政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/147164
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文筆數/總筆數 : 113656/144643 (79%)
造訪人次 : 51743256      線上人數 : 601
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜尋範圍 查詢小技巧:
  • 您可在西文檢索詞彙前後加上"雙引號",以獲取較精準的檢索結果
  • 若欲以作者姓名搜尋,建議至進階搜尋限定作者欄位,可獲得較完整資料
  • 進階搜尋
    請使用永久網址來引用或連結此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/147164


    題名: 結合 AI 虛擬助教與沉浸式學習策略於程式教學遊戲的設計與評估
    Design and Evaluation of a Programming Learning Game Incorporating AI Virtual Assistants and Immersive Learning Strategies
    作者: 古健樺
    Gu, Jian-Hua
    貢獻者: 陳聖智
    廖峻鋒

    Chen, Sheng-Chih
    Liao, Chun-Feng

    古健樺
    Gu, Jian-Hua
    關鍵詞: 程式教育
    生成式人工智慧
    ChatGPT
    虛擬助教
    鷹架理論
    序列分析
    行為模式
    沉浸式學習
    數位遊戲式學習
    programming education
    generative artificial intelligence
    ChatGPT
    virtual teaching assistant
    scaffolding
    sequence analysis
    behavior pattern
    Immersive learning
    digital game-based learning
    日期: 2023
    上傳時間: 2023-09-01 15:55:40 (UTC+8)
    摘要: 學習程式設計已經是全世界的運動,特別是非資訊背景相關的學生在學習上會遇到非常多的困難,所以本研究設計了《Code Bunny》的 JavaScript 程式語言沉浸式學習遊戲,並加入生成式人工智慧 (ChatGPT) 技術實作之虛擬助教融入鷹架理論,除了提供學習者一個互動性強、沈浸式且具有學習鷹架的學習環境外,結合虛擬助教進行解答,引導學習者透過解決程式設計問題,循序漸進地學習和應用 JavaScript 程式語言。本研究探討加入 AI 虛擬助教的沉浸式學習模式,實施於非資訊背景的大學生與研究生學習 JavaScript 程式設計,欲了解此學習模式對學習者的學習成效、學習動機、心流狀態、活動焦慮、三階段的情緒狀態、綜合學習心得回饋與學習過程的行為模式之影響。研究對象為非資訊背景的大學生與研究生,總共 41 位實驗對象,實驗採用單一前後測設計,在受測者進行學習活動前,需填寫遊戲實驗同意書,並且進行先備知識前測,體驗完學習遊戲後,受測者需要再次填寫程式學習成效後測,此後測題目與前測相同,但是題號順序不同,接著完成 ARCS 動機量表、心流量表、活動焦慮量表和動機及情緒三階段量表,最後填寫一份質性的心得問卷,在遊戲體驗的過程中會要求受測者對螢幕進行錄影,除了分析上述的量表之外,其中實驗後的心得問卷將以質性方法進行分析,實驗也會將螢幕錄影內容編碼後進行序列分析,以了解受測者在使用 AI 虛擬助教輔助程式學習的行為模式。研究結果顯示,使用AI虛擬助教輔助沉浸式學習能夠有效提升學習者的JavaScript學習成效、動機和心流狀態。然而,仍有一些改進的空間,包括提升助教回答的準確性和指導性,改進遊戲介面的清晰度,以及更好地引導和延伸學習的能力。這些建議和改進將有助於進一步提升AI虛擬助教的效果和學習體驗。
    Learning programming is already a movement all over the world, especially students with non-information background will encounter a lot of difficulties in learning, so this study designed a JavaScript immersive learning game called "Code Bunny", and incorporating the virtual assistant into the implementation of generative AI (ChatGPT) technology into the scaffolding theory, in addition to providing learners with a highly interactive, immersive environment with learning scaffolding, the virtual teaching assistant is introduced to answer questions and guide learners through learn and apply the JavaScript programming step by step by solving programming problems. This study explores the immersive learning mode of adding AI virtual teaching assistants to learn JavaScript programming. The subjects of the study were 41 undergraduates and postgraduates with non-information background. This study is a single-group quasi-experimental design. The purpose of this experiment is to explore learners` learning effectiveness, learning motivation, flow state, learning anxiety, and emotional state. The research results show that the use of AI virtual teaching assistants to assist immersive learning can effectively improve learners` JavaScript learning effectiveness, motivation and flow state. However, there is still some room for improvement, including improving the accuracy and instructiveness of TA responses, improving the clarity of game interfaces, and the ability to better guide and extend learning. These suggestions and improvements will help to further enhance the effect and learning experience of AI virtual teaching assistants.
    參考文獻: 史美瑤(2012)。 21 世紀的教學: 以 [學生學習為中心] 的教師發展. 評鑑雙月刊(36), 42-44。
    吳佩芬(2016)。 特色街區導覽系統之使用者情緒與沉浸經驗研究. 設計學報 (Journal of Design), 21(2)。
    李恩萱(2018)。 大學生運算思維與程式設計學習成就研究.
    洪美雪(2001)。 字幕對外語學習成效影響之探究. 國立成功大學教育研究所已出版之碩士論文, 台南。
    紀鈞翊(2021)。 整合情境線索與卡片遊戲編輯工具的遠距同步地理協作解題活動的設計與分析. In。
    徐文俊(2017)。數位遊戲融入 Unity 程式設計學習系統之建構與其成效之探討 國立臺南大學.].
    陳麗純(2008)。 以 ARCS 動機模式分析大學生圖書館利用教育之學習動機. 輔仁大學圖書資訊學研究所碩士論文 (未出版), 新北市。
    黃國禎、蘇俊銘、陳年興(2015)。數位學習導論與實務 (第二版). 博碩文化股份有限公司。
    蔡仕筌、蔡銘修(2018)。 淺談數位遊戲式學習與 APP 設計應用實施. 臺灣教育評論月刊, 7 (5), 229-233。
    鄭文瑜(2022)。支援虛擬夥伴之數位遊戲式學習模式對國小學生數學學習成效之影響 國立臺北教育大學數學暨資訊教育學系碩士在職專班].
    Aho, A. V. (2012). Computation and computational thinking. The computer journal, 55(7), 832-835.
    Bakeman, R., & Gottman, J. M. (1997). Observing interaction: An introduction to sequential analysis. Cambridge university press.
    Beaubouef, T., & Mason, J. (2005). Why the high attrition rate for computer science students: some thoughts and observations. ACM SIGCSE Bulletin, 37(2), 103-106.
    Becker, K. (2007). Digital game‐based learning once removed: Teaching teachers. British journal of educational technology, 38(3), 478-488.
    Belland, B. R. (2017). Instructional scaffolding in STEM education: Strategies and efficacy evidence. Springer Nature.
    Bieleke, M., Gogol, K., Goetz, T., Daniels, L., & Pekrun, R. (2021). The AEQ-S: A short version of the Achievement Emotions Questionnaire. Contemporary Educational Psychology, 65, 101940.
    Bowman, S. L. (2018). 22 Immersion and Shared Imagination in Role-Playing Games.
    Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. 1989, 18(1), 32-42.
    Chen, C.-H., & Law, V. (2016). Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation. Computers in human behavior, 55, 1201-1212.
    Committee, K.-C. S. F. S. (2016). K-12 computer science framework. ACM.
    Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & education, 59(2), 661-686.
    Cooper, S., Dann, W., & Pausch, R. (2000). Alice: a 3-D tool for introductory programming concepts. Journal of computing sciences in colleges, 15(5), 107-116.
    Csikszentmihalyi, M. (1990). Flow: The psychology of optimal performance.(1990). In: Cambridge University Press.
    Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. Jossey-bass.
    Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. Handbook of research on educational communications and technology, 723-734.
    Del Rio, P., & Alvarez, A. (2007). Inside and outside the zone of proximal development: An ecofunctional reading of Vygotsky.
    Derus, S., & Ali, A. M. (2012). Difficulties in learning programming: Views of students. 1st International Conference on Current Issues in Education (ICCIE 2012),
    Djambong, T., & Freiman, V. (2016). Task-Based Assessment of Students` Computational Thinking Skills Developed through Visual Programming or Tangible Coding Environments. International Association for Development of the Information Society.
    Durak, H. Y., & Saritepeci, M. (2018). Analysis of the relation between computational thinking skills and various variables with the structural equation model. Computers & education, 116, 191-202.
    Finneran, C. M., & Zhang, P. (2005). Flow in computer-mediated environments: Promises and challenges. Communications of the association for information systems, 15(1), 4.
    Fiorella, L., Kuhlmann, S., & Vogel-Walcutt, J. J. (2019). Effects of playing an educational math game that incorporates learning by teaching. Journal of Educational Computing Research, 57(6), 1495-1512.
    Gredler, M. E. (2012). Understanding Vygotsky for the classroom: Is it too late? Educational Psychology Review, 24, 113-131.
    Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38-43.
    Hebert, C., & Jenson, J. (2019). Digital game-based pedagogies: Developing teaching strategies for game-based learning. Journal of Interactive Technology and Pedagogy, 15, 1-18.
    Hill, J. R., & Hannafin, M. J. (2001). Teaching and learning in digital environments: The resurgence of resource-based learning. Educational Technology Research and Development, 49(3), 37-52.
    Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective" edutainment.". Citeseer.
    Hou, H.-T. (2012). Analyzing the learning process of an online role-playing discussion activity. Journal of Educational Technology & Society, 15(1), 211-222.
    Hou, H.-T. (2015). Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration. Computers in human behavior, 48, 424-435.
    Hou, H.-T., & Chou, Y.-S. (2012). Exploring the technology acceptance and flow state of a chamber escape game-Escape The Lab© for learning electromagnet concept. ICCE 2012, 38.
    Hwang, G.-J., & Wang, S.-Y. (2016). Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies. Computers & education, 102, 188-201.
    ISTE, I., & CSTA, C. (2011). Operational definition of computational thinking for K-12 education. National Science Foundation.
    Jaemu, L., Kim, Y., & Lee, Y. (2008). A web-based program to motivate underachievers learning number sense. International Journal of Instructional Media, 35(2), 185-195.
    John, M. K., & Thomas, W. K. (2018). An application of the ARCS model of motivational design. In Instructional theories in action (pp. 289-320). Routledge.
    Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of instructional development, 10(3), 2-10.
    Keller, J. M. (2009). Motivational Design for Learning and Performance: The ARCS Model Approach. Springer Science & Business Media.
    Keller, J. M., & Kopp, T. W. (1987). An application of the ARCS Model of Motivational Design. In Instructional theories in action: Lessons illustrating selected theories and models. (pp. 289-320). Lawrence Erlbaum Associates, Inc.
    Kiili, K. (2006). Evaluations of an experiential gaming model. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments.
    Kinnunen, P., & Malmi, L. (2006). Why students drop out CS1 course? Proceedings of the second international workshop on Computing education research,
    Kinzie, M. B., & Joseph, D. R. (2008). Gender differences in game activity preferences of middle school children: implications for educational game design. Educational Technology Research and Development, 56, 643-663.
    Ko, A. J., Myers, B. A., & Aung, H. H. (2004). Six learning barriers in end-user programming systems. 2004 IEEE Symposium on Visual Languages-Human Centric Computing,
    Krashen, S. (1981). Second language acquisition. Second Language Learning, 3(7), 19-39.
    Krashen, S. D. (1981). Bilingual education and second language acquisition theory. Schooling and language minority students: A theoretical framework, 51-79.
    Kusmaryono, I., Gufron, A. M., & Rusdiantoro, A. (2020). Effectiveness of scaffolding strategies in learning against decrease in mathematics anxiety level. NUMERICAL: Jurnal Matematika Dan Pendidikan Matematika, 13-22.
    Ma, F.-t., & Yeh, M.-Y. (2015). The development of the situated learning materials in the nursing and communication course. 2015 8th International Conference on Ubi-Media Computing (UMEDIA),
    Maryam, B., Sören, H., & Gunilla, L. (2020). Putting scaffolding into action: Preschool teachers’ actions using interactive whiteboard. Early Childhood Education Journal, 48, 79-92.
    McCracken, L. M., & Eccleston, C. (2003). Coping or acceptance: what to do about chronic pain? Pain, 105(1-2), 197-204.
    McDermott, R., Eccleston, G., & Brindley, G. (2008). More than a good story—can you really teach programming through storytelling? Innovation in Teaching and Learning in Information and Computer Sciences, 7(1), 34-43.
    Medeiros, R. P., Ramalho, G. L., & Falcão, T. P. (2018). A systematic literature review on teaching and learning introductory programming in higher education. IEEE Transactions on Education, 62(2), 77-90.
    Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students` learning outcomes in K-12 and higher education: A meta-analysis. Computers & education, 70, 29-40.
    Mitchell, K. M., Harrigan, T., Stefansson, T., & Setlack, H. (2017). Exploring self-efficacy and anxiety in first-year nursing students enrolled in a discipline-specific scholarly writing course. Quality Advancement in Nursing Education-Avancées En Formation Infirmière, 3(1), 4.
    Moore, T. J., Brophy, S. P., Tank, K. M., Lopez, R. D., Johnston, A. C., Hynes, M. M., & Gajdzik, E. (2020). Multiple representations in computational thinking tasks: a clinical study of second-grade students. Journal of Science Education and Technology, 29(1), 19-34.
    Mystakidis, S., Filippousis, G., Tolis, D., & Tseregkouni, E. (2021). Playful metaphors for narrative-driven e-learning. Applied Sciences, 11(24), 11682.
    Mystakidis, S., & Lympouridis, V. (2023). Immersive Learning. Encyclopedia, 3(2), 396-405. https://www.mdpi.com/2673-8392/3/2/26
    Nagappan, N., Williams, L., Ferzli, M., Wiebe, E., Yang, K., Miller, C., & Balik, S. (2003). Improving the CS1 experience with pair programming. ACM SIGCSE Bulletin, 35(1), 359-362.
    Nilsson, N. C., Nordahl, R., & Serafin, S. (2016). Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence. Human technology, 12(2), 108-134.
    Pagano, K. O. (2013). Immersive learning. American Society for Training and Development.
    Pappas, C. (2015). Gamification vs game-based eLearning: Can you tell the difference. In.
    Pekrun, R. (2005). Progress and open problems in educational emotion research. Learning and instruction, 15(5), 497-506.
    Phillips, P. (2009). Computational Thinking. A Problem Solving Tool for Every Classroom. CSTA.
    Piteira, M., & Costa, C. (2013). Learning computer programming: study of difficulties in learning programming. Proceedings of the 2013 International Conference on Information Systems and Design of Communication,
    Pivec, M. (2007). Play and learn: potentials of game‐based learning. In (Vol. 38, pp. 387-393): Blackwell Publishing Ltd Oxford, UK.
    Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
    Prensky, M. (2007). How to teach with technology: Keeping both teachers and students comfortable in an era of exponential change. Emerging technologies for learning, 2(4), 40-46.
    Qian, Y., & Lehman, J. (2017). Students’ misconceptions and other difficulties in introductory programming: A literature review. ACM Transactions on Computing Education (TOCE), 18(1), 1-24.
    Raymond, E. (2000). Cognitive characteristics: Learners with mild disabilities. Needham Heights: Allyn& Bacon Com.
    Rogalski, J., & Samurçay, R. (1990). Chapter 2.4 - Acquisition of Programming Knowledge and Skills. In J. M. Hoc, T. R. G. Green, R. Samurçay, & D. J. Gilmore (Eds.), Psychology of Programming (pp. 157-174). Academic Press. https://doi.org/https://doi.org/10.1016/B978-0-12-350772-3.50015-X
    Ryan, M.-L. (2001). Narrative as virtual reality. Immersion and Interactivity in Literature, 357-359.
    Ryan, M.-L. (2008). Interactive narrative, plot types, and interpersonal relations. Interactive Storytelling: First Joint International Conference on Interactive Digital Storytelling, ICIDS 2008 Erfurt, Germany, November 26-29, 2008 Proceedings 1,
    Sax, L. J., Lehman, K. J., & Zavala, C. (2017). Examining the Enrollment Growth: Non-CS Majors in CS1 Courses. Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education.
    Saye, J. W., & Brush, T. (2002). Scaffolding critical reasoning about history and social issues in multimedia-supported learning environments. Educational Technology Research and Development, 50(3), 77-96.
    Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 6(6), 603-616.
    Smith, L., & Mann, S. (2002). Playing the game: A model for gameness in interactive game based learning. Proceedings of the 15th Annual NACCQ,
    Tiantong, M., & Teemuangsai, S. (2013). Student Team Achievement Divisions (STAD) Technique through the Moodle to Enhance Learning Achievement. International Education Studies, 6(4), 85-92.
    Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in human behavior, 9(4), 411-426.
    Wesiak, G., Steiner, C. M., Moore, A., Dagger, D., Power, G., Berthold, M., Albert, D., & Conlan, O. (2014). Iterative augmentation of a medical training simulator: Effects of affective metacognitive scaffolding. Computers & education, 76, 13-29.
    Wilkinson, P. (2016). A brief history of serious games. Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers,
    Wing, J. (2011). Research notebook: Computational thinking—What and why. The link magazine, 6, 20-23.
    Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35.
    Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Journal of child psychology and psychiatry, 17(2), 89-100.
    Wu, H.-L., & Pedersen, S. (2011). Integrating computer-and teacher-based scaffolds in science inquiry. Computers & education, 57(4), 2352-2363.
    描述: 碩士
    國立政治大學
    數位內容碩士學位學程
    106462011
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0106462011
    資料類型: thesis
    顯示於類別:[數位內容碩士學位學程] 學位論文

    文件中的檔案:

    檔案 描述 大小格式瀏覽次數
    201101.pdf46306KbAdobe PDF2147檢視/開啟


    在政大典藏中所有的資料項目都受到原著作權保護.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回饋