C., Chi, H. L., Hung, W. H., & Kang, S. C. (2011). Use of tangible and augmented reality models in engineering graphics courses. Journal of Professional Issues in Engineering Education & Practice, 137(4), 267-276.
    Cheng, K. H., & Tsai, C. C. (2014). Children and parents' reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment. Computers & Education, 72, 302-312.
    Chiang, T.-H.-C., Yang, S.-J.-H., & Hwang, G.-J. (2014). An Augmented Reality-based Mobile Learning System to Improve Students’ Learning Achievements and Motivations in Natural Science Inquiry Activities. Educational Technology & Society, 17 (4), 352–365.
    Dede, C. (2009). Immersive interfaces for engagement and learning. science, 323(5910), 66-69.
    Ferrer-Torregrosa, J., Torralba, J., Jimenez, M. A., García, S., & Barcia, J. M. (2015). ARBOOK: Development and assessment of a tool based on augmented reality for anatomy. Journal of Science Education and Technology, 24(1), 119-124.
    Gervautz, M., & Schmalstieg, D. (2012). Anywhere interfaces using handheld augmented reality. Computer, 45(7), 26-31.
    Ginns, P. (2006). Integrating information: A meta-analysis of the spatial contiguity and temporal contiguity effects. Learning and Instruction, 16(6), 511-525.
    Harter, C. A., & Ku, H. Y. (2008). The effects of spatial contiguity within computer-based instruction of group personalized two-step mathematics word problems. Computers in Human Behavior, 24(4), 1668-1685.
    Hsiao, H., Chang, C., Lin, C., & Wang, Y. (2013). Weather observers: a manipulative augmented reality system for weather simulations at home, in the classroom, and at a museum. Interactive Learning Environments, 24(1), 205-223.
    Huang, Y. R., Zhang, J., Liu, T. C., Sung, Y. T., Chang, K. E., & Yang, M. J. (2016, September). AR-Based Learning and AR Guides as Strategy in Two-Phase Learning Enhancement: A Case Study. In Mixed and Augmented Reality (ISMAR-Adjunct), 2016 IEEE International Symposium on (pp. 318-321). IEEE.
    Ibáñez, M., Di Serio, Á., Villarán, D., & Delgado Kloos, C. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13.
    Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. MIT press.
    Klopfer, E., & Sheldon, J. (2010). Augmenting your own reality: Student authoring of science‐based augmented reality games. New Directions for Student Leadership, 2010(128), 85-94.
    Kreijns, K., Kirschner, P. A., & Jochems, W. (2003). Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research. Computers in human behavior, 19(3), 335-353.
    Mammarella, N., Fairfield, B., & Di Domenico, A. (2013). When spatial and temporal contiguities help the integration in working memory: “A multimedia learning” approach. Learning and Individual Differences, 24, 139-144.
    Mayer, R. E. & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38, 43-52.
    Mayer, R. E. (1997). Multimedia learning: are we asking the right questions? Educational Psychologist, 32(1), 1-19.
    Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University Press.
    Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge: Cambridge University Press.
    Mayer, R. E. (2nd edition.). (2014). The Cambridge handbook of multimedia learning. Cambridge university press.
    Mayer, R. E. (Ed.). (2005). The Cambridge handbook of multimedia learning. Cambridge university press.
    Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
    Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995, December). Augmented reality: A class of displays on the reality-virtuality continuum. In Telemanipulator and telepresence technologies (pp. 282-293). International Society for Optics and Photonics.
    Moreno, R., & Mayer, R. E. (1999). Cognitive principles of multimedia learning: The role of modality and contiguity. Journal of Educational Psychology, 91(2), 358-368.
    Ozcelik, E., & Acarturk, C. (2011). Reducing the spatial distance between printed and online information sources by means of mobile technology enhances learning: Using 2D barcodes. Computers & Education, 57(3), 2077-2085.
    Santos, C., Miranda, B., Araujo, T., Carneiro, N., Marques, A., Mota, M., ... & Meiguins, B. (2016, July). Guidelines for graphical user interface design in mobile augmented reality applications. In International Conference on Virtual, Augmented and Mixed Reality (pp. 71-80). Springer, Cham.
    Santos, M. E. C., Chen, A., Taketomi, T., Yamamoto, G., Miyazaki, J., & Kato, H. (2014). Augmented reality learning experiences: Survey of prototype design and evaluation. IEEE Transactions on learning technologies, 7(1), 38-56.
    Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education, 79, 59-68.
    Van Bruggen, J. M., Kirschner, P. A., & Jochems, W. (2002). External representation of argumentation in CSCL and the management of cognitive load. Learning and Instruction, 12(1), 121-138.
    Yang, T. C., Hwang, G. J., & Yang, S. J. H. (2013). Development of an adaptive learning system with multiple perspectives based on students' learning styles and cognitive styles. Journal of Educational Technology & Society, 16(4), 185.
    Zhang, J., Hou, H. T., & Chang, K. E. (2012, September). Designing a streamlined viewport strategy system to enhance performance in context awareness in mobile learning environments. In Advanced Applied Informatics (IIAIAAI), 2012 IIAI International Conference on (pp. 72-76). IEEE.
    Zhang, J., Sung, Y., Hou, H., & Chang, K. (2014). The development and evaluation of an augmented reality-based armillary sphere for astronomical observation instruction. Computers & Education, 73, 178-188.
    Zhang, J., Liu, T. C., Sung, Y. T., & Chang, K. E. (2015, September). Using augmented reality to promote homogeneity in learning achievement. In Mixed and Augmented Reality-Media, Art, Social Science, Humanities and Design (ISMAR-MASH'D), 2015 IEEE International Symposium on (pp. 1-5). IEEE.

    下載圖示
    QR CODE