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研究生: 許智陽
Hsu,Chih-Yang
論文名稱: 建構悅趣式之鄉土教學行動學習系統
A Game-Based Mobile Learning System for Homeland
指導教授: 區國良
Ou, Kuo-Liang
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Computer Science
論文出版年: 2010
畢業學年度: 98
語文別: 中文
論文頁數: 60
中文關鍵詞: 悅趣式學習Android無所不在學習資料探勘
外文關鍵詞: game-based learning, Android, ubiquitous learning, data mining
相關次數: 點閱:2下載:0
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  • 行動學習已廣泛及成功地應用於許多研究領域當中。但是很少有研究將悅趣式學習應用於鄉土教學的學習系統上,且學習知識大多都以文字、圖片等多媒體來呈現適地性的知識,若能進一步結合遊戲,從遊戲中學習更能引發學習者的內在動機以及學習興趣。
    本論文建構一套結合悅趣式學習之鄉土教學系統,使用Android 系統的智慧型手機作為數位學習的工具,協助學習者在鄉土環境中進行無所不在學習,並利用智慧型手機內建感應裝置來設計具有手勢的互動遊戲,遊戲中學習以激發學習者興趣,最後透過儲存學習者的學習歷程以及自製的測驗,分析學生所處環境中學習情況,進而提升學生對於環境及方位的認知程度。
    本論文採用資料探勘中的群聚技術,分析17 位學習者於新竹縣北埔鄉老街聚落方圓500 公尺內特定學習區域的學習軌跡,從群聚分析結果觀察到所有學習
    者移動軌跡點之間的群集,實驗結果可觀察出學習區域若搭配悅趣式學習,能使學習者願意停下腳步更深入去了解歷史古蹟、文化。將體感式遊戲融入教學活動中,使學習者沉浸於悅趣式的教學環境中,達到寓教於樂的目的。


    Hand-held devices are widely used in mobile learning researches. For example,the context-aware learning systems and ubiquitous learning (U-Learning) systemsintegrate the PDA, GPS and internet for students to learn the knowledge based on the location. However, there is few discussions address on how to integrate games into a mobile learning application for homeland education for promoting students to learn.
    This paper constructed a game-based learning system on Android platform mobile devices, and assist students to learn the context-aware knowledge related with the homeland courses. Meanwhile, these games applied gesture operation by a variety of sensor built in Smart Phone, such as touch-screens, accelerometer, and e-compass,which interest students. These gesture operations not only make homeland education activities become more fun, but also motivates students to learn.
    Clustering tools were employed on analyzing seventeen students’journey routes in Beipu of Hsinchu country. The result illustrates that students get better learning
    performance in the learning areas with gesture games better than the areas without any games. Students would like to pay more time to stay and take in-deep travel for
    discovering the local culture and history of the areas with gesture games.

    誌謝 I 摘要 II ABSTRACT III 目錄 IV 圖目錄 VI 表目錄 VIII 1. 緒論 1 1.1. 研究背景與動機 1 1.2. 研究目的 3 1.3. 研究問題 3 1.4. 論文架構 4 2. 相關研究 5 2.1. 無所不在學習 5 2.2. 情境感知 7 2.3. 悅趣式學習 8 3. 研究方法及研究工具 10 3.1. 研究流程 10 3.2. 研究對象、環境及限制 11 3.3. 行動載具 12 3.4. 資料探勘工具 13 3.5. 資料蒐集 14 4. 系統實作 17 4.1. 系統架構 17 4.1.1. 情境感知模組 18 4.1.2. 教學內容模組 21 4.1.3. 學習歷程模組 22 4.2. 遊戲介面及內容設計 24 5. 實驗結果 33 5.1. 體感式遊戲融入行動學習系統對環境及方位認知之影響 34 5.1.1. 學習者對環境及方位的認知程度 35 5.2. 體感式遊戲融入行動學習系統對學習興趣及學習行為之影響 37 5.2.1. 學習行為軌跡以DBSCAN分群 38 5.2.2. 學習者對知識學習的興趣分析 40 6. 結論與未來工作 42 6.1. 結論 42 6.2. 未來工作 43 參考文獻 44 附錄一 地圖測驗 47 附錄二 測驗試題 48

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