透過您的圖書館登入
IP:18.227.161.132
  • 學位論文

不同空間能力學生使用3D繪圖軟體對創意表現影響之研究

A study of effects on creative performance of students with different spatial ability after using 3D computer graphics software

指導教授 : 張玉山
若您是本文的作者,可授權文章由華藝線上圖書館中協助推廣。

摘要


本研究的主要目的在探討空間能力與創意表現之相關性及不同空間能力學生學習3D電腦製圖前後,其創意表現之差異情形。本研究採不等組前後測準實驗研究設計法,研究對象為桃園縣某國立高中九十六學年度入學之三年級學生,共349位。本研究採用平均數、標準差、皮爾森積差相關、單因子共變數分析等統計方法進行資料分析。經由資料統計分析後,本研究所獲得的結論為: 一、空間能力與創意表現之間有相關顯著的關係。 二、學生接受「3D電腦繪圖教學」與「傳統講述教學」方式之後,其創意表現達顯著差異。 三、高、低空間學生使用3D電腦製圖軟體後,其創意表現有顯著差異。 綜合本研究結論,提出建議以供參考: 一、建議可以利用3D電腦繪圖的方式進行創意、設計教學以提升學生的創意表現。 二、教材主題方面能以生活化、學生感興趣的主題為內容,提升學習成就。 三、研究方法能採質的研究以瞭解學生在創意表現背後的歷程與影響因素。

並列摘要


The purpose of this research was to explore the relationship between creative performance and spatial ability,and the difference of creative performance of students with different spatial ability before and after they learned 3D computer drafting. The method of this research was based on unequal group pretest-posttest quasi-experimental research design, and the research subjects were 349 high school Juniors in Taoyuan county, who registered in 2007. The main statistic procedures employed for analyzing the experimental data were Means, Standard, Pearson`s product moment correlation and One-Way ANCOVA. After the data being analyzed, the conclusions of this research were: 1. The relationship Between spatial ability and creative performance was significant. 2. The creative performance between students accepted “3D computer graphics teaching method” and “Traditional lecture-based teaching method” was significantly different. 3. The creative performance between high and low spatial ability students after using 3D computer graphics software was significantly different. Some suggestions were provided here in accordance with the conclusion of this research: 1. 3D computer graphics teaching method can be used in creativity and design teaching in order to promote students’ creative performance ability. 2. In order to enhance the learning achievements , the teaching materials could be liveful and interesting to students. 3. The method of research could adopt qualitative research to understand the procedure and influential factors behind creative performance.

參考文獻


蘇祐琮(2004)。全像立體影像輔助三維視覺化能力圖像表現之研究。崑山科技大學視覺傳達設計研究所碩士論文。全國博碩士論文資訊網,093KSUT5370001。
陳辰洧(2005)。創意、設計與科技。生活科技教育月刊,38(8),57-72。
李大偉、張玉山(2000)。科技創造力的意涵與教學(上)。生活科技教育月刊,33(9),9-16。
陳重淵(2008)。使用手繪單視角視圖建立三維物體介面之研究。大同大學資訊工程研究所碩士論文,全國博碩士論文資訊網,096TTU05392061。
林天佑(2007)。探討3D Studio MAX 軟體於產品彩現時的全域照明設定與應用-以外掛軟體VRay為例。大同大學工業設計研究所碩士論文。全國博碩士論文資訊網,096TTU05038004。

被引用紀錄


張博雅(2014)。創新教學策略對學生創意構想設計能力影響之研究-以國中資訊教育課程為例〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://doi.org/10.6841/NTUT.2014.00048
蔡承達(2012)。以互動性觀點探討擴增實境對國小學童空間能力與科技接受度之影響〔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=U0021-1610201315294303
楊志偉(2013)。以Google SketchUp進行國中正投影圖學學習成效之研究〔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=U0021-0801201418030756

延伸閱讀