§ 瀏覽學位論文書目資料
  
系統識別號 U0002-0406201822415700
DOI 10.6846/TKU.2018.00100
論文名稱(中文) 探究虛擬實境中視覺認知風格對臨場感與科學感知學習的影響
論文名稱(英文) Exploring the Effects of Visual Cognitive Styles on Presence and Science Perceived Learning in Virtual Reality
第三語言論文名稱
校院名稱 淡江大學
系所名稱(中文) 教育領導與科技管理博士班
系所名稱(英文) Doctoral Program of Educational Leadership and Technology Management, College of Education
外國學位學校名稱
外國學位學院名稱
外國學位研究所名稱
學年度 106
學期 2
出版年 107
研究生(中文) 翁鴻仁
研究生(英文) Hung-Jen Weng
學號 802760107
學位類別 博士
語言別 繁體中文
第二語言別
口試日期 2018-06-01
論文頁數 148頁
口試委員 指導教授 - 徐新逸
委員 - 吳柏林
委員 - 張鈿富
委員 - 邱瓊慧
委員 - 張瓊穗
關鍵字(中) 虛擬實境
視覺認知風格
臨場感
科學感知學習
關鍵字(英) Virtual Reality
Visual Cognitive Style
Presence
Science Perceived Learning
第三語言關鍵字
學科別分類
中文摘要
隨著虛擬實境(Virtual Reality, VR)技術快速發展,其在教育的應用亦逐漸普及。然而,目前的教育應用侷限在桌上型虛擬實境(Desktop VR),而且研究對象也多集中在高等教育階段,在中等學校科學教育的相關軟體及配套仍相當缺乏。在虛擬實境內容方面,多數研究採用具有物件特徵屬性的學習任務,但是在需要空間概念和抽象思考的物理學科學習上,則非常稀少。
本研究採用徐新逸和周雲虎於2017年所開發的「3D雲端虛擬物理實驗室」(CVLab)虛擬實境軟體中的「載流導線」單元,探討在虛擬實境的科學學習體驗後,學生的視覺認知風格屬性─包含物件視覺風格和空間視覺風格,對虛擬實境各向度─包含臨場感、滿意度及科學感知學習的影響。於是,本研究以65位高中學生為對象,探討高、中、低不同程度的物件視覺風格和空間視覺風格,對虛擬實境各向度的影響。此外,更進一步地比較在頭戴式顯示器的沉浸式虛擬實境和桌上型電腦的非沉浸式虛擬實境之科學學習課程中,學生的表現差異。
研究發現,於頭戴式顯示器或桌上型電腦螢幕的情境下,高、中、低不同程度物件視覺風格或空間視覺風格,在臨場感、滿意度和科學感知學習的表現無顯著差異。於前述兩種虛擬實境情境差異分析中,就高空間視覺風格,採用頭戴式顯示器的滿意度顯著優於桌上型電腦螢幕;就中物件和中空間視覺風格,採用頭戴式顯示器的臨場感和滿意度顯著優於桌上型電腦螢幕;就低空間視覺風格,採用頭戴式顯示器的臨場感顯著優於桌上型電腦螢幕。因此,本研究使用空間任務的虛擬實驗室內容與搭配的科技內容教學模式,除補強視覺認知風格在科學教育學習理論的完整性,亦建議對低空間視覺風格學習者給予空間視覺的學習支援。
英文摘要
The educational applications of Virtual Reality (VR) are more popular in diverse areas including high education, engineering, and medical field.  However, virtual reality in high school science education has generally been neglected in recent educational researches for a variety of reasons, such as lack of VR equipment and subject-related software.  Few studies covering k12 science education are still limited to the desktop VR and learning tasks involving visual object attribute, which are classified as the non-immersive virtual reality and understood by visual attention.
In order to enlarge the scope of visual cognitive styles theory, this study adopted the Head-Mounted Display (HMD) that strove to immerse learners in virtual environment via well-designed spatial learning tasks, thereby greatly investigating the influences of virtual reality on presence, satisfaction, and science perceived learning with visual cognitive styles.  The virtual physics laboratory, 3D Cloud Virtual Physics Laboratory (CVLab) developed by Shyu and Chou (2017), was adopted for examining the effects of VR-based learning experience for the high school students with various levels of visual cognitive styles constructed of object visual style and spatial visual style.
Subjects were 65 high school students in this study.  The results in case of immersive virtual reality did not indicate a significant difference in the presence, satisfaction, and science perceived learning that students categorized into high, medium, and low levels of object visual style.  This was the same case in the non-immersive virtual reality.  Moreover, the data also showed that there were no significant differences in presence, satisfaction, and science perceived learning among the high, medium, and low levels of spatial visual style, both in cases of immersive and non-immersive virtual reality.
Comparisons were made between immersive and non-immersive virtual reality situation in this study as well.  It was concluded that presence and satisfaction performed better in immersive virtual reality for the students with medium level of object and spatial visual style, compared to non-immersive virtual reality.  Meanwhile, science perceived learning showed the same performance for the students in all three levels of object and spatial visual style, both in terms of immersive and non-immersive virtual reality.  This study highlights the importance of providing the adaptive visual support in science curriculum for the students with low spatial visual style.
第三語言摘要
論文目次
第一章	緒論………………………………………………………	1
第一節	研究背景與動機…………………………………………	1
第二節	研究目的與問題…………………………………………	8
第三節	名詞釋義…………………………………………………	9
第四節	研究貢獻…………………………………………………	12
第五節	研究範圍與限制…………………………………………	14
第二章	文獻探討…………………………………………………	17
第一節	虛擬實境…………………………………………………	17
第二節	視覺認知風格……………………………………………	27
第三節	臨場感……………………………………………………	33
第四節	科學感知學習……………………………………………	39
第三章	研究方法…………………………………………………	47
第一節	研究架構…………………………………………………	47
第二節	研究假設…………………………………………………	48
第三節	研究對象…………………………………………………	51
第四節	研究工具…………………………………………………	53
第五節	研究流程…………………………………………………	61
第六節	資料分析…………………………………………………	63
第四章	研究結果與討論…………………………………………	69
第一節	視覺認知風格在沉浸式虛擬實境的影響分析…………	69
第二節	視覺認知風格在非沉浸式虛擬實境的影響分析………	81
第三節	視覺認知風格在不同虛擬實境的影響差異分析………	94
第五章	結論與建議………………………………………………	111
第一節	結論………………………………………………………	111
第二節	建議………………………………………………………	114
參考文獻…………………………………………………………	119
壹、中文部分……………………………………………………	119
貳、外文部分……………………………………………………	120
附錄………………………………………………………………	133
附錄一	虛擬實驗室軟體…………………………………………	133
附錄二	「預測─觀察─解釋」學習單……………………………	135
附錄三	專家內容效度意見………………………………………	141
附錄四	正式問卷…………………………………………………	147

表次
表2-1	不同虛擬實境類型特性摘要表…………………………………………	19
表3-1	沉浸式與非沉浸式虛擬實境之不同視覺認知風格分組人數摘要表…	52
表3-2	載流導線虛擬實驗室POE教學活動任務表……………………………	56
表3-3	量表初稿修正意見專家學者一覽表……………………………………	58
表3-4	視覺認知風格與虛擬實驗室預試量表之信度分析結果………………	60
表4-1	沉浸式虛擬實境中視覺認知風格各向度之敘述性統計摘要表………	70
表4-2	沉浸式虛擬實境中視覺認知風格量表之各題平均數與標準差表……	71
表4-3	沉浸式虛擬實境各向度整體之敘述性統計摘要表……………………	72
表4-4	沉浸式虛擬實境量表之各題平均數與標準差表………………………	73
表4-5	視覺認知風格與沉浸式虛擬實境各向度之間相關性係數摘要表……	74
表4-6	沉浸式虛擬實境中不同物件視覺風格之視覺認知風格檢定摘要表…	76
表4-7	沉浸式虛擬實境中不同物件視覺風格之虛擬實境無母數檢定摘要表	77
表4-8	沉浸式虛擬實境中不同空間視覺風格之視覺認知風格檢定摘要表…	78
表4-9	沉浸式虛擬實境中不同空間視覺風格之虛擬實境無母數檢定摘要表	79
表4-10	沉浸式虛擬實境中視覺認知風格對虛擬實境之無母數檢定歸納表…	81
表4-11	非沉浸式虛擬實境中視覺認知風格各向度之敘述性統計摘要表……	82
表4-12	非沉浸式虛擬實境中視覺認知風格量表之各題平均數與標準差表…	83
表4-13	非沉浸式虛擬實境各向度整體之敘述性統計摘要表…………………	84
表4-14	非沉浸式虛擬實境量表之各題平均數與標準差表……………………	85
表4-15	視覺認知風格與非沉浸式虛擬實境各向度之相關係數摘要表………	86
表4-16	非沉浸式虛擬實境中不同物件視覺風格之視覺認知風格檢定摘要表	87
表4-17	非沉浸式虛擬實境中不同物件視覺風格之虛擬實境檢定摘要表……	88
表4-18	非沉浸式虛擬實境中不同空間視覺風格之視覺認知風格檢定摘要表	89
表4-19	非沉浸式虛擬實境中不同空間視覺風格之虛擬實境檢定摘要表……	90
表4-20	非沉浸式虛擬實境中視覺認知風格對虛擬實境之無母數檢定歸納表	93
表4-21	不同虛擬實境中樣本的視覺認知風格差異分析表……………………	95
表4-22	高物件視覺風格在不同虛擬實境之視覺認知風格各向度差異分析表	96
表4-23	高物件視覺風格在不同虛擬實境之虛擬實境各向度差異分析表……	97
表4-24	中物件視覺風格在不同虛擬實境之視覺認知風格各向度差異分析表	97
表4-25	中物件視覺風格在不同虛擬實境之虛擬實境各向度差異分析表……	98
表4-26	低物件視覺風格在不同虛擬實境之視覺認知風格各向度差異分析表	99
表4-27	低物件視覺風格在不同虛擬實境之虛擬實境各向度差異分析表……	99
表4-28	高空間視覺風格在不同虛擬實境之視覺認知風格各向度差異分析表	100
表4-29	高空間視覺風格在不同虛擬實境之虛擬實境各向度差異分析表……	101
表4-30	中空間視覺風格在不同虛擬實境之視覺認知風格各向度差異分析表	102
表4-31	中空間視覺風格在不同虛擬實境之虛擬實境各向度差異分析表……	103
表4-32	低空間視覺風格在不同虛擬實境之視覺認知風格各向度差異分析表	104
表4-33	低空間視覺風格在不同虛擬實境之虛擬實境各向度差異分析表……	105
表4-34	視覺認知風格在沉浸式與非沉浸式虛擬實境之影響差異分析歸納表	107


 
圖次
圖2-1	多媒體學習的認知理論…………………………………………………	28
圖2-2	視覺認知風格和言語認知風格模型……………………………………	29
圖3-1	視覺認知風格對虛擬實境臨場感滿意度和科學感知學習關係架構圖	48
圖3-2	研究流程圖………………………………………………………………	62
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