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Title: | 於行動平台之多媒體學習遊戲化之研究 Research into Gamification in E-Learning with Mobile Multimedia Platform |
Authors: | 江佩珊 PeiShan, Chiang |
Contributors: | 姜國輝 江佩珊 PeiShan, Chiang |
Keywords: | 數位學習 擴增實境 智慧型行動裝置 遊戲化 冒險遊戲 E-Learning Augmented Reality Smart Mobile device Gamification Adventure Game |
Date: | 2014 |
Issue Date: | 2015-03-02 10:09:15 (UTC+8) |
Abstract: | 對於某些人而言,學習是一件非常枯燥乏味的一件事,尤其是當他們總是必需坐在教室中上課,到了近幾年有人提出將學習與遊戲結合,可以促進學習的動機,而遊戲化(Gamification)的加入更是改變了學習與遊戲之間的關係,它將遊戲元素加入整個學習模式,並且重新設計出新的學習模式,除此之外,隨著科技的發展,有些人認為智慧型行動裝置與學習的結合可以達到隨時隨地學習的概念,藉此來增加學習的成效。
本研究試圖找出一個新的學習模式來結合數位學習與遊戲化,藉由遊戲化來促進學習動機與學習成效,改善目前的學習狀況,因此本研究將傳統的教科書改編成遊戲劇本,運用於冒險遊戲(Adventure Game)中,利用冒險遊戲的學習特性來訓練學習者的邏輯、記憶力、問題解決能力,再加入積分、排名、獎牌等遊戲元素建立遊戲化的學習環境,再於此環境中加入多媒體學習概念,像是影片、聲音、互動程式、3D 模型、虛擬實境等來增加學習的吸引力。最後本研究利用此原理所設計出的系統,實作於智慧型行動裝置上,讓學習不再受時間、地點的限制,並藉此裝置來提高學習遊戲化系統的使用率。
本研究之成果為結合遊戲化產生一個新的遊戲化之學習模式,讓學習這件是不再無聊,不再受限於時間、地點,並且改善學習者與指導者之間的學習關係,對於學習者,使用此學習遊戲化之系統的方式進行學習,可以提升學習的動機,並由於有了學習的自主性,學習者也可以獲得較佳的學習效果;對於指導者,可以藉由學習遊戲化之系統來即時得知學習者的學習狀況,並且藉由此系統特有的分析技術,來幫助指導者制定學習方針。 For some people, learning is boring if they always study in the classroom. Until recent years, a scholar proposes combining learning with games to promote the motivation of learning. The word “Gamification” entails change learning through games. It advocates the importance of game elements. It redesigns the way of learning and joins game elements to get a new way of learning. Besides, on the development of technology, some people think combining the smart mobile device with learning to achieve learning anytime and everywhere and to increase learning performance.
This research tries to find a new learning models to merge E-learning and Gamification to promote the motivation of learning. I change the traditional textbooks into the stories for Adventure Game to train learner’s logic, memory, visualization, and problem solving. Then, I join levels, leaderboards, or badges to make learning with Gamification and combine many kinds of multimedia with learning such as 3D models, video, music, or interactive programs to increase the attractiveness of learning. Finally, to increase the use rate of system, I set the result in the smart mobile device. Let many people have a chance to learn by smart mobile device.
This research contributes a new learning models by using Gamification. Learning is not boring or limited by time and place anymore. Both learners and instructors have great interactive in the learning. For learners, they can promote the motivation of learning and get good scores. For instructors, they can know how the learner’s learning situation is and have automatic analysis system about the learners. |
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Description: | 碩士 國立政治大學 資訊管理研究所 101356037 103 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0101356037 |
Data Type: | thesis |
Appears in Collections: | [資訊管理學系] 學位論文
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