研究生: |
李昆憶 Li, Kun-Yi |
---|---|
論文名稱: |
寶藏迷宮:結合競爭式實境遊戲與嵌入式程式之課程設計與討論 Maze Dungeon: The Design and the Discussion of the Course that Combines Competitive Reality Games and Embedded Programming |
指導教授: |
蘇文鈺
Su, Wen-Yu |
學位類別: |
碩士 Master |
系所名稱: |
電機資訊學院 - 資訊工程學系 Department of Computer Science and Information Engineering |
論文出版年: | 2017 |
畢業學年度: | 105 |
語文別: | 英文 |
論文頁數: | 35 |
中文關鍵詞: | 競爭式實境遊戲 、嵌入式程式 、主動學習 |
外文關鍵詞: | Competitive reality games, Embedded programming, Active Learning |
相關次數: | 點閱:106 下載:7 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
隨著 Maker 風氣在台灣盛行,越來越多人開始接觸嵌入式程式。學習嵌入式程式,除了程式本身之外,還需要學習硬體運作原理與基礎電子的等觀念,均需要透過大量實作來理解。因此本論文設計一堂以自走迷宮車為主題的入門課程-寶藏迷宮,結合競爭式實境遊戲,帶領學生初探硬體控制的世界。本課程在教導完基本知識後,讓學生自由摸索、設計、實作、測試自己的迷宮車,以達成競賽設定的目標。課程測驗以競賽的方式進行,一共分三個階段:期中戰、積分賽、期末戰。每個階段的目標均與前一個階段的目標有關,引導學生逐步完成一台功能完整的迷宮車。期中戰競賽對象為助教,以個人戰進行;積分賽與期末戰的競賽對象為其他學生,以隊伍戰進行。每一階段的競賽皆有對應的迷宮,在期末戰學生也能設計迷宮做為對戰一方的題目。學生的課堂成績以競賽結果與策略報告為評分標準。在課程結束後,以問券調查學生對於本課程的感想與意見,並統計分析之。調查結果顯示:(a) 認為課程主題相當有趣、(b) 能學習到嵌入式程式的相關知識、(c) 激發自學與自我挑戰。有些學生甚至積極提出改善意見,期望課程能夠繼續開設。
As the fever of maker movement sweeps around Taiwan, more and more people start to learn embedded programming. When learning embedded programming, one not only needs to learn programming, but also needs to learn the principle of the operation of the hardware and the basic electronics. These concepts can be learned through a lot of hands-on practice. We designed a maze car-themed introductory course - Maze Dungeon, combining the competitive reality games, to lead students to the world of embedded programming. After the introduction of the fundamental knowledge in the class, students are allowed to freely explore, design, implement, and test their own maze cars to achieve the goal of the competitions. The assessments of the course are in the form of competition. There are three phases of competition - midterm match, points race, and final match. The goal of each competition is related to the goal of the previous one, which leads students to gradually complete maze cars. The midterm match is in the form of the individual match and the competitors are the teaching assistants. Both the points race and final match are in the form of team match and the competitors are the other students in the class. Each competition has corresponding mazes, and in the final match students can design mazes to be used in the competition. By the end of the course, a questionnaire is used to survey students' opinions and experiences. The result shows that (a) the theme of this course is interesting, (b) students can learn the relative knowledge of the embedded programming in this course, and (c) this course can facilitate active learning and self-challenge. Some students even give us suggestions and hope this course can be opened again in the future.
[1] Biggs, J. B. (2011), Teaching for Quality Learning at University (4th ed.), U.K.: McGraw-Hill Education.
[2] Bilgin, I., Karakuyu, Y., & Ay, Y. (2015). The Effects of Project Based Learning on Undergraduate Students' Achievement and Self-Efficacy Beliefs Towards Science Teaching. Eurasia Journal of Mathematics, Science & Technology Education, 11(3), pp. 467-477.
[3] Domínguez, C., & Jaime, A. (2010). Database design learning: A project-based approach organized through a course management system. Computers & Education, 55(3), pp. 1312-1320.
[4] Hung, H. C., Young, S. S. C., & Lin, C. P. (2015). No student left behind: a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan. Technology, Pedagogy and Education, 24(1), pp. 35-49.
[5] Julian, J. W., & Perry, F. A. (1967). Cooperation contrasted with intra-group and inter-group competition. Sociometry, pp. 79-90.
[6] Kasvi, J. (2000). Not just fun and games-Internet games as a training medium. Cosiga–Learning With Computing Simulation, pp. 22-33.
[7] Likert, R. (1932). A technique for the measurement of attitudes. Archives of Psychology, 22(140), p. 55.
[8] Pivec, M., & Kearney, P. (2007). Games for learning and learning from games. Organizacija, 40(6), pp. 267-272.
[9] Prensky, M. (2001). Digital game-based learning (1st ed.), New York: McGraw-Hill.
[10] Sahin, M. (2009). Correlations of Students' Grades, Expectations, Epistemological Beliefs and Demographics in a Problem-Based Introductory Physics Course. International Journal of Environmental and Science Education, 4(2), pp. 169-184.
[11] Tani, J., Paull, L., Zuber, M. T., Rus, D., How, J., Leonard, J., & Censi, A. (2016). Duckietown: an innovative way to teach autonomy, International Conference EduRobotics 2016, pp. 104-121, Athens, November 25, 2016.