研究生: |
林佩璇 Lin, Pei-Hsuan |
---|---|
論文名稱: |
探討擴增實境技術應用於無所不在學習環境之影響 Exploring the impact of using augmented reality technology in ubiquitous learning environments |
指導教授: |
黃悅民
Huang, Yueh-Min |
學位類別: |
博士 Doctor |
系所名稱: |
工學院 - 工程科學系 Department of Engineering Science |
論文出版年: | 2021 |
畢業學年度: | 109 |
語文別: | 英文 |
論文頁數: | 86 |
中文關鍵詞: | 無所不在學習 、擴增實境技術 、心流體驗 、想像力 、學習動機 |
外文關鍵詞: | Ubiquitous learning, Augmented reality technology, Flow experience, Imaginative capability, Learning motivation |
相關次數: | 點閱:171 下載:0 |
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隨著資訊技術的創新與行動載具的普及使用,數位學習與數位化的教學方式從教室內的學習而轉變為結合資訊科技與行動載具的行動學習與無所不在學習,提供許多教育融入生活環境的機會。無所不在學習是以學習者為中心,使學習不受限於時間與空間的束縛,使學習者能在真實環境中互動體驗將資訊整合、提升學習者自主發掘學習內容的能力,進而影響到學習成效。為加深無所不在學習的探索,本研究著重於探討如何結合教學策略於無所不在學習環境中,並了解學生學習過程中的體驗、想法與能力的培養,以提升學生在無所不在學習環境中的成效與體驗。
本研究將以無所不在學習環境為基礎,結合擴增實境技術中虛擬圖文內容與實際環境產生互動特性,探討學生在學習活動過程中對學習成效以及心流體驗的影響。由於許多研究有指出科技輔助學習過程中,能力的培養至關重要,本研究亦結合學習動機模型,進一步探討擴增實境數位繪本在無所不在學習環境中對學生學習動機與想像力的影響,並透過虛實圖文與傳統圖文課本的學習作對比,呈現在能力上的培養有何差異。另外,兩性學生在學習成效、學習體驗與主觀想法方面是否存在性別差異也是本研究關注的議題。在實驗分析結果部分,顯示學生在結合擴增實境的無所不在學習環境中,有助於學習成效、心流體驗、想像力與學習動機提升;在性別差異上,外在動機、轉變想像力以及動機模型中的相關、信心與滿意度有差異。
Due to the innovations of information technology and the broad use of mobile devices, learning and teaching approaches have changed from e-learning in the classroom to mobile learning and ubiquitous learning that combines information technology and mobile devices, which provides many opportunities for education to be integrated into the living environment. Ubiquitous learning is mainly learner-centered, and students are not limited to time or place in this interactive experience, meaning learners discover learning content in a real environment, and learners can improve their ability to discover learning material independently. The objective and challenge of this study are how to integrate teaching strategies in a ubiquitous learning environment, understand students’ experience, and increase the development of their thinking and abilities in the learning process, in order to enhance students’ learning outcome and experience.
Therefore, this study is based on the ubiquitous learning environment, which is combined with the interactive characteristics of virtual graphic content in augmented reality technology and the actual environment, and explores the impact on students’ learning achievement, flow experience, imaginative capability, and learning motivation during the learning activities. In addition, whether there are gender differences is another point of this study. The results of the experimental analysis show that students in the ubiquitous learning environment combined with augmented reality can help improve learning achievement, flow experience, imaginative capability, and learning motivation; in terms of extrinsic motivation, transforming imagination and motivation show differences by gender.
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