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研究生: 杜仲弘
Du, Jhong-Hong
論文名稱: 應用於適性化數位學習之智能代理人研發:以身心障礙學生社會技巧學習為例
Development of Smart Agent for Adaptive e-Learning: Social Skills Learning of Students with Disabilities as an Example
指導教授: 陳裕民
Chen, Yuh-Min
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 製造資訊與系統研究所
Institute of Manufacturing Information and Systems
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 113
中文關鍵詞: 智慧代理人數位學習遊戲式學習適性化學習社會技巧學習支持系統
外文關鍵詞: Intelligent Agent, Smart Agent, Adaptive e-Learning, Social skills Learning, Students with Disabilities
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  • 隨著資訊科技的蓬勃發展,代理人應用於許多領域皆取得不錯的效果,在數位學習領域中也有許多代理人相關的應用。身心障礙學生具個別差異大的特質,特別需要適性化學習與輔導,若能透過代理人掌握學生於數位學習之學習狀態,如所面臨的學習困難或是當前發生的問題行為,並預測可能發生的學習困難或問題行為,分析其背後原因,了解引發學生問題行為之前事以及功能需求,給予學生適當的學習支持與輔導,當能讓學生獲得更大的學習成效。
    本研究之目的在以智慧型代理人為體、資料科學方法與技術為用,設計具監控、預測、原因分析、決策、輔導、學習能力之智能代理人模型,再依此針對特殊學生社會互動學習,開發智能化社會互動學習輔導代理人,並透過遊戲式社會互動能力學習平台,驗證智能代理人之可行性與學習輔導代理人對於身心障礙學生社會互動能力提升之有效性。
    本研究透過十二名台南市國小一至五年級資源班身心障礙學生,利用「次數和比率記錄」記錄方法,連續紀錄學生於遊戲時段內之正負向行為,透過視覺分析法以及簡化時間序列C統計,分析學生於遊戲時段內正負向行為頻率變化趨勢,以探討受試者在社會技巧各項目之進步狀況。實驗結果顯示受試者之問題行為頻率有明顯下降之趨勢,並且正向行為之趨勢呈現上升。透過學生遊戲動作歷程以及移動歷程可發現學生電腦操作技巧有所提升,且隨著實驗次數增加,學生從隨著系統提示幫助他人、請求他人幫助到主動與他人正向互動、合作搬運,其所展現之社會技巧有增加之趨勢,說明此學習平台對於社會技巧學習有正面效益。

    The purpose of this study was to design a “smart agent model” that monitors, predicts behavior, conducts behavioral analysis, makes decisions, provides counseling, and learns through data science methods. Then, according to the model, a smart social interaction learning coaching agent is developed and applied to social interaction learning of special education students. Finally, the game-based social skills learning platform is used to verify the feasibility of special education digital learning smart agents and the effectiveness of learning and consulting agents on the social interaction ability of students with disabilities. The study arranged for 12 students from the Tainan City Elementary School to the fifth-grade resource class for disabilities to conduct experiments. Through the visual analysis method and simplified time series C statistics, the trend of the positive and negative behavior frequency of students during the game period is analyzed, and the progress of the disciplines in various social skill projects is discussed. The experimental results showed that the subject's problem behavior frequency decreased significantly and the trend of positive behavior increased. Students' computer skills can be improved through the student's game action footprint and game movement footprint. As the number of experiments increases, students help others or seek help from others by listening to the system prompts progress to actively interacting with others and cooperating to solve problems. The above situation indicates that the growth trend of students' social skills proves that this learning platform has positive benefits for social skills learning.

    摘要 I 誌謝 VIII 目錄 IX 表目錄 XII 圖目錄 XIV 第一章、緒論 1 1.1研究背景 1 1.2研究動機 1 1.3研究目的 3 1.4問題分析 3 1.5研究項目與方法 4 1.6研究步驟 5 第二章、文獻探討 7 2.1研究領域探討 7 2.1.1身心障礙學生之認知特質、社會互動能力 7 2.1.2身心障礙學生之問題行為 8 2.1.3數位遊戲式學習 9 2.2應用技術與方法 10 2.2.1認知科學 10 2.2.2資料科學 11 2.3相關研究 12 2.3.1智慧代理人 13 第三章、智能代理人設計 15 3.1智能之定義 15 3.1.1智能之一般性定義 15 3.1.2從認知科學說明智能 15 3.1.3從資料科學說明智能 16 3.2智能代理人模型設計 17 第四章、遊戲式數位學習平台規劃與設計 19 4.1學習流程 19 4.2學習支持與輔導 21 4.3系統架構設計 23 4.3.1使用者功能架構 24 4.3.2軟體架構 24 4.3.3資料管理 31 4.3.4資料庫 31 第五章、適用於數位學習之智能代理人設計 33 5.1智能代理人設計 33 5.2代理人物件模型設計 34 5.3互動模型設計 34 第六章、智能代理人之實現技術開發 37 6.1 技術架構 37 6.2 應用分析與應用演算法 37 6.2.1異常偵測 38 6.2.2趨勢預測 38 6.2.3原因分析 40 6.2.4策略分析 42 6.2.5知識精煉 43 6.3基本演算法 43 6.3.1時間序列特徵探勘演算法(Prefix Span) 43 6.3.2問題行為判定規則 44 6.3.3百分位數方法(Percentile Method) 45 6.3.4單調鏈凸殼演算法(Andrew's Monotone Chain) 45 6.3.5旋轉卡尺法(Rotating Caliper) 46 6.3.6多層感知器神經網路(Multilayer Perceptron) 47 第七章、實作與驗證 49 7.1實作環境與系統畫面展示 49 7.1.1 實作環境 49 7.1.2 遊戲式學習平台畫面展示 50 7.2實驗與結果 52 7.2.1研究對象綜合描述與分組 53 7.2.2實驗設計 54 7.2.3結果分析 55 第八章、結論與建議 78 8.1結論 78 8.2討論 78 8.3未來研究與方向 79 參考文獻 81 附錄一:動作列表(對自己與其他玩家) 87 附錄二:動作列表(對NPC與其他) 88 附錄三:感知列表 88 附錄四:圖形介面列表 89 附錄五:UML物件模型 90 附錄六:UML循序圖 93 附錄七:遊戲式學習平台畫面 98

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