現今博物館在數位裝置的輔助下,導覽已逐漸加入了各種不同的數位元素。有學者將數位行動情境感知的導覽加進了遊戲學習的策略,使得參觀者更能融入欲呈現的資訊中,整個參觀活動也變得更具挑戰行並具有明確學習任務。遊戲式的導覽學習需要分組,然而先前的研究對同質與異質分組學習的效果結論並不一致。在行動遊戲式導覽學習密切而頻繁的互動下,分組方式的影響是否有所不同,值得近一步探討。本研究首先建置出一個「情境感知行動學習遊戲」,實際應用於博物館之導覽,並將48位參與者依不同的先備知識分至同質能或異質能力小組進行情境感知行動導覽學習遊戲。研究結果顯示異質分組最能符合不同先備知識的參與者,且高、中、低先備知識後測成績已無顯著差異,低先備知識的參與者在情境感知遊戲導覽學習中收獲最大。
As the advancement of digital technologies, some types of technology-supported museum guides have been explored. Context-aware guidance is one of such kinds. More recently, game schemes were embedded in the context-aware guide so that a museum tour could become a very challenging learning task. Game-based learning activities usually requires grouping. However, there is a lack of research that explored how homo/heterogeneous grouping methods may affect attendants with various levels of prior knowledge. This study constructed a location-sensitive mobile game for museum guidance. An experiment was done with 48 attendants who played the mobile game-based guidance with random assignments into either homogeneous or heterogeneous groups. The results indicated that heterogeneous grouping better accommodates the variations of attendant's prior knowledge. Furthermore, this study reveals that the discrepancies of prior knowledge among attendants have been eliminated after the mobile-based location-sensitive game. This could mean that attendants with low prior knowledge achieved most.
為了持續優化網站功能與使用者體驗,本網站將Cookies分析技術用於網站營運、分析和個人化服務之目的。
若您繼續瀏覽本網站,即表示您同意本網站使用Cookies。