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研究生: 彭鈺湄
Peng, yu mei
論文名稱: 博物館中互動遊戲式數位電子展示對家庭觀眾親子互動的影響
The Impacts of Interactive Game-based Digital Exhibitions on Family-Group Visitors’ Interaction in Museums
指導教授: 王明揚
口試委員: 盧俊銘
林昱呈
學位類別: 碩士
Master
系所名稱: 工學院 - 工業工程與工程管理學系
Department of Industrial Engineering and Engineering Management
論文出版年: 2015
畢業學年度: 103
語文別: 中文
論文頁數: 123
中文關鍵詞: 互動展示博物館家庭觀眾
外文關鍵詞: interactive exhibition, museum, family-group visitor
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  • 自1995年至今,台灣博物館持續有蓬勃發展的趨勢,並且同時隨著近年數位電子看板的運用普及,博物館中的展示手法在國內外皆漸漸建立起新的互動模式,甚至將活潑的遊戲元素加入,恰好適合博物館中最為常見的家庭觀眾,因此本研究於國立自然科學博物館中的特定展場內,實地藉著紙本問卷填寫與口語訪談,蒐集家庭觀眾與博物館工作人員的感受、觀點與建議,以探討互動遊戲式數位展示運用實情以及所形成之影響,也針對在此類型展示前之家庭觀眾的互動關係進行探討,最後再進一步提出對於未來博物館中互動數位展示的設計與配置之相關建議。
    研究結果顯示,展場內不僅物理環境設計上普遍妥善,另外,對於觀眾的學習認知,多數家庭觀眾與工作人員認為相較於傳統展示手法,互動遊戲式的數位展示提升了參觀動機、注意力、對內容的理解與記憶等等,同時也容易喚起相關背景知識或生活經驗;在人際互動方面,藉著某些手法在互動遊戲展示中的運用,提昇了家人之間或陌生觀眾之間言語及肢體上的互動關係。為要真正達到寓教於樂的目的,一面館方的策劃須要謹慎、靈活並平衡的運用不同元素,另一面亦須要陪同孩子的家長積極從旁引導、說明,以盡可能降低互動遊戲式數位展示潛藏的負面效果。


    The establishment of the museum in Taiwan flourished continuously since 1995. At the same time, the use of digital signage has been growing largely in recent years. Museums establish new models of interaction such as mingling exhibitions with some game elements accordingly. This is the best model that suits the most common type of visitors in museums, family groups. The primary methods of this study include questionnaire and interview in National Museum of Natural Science in order to achieve the main objectives of the research: (1) investigate the operating situation and the impacts of the interactive digital exhibitions in museums (2) investigate the main impacts of the game-based interactive digital exhibitions on family-group visitors’ interaction (3) provide suggestions for future design and configurations of the interactive digital signage on museum exhibitions.
    The result shows that the design of environmental context is appropriate, and the game-based interactive digital exhibitions improve the cognitive learning behaviors of visitors, including their motivation, attention, duration, comprehension, memory, and even evoke their background knowledge or experiences in daily life. In the aspect of personal interaction, the game-based interactive digital exhibitions enhance the verbal and physical interaction between family members or other unfamiliar visitors. In order to achieve the main purpose of education and reduce the negative impacts of the game-based interactive digital exhibitions, museum staffs have to arrange different elements carefully, masterly and keep them balanced. On the other hand, parents have to play the guiding role and explain the information in the game-based interactive digital exhibitions for children during the visiting.

    圖目錄 表目錄 第一章 緒論 1.1 研究背景與動機 1.2 研究目的 1.3 研究架構 第二章 文獻探討 2.1遊戲式學習 2.1.1 現代學習理論 2.1.2 遊戲學習模式 2.1.3 遊戲式學習設計 2.1.4 小結 2.2互動式數位電子展示 2.2.1 博物館展示分類法 2.2.2 互動式數位電子展示之優缺點 2.2.3 小結 2.3 家庭觀眾之參觀互動行為 2.3.1 影響博物館觀眾學習的因素 2.3.2 家庭觀眾之特性與互動關係 2.3.3 小結 2.4 相關議題的研究方法 第三章 研究方法 3.1 研究流程 3.2 問卷調查 3.2.1問卷型式、尺度與內容 3.3訪談法 3.3.1 訪談型式 3.3.2 訪談大綱與內容 3.4 前測 3.5正式實驗細節介紹 3.5.1 抽樣方法 3.5.2 研究場域 3.5.3 受試者 3.5.4 研究工具與設備 3.5.5 正式研究流程圖 3.6 研究結果分析方法 第四章 研究結果與討論 4.1 家庭觀眾的問卷結果與訪談 4.1.1 家庭觀眾受試者基本資料 4.1.2 問卷結果 4.1.3 訪談結果 4.2 展場觀察記錄 4.2.1 觀眾之言行與互動 4.2.2 對於機台或環境脈絡的觀察與相關建議 4.3 博物館工作人員的問卷結果與訪談 4.3.1博物館工作人員受試者基本資料 4.3.2問卷結果 4.3.3訪談結果 4.4 研究結果討論 4.4.1 個人脈絡結果討論 4.4.2 社會文化脈絡結果討論 4.4.3 物理環境脈絡結果討論 第五章 結論與未來研究方向 5.1 結論與建議 5.2 研究限制與檢討 5.3 未來研究方向 中文參考文獻 英文參考文獻 附件一 觀眾意見調查 附件二 博物館員工意見調查 附件三 觀眾意見調查五點評定量尺填答結果 附件四 工作人員意見調查五點評定量尺填答結果

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