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  • 學位論文

遊戲式行動導覽系統之設計與應用-以十三行博物館為例

Design and Application of a Game-based Mobile Electronic Guidebook — A Case Study of Shihsanhang Museum of Archaeology

指導教授 : 張國恩教授 宋曜廷教授
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摘要


本研究提出一個遊戲式行動導覽系統,以故事情境和展物相關問題引導參訪者參觀博物館,並藉由合作的方式促進參訪者之間的討論,從而提升多方面的互動層次。本研究欲探討其與傳統導覽設計對於參訪者與展物間的互動、參訪者之間的討論、以及學習動機與成效上的差異。實驗於台北縣立十三行博物館進行,對象為台北市立西門國小六年級三個班級的學生,實驗組分為遊戲式行動導覽組及網頁行動導覽組,控制組則是透過紙本資料與學習單來進行參訪。本研究於實驗過程中收集各個參訪學生的錄影資料、前後測試卷以及訪談資料,分析三組參訪學生與展物的互動、參訪學生的討論內容以及知識之提升成效。實驗結果顯示,遊戲式行動導覽系統有助於提升學生在參訪歷程中的專注性與學習動機,但學生與展物之間的互動以及討論內容之深度沒有顯著的提升,而三組學生在十三行知識方面的學習成效都沒有顯著差異。

並列摘要


This study developed a game-based mobile electronic guidebook using a scenario and problems about exhibitions to conduct visitors in the museum. Furthermore, we wanted to motivate the discussion between visitors through the cooperation and thereby promote the multiple interaction level. We investigated the difference of the game-based electronic guidebook and traditional guiding designs about the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning motivation and learning effects. The experiment was progressed in the Shihsanhang Museum of Archaeology. The participants included three classes of students of Ximen Elementary School. There are two experimental group: the group using game-based electronic guidebook and the group using web-based electronic guidebook. The control group visited through the traditional paper guidebook. This study collected every student’s video record, the pre- and the post-test, and the interview data about visiting experiences. We used these data to analyze the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning effects. The result showed that the game-based mobile electronic guidebook was useful for engaging students’ concentration and learning motivation. However, there was no significant difference in promoting the interaction, the depth of discussion, and the learning effect among the groups.

並列關鍵字

無資料

參考文獻


吳淑華 (2002)。從參觀行為模式解構博物館展示傳達、溝通本質之初探-以動態、靜態之形態為例。科學博物,6(5),47-56。
宋曜廷、張國恩、于文正 (2006)。行動載具在博物館學習的應用:促進「人-機-境」互動設計。博物館學季刊,20,17-35。
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李鴻毅(2011)。應用擴增實境技術建構互動學習環境-以國立台灣科學教育館為例〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315255377
林哲緯(2011)。混成式行動導覽系統之設計與應用-以國立歷史博物館為例〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315250133
王耀宗(2012)。擴增實境融入探究式行動學習系統之設計-以博物館無縫式學習為例〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315301265

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