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  • 學位論文

虛擬實境應用於電腦組裝訓練教材對學習成效之比較

The Comparison Study of VR Training Materials in the Skills Acquisition of Learning Effects on Computer Assembly Teaching

指導教授 : 徐新逸

摘要


隨著全球化與知識經濟時代的來臨,產業結構與技術正快速的變遷專業職能的培訓與認證制度成為提升國家技術水平與整體競爭力的一項重要的指標,我國教育部與勞動部也皆將落實專業證照制度視為一項重要任務,其中電腦硬體為我國相對重要的一項產業,與之相關的即為電腦硬體裝修證照。有鑑於虛擬實境技術近年被廣泛的應用於各種創新教學與各行業教育訓練當中,且多數研究也都顯示出其特性能帶來如提高學習動機與成效等正向的結果。經相關文獻探究與搜尋後研究者發現目前結合技能檢定與虛擬實境技術的訓練教材相對稀少,而在電腦硬體產業則尚未有符合此一學習目標之訓練教材。 故本研究目的在於採用設計本位研究法,依據 ADDIE 教材開發模式設計應用於「電腦硬體裝修丙級技術士」術科第一站的電腦版虛擬實境式訓練教材,並探討其對於受測者的使用效能狀況,以及比較此一形式的訓練教材與現行影片形式的訓練教材間在學習成效上的差異。在比較兩款形式訓練教材學習成效上,本研究採前實驗設計法,以新北某大學一到四年級學生為研究對象共計 30 位,受測者皆對於電腦硬體裝修無相關經驗。依據實驗組與控制組分別使用二種不同形式的訓練教材後,進行電腦硬體裝修技術士丙級檢定的實際模擬測驗,並透過觀察、訪談與問卷調查等方式進行資料的蒐集、統整與分析,藉以達到上述本研究之目的。 研究結果顯示受測者對於本研究所開發之電腦版虛擬實境式訓練教材,在使用效能上大多顯示出認同與滿意結果,認為此訓練教材是容易使用且有興趣使用的;在有關學習成效的結果顯示以電腦版虛擬實境式訓練教材與影片式訓練教材可達到相似的學習成效,兩者並未有顯著性的差異。而值得注意的地方在完成檢定的整體平均耗時與開始檢定的第一步驟上,電腦版虛擬實境式訓練教材明顯優於影片式訓練教材,整體檢定耗時快了約 85 秒(接近一分半)。結合研究者觀察所蒐集到的資料,顯示出使用電腦版虛擬實境式訓練教材的受測者在各個檢定任務環節的銜接中較少出現停頓思考的狀況,故可推論訓練教材結合虛擬實境虛擬實境應用於電腦組裝訓練教材對學習成效之比較技術可增加其流暢度。本研究結果欲提供未來開發電腦版虛擬實境式訓練教材之設計與使用性參考。

並列摘要


Under the context of the rapid changes in the industrial structure and technology, training and certification systems of professional competencies have become a vital indicator of the national technical level and competitiveness. Aware of this, the Ministry of Education and the Ministry of Labor both regard the implementation of the Occupational Certification System (OCS) as one to enhance the abilities and refine the technical level and competitiveness. Amongst the certifications of the occupational competencies, the license of computer hardware assembly (CHA) is essential for those computer and technician professionals since the industries of computer hardware and relevant are crucial and popular in Taiwan. In addition, newly innovative technology, virtual reality (VR), by its research founding of positive training results to improve learning motivation and effectiveness, has been widely introduced to various innovative teaching and training among industries and organizations in recent years. However, through the literature review, the researcher found only a few researches addressed the training material for integrating skill tests and VR, particularly in relevant to the computer hardware industry. Thus, this research adopted the design-based research method and ADDIE, the teaching material development model, and designed the computer version of the VR training material for the first test of the "Level C technician for computer software application". This research aimed to figure out the learning effectiveness differences between this training material and the current video-based training material. In comparing the learning effects of the two, this study adopted the pre-experimental design method, with a total of 30 students from grades 1 to 4 in a university with no relevant experience in computer hardware assembly in New Taipei City. The process included setting the experimental group and the control group to take different models of training materials, taking the simulation test of the "Level C technician for computer software skill test", collecting the data, and integrating and analyzing through observation, interviews and questionnaires. The results of this research showed that most participants preferred and were satisfied with the performance of the computer version of the VR training materials. They considered that the VR training materials were easy and fun to use. The result of the skill test found participants who took VR training materials were significantly faster than those who took the video-based training materials in the overall average time of completing the test, with a significant 85-seconds less than those taking video training materials. However, in terms of learning outcome, there was no difference in between the two groups of participants since they all had learned how to assemble the computer. Additionally, associated with the researcher's observation and interview, participants who used the desktop VR training materials were less likely to pause and think in between the connection of each task link during the skill test. Nevertheless, this study consequently testified that the VR training materials would endeavor the training fluency and satisfaction. This study was also in an attempt to provide a design and usability reference for the future development of computer-based VR training materials.

參考文獻


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