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系統識別號 U0002-3012201100421100
中文論文名稱 遊戲式學習模式與雛型系統發展
英文論文名稱 The Development of the Learning Game Experience Model and Prototype of the Platform
校院名稱 淡江大學
系所名稱(中) 資訊工程學系博士班
系所名稱(英) Department of Computer Science and Information Engineering
學年度 100
學期 1
出版年 101
研究生中文姓名 陳瑞宏
研究生英文姓名 Jui-Hung Chen
學號 895410172
學位類別 博士
語文別 英文
口試日期 2011-12-26
論文頁數 134頁
口試委員 指導教授-施國琛
委員-洪啓舜
委員-趙榮耀
委員-林慧珍
委員-許輝煌
委員-施國琛
中文關鍵字 遊戲式學習  角色扮演遊戲  迷宮冒險遊戲  無所不在學習  學習理論 
英文關鍵字 Game-Based Learning  Role Play Game  Maze Game  Ubiquitous Learning  Learning Theory 
學科別分類 學科別應用科學資訊工程
中文摘要 近年來隨著科技的發達,電玩遊戲的普及與遊戲市場的逐漸擴大,許多學者紛紛接續探討一個問題,那就是遊戲為何被大眾所喜愛與遊玩,即使遊戲有著許多複雜的程序下,玩家依然能夠克服並且持續遊玩。故若能推論出遊戲所吸引人的要素、取得並融入教學課程中,必定會有較高的學習效益產生。故許多學者開始著重於此領域的研究。遊戲固然有著許多吸引人之處,但複雜的系統需求,遊戲內容物的製作困難與內容物重複使用的問題一直困擾著許多人,且無有效且精確的教學理論框架可以支撐此類系統的發展基礎。故本研究試圖藉由探討學習理論,進而推論出根據各類遊戲的特性所發展出來的遊戲式學習之學習理論框架。而後並實作其相關系統平台並解釋其相對之理論框架,且此平台發展基礎需讓教師本身可以以提供傳統教學所應提供的教學內容物下(如傳統教學內容與測驗內容)進行遊戲式學習內容教材的開發動作。本研究以冒險迷宮遊戲、無所無在與冒險迷宮結合角色扮演之無所不在遊戲類型做為發展目標。希望藉由此雛形系統與立論基礎下所發展出來的遊戲式學習模式可以有效普及,而相關學習理論框架可以做完日後相關研究者在發展此類學習系統下理論發展之參考依據。
英文摘要 According to the advanced computer technologies, the variation of learning style has formed to be an e-learning style. Learning motivation and learning efficiency will be usually discussed by e-learning issues. And according to game market growing up in recent years, games receive a lot of attraction elements to attract people to do the game learning experience. So, many issues will start to discuss about why the games could attract people. Games involve the complex skill and related knowledge has to be learned. Even so, gamers also could enjoy the game experience themselves. The issues indicate that if we can find the actually learning theory in game and develop such serious game system to help learners to do their learning experience, it could bring up not only learning motivation but also learning efficiency up. But according to many issues, game has the complex game contents and we need to take care about the variables and re-useability of them. And we also need to reduce the progress on content development so that instructors could easily utilize it to develop the related serious game content by themselves. The most important is that instructors need to understand the game experience in order to put the l serious game content in such game progress. So, is this research, we will make an effort on development the game-based learning model and related learning system. In this research stage, we firstly utilize the Adventure game via Maze game style, Ubiquitous game and Ubiquitous Adventure Role Play Game to be the development sample. At last, we hope that the game-based learning experience frameworks and learning systems in such game styles could provide authentic research examples on the game-based learning domain.
論文目次 Contents
Chinese Abstract I
English Abstract III
Contents IV
List of Figures VIII
List of Tables XI
Chapter 1 Introduction 1
1-1. Motivation 1
1-2. Chapter Organization 2
Chapter 2 Related Work and Review 4
2-1. Learning Theories 4
2-2. Game Styles on Adventure Game and Role Play Game 10
2-3. Game-Based Learning 11
2-4. Interactive Video 16
2-5. Ubiquitous Learning 18
Chapter 3 The Adventure Game-Based Learning Via Maze Game Style 21
3-1. The Workflow of Learning Behavior 21
3-2. The Workflow of Adventure Game-Based Learning Via Maze Game Style 23
3-2-1. The System Architecture of Adventure Game-Based Learning Via Maze Game Style 26
3-2-2. Related Modules in Adventure Game-Based Learning System 29
3-2-3. A Demonstration of Adventure Game-Based Learning System 31
3-2-4. The Experimental Result of Adventure Game-Based Learning System 34
Chapter 4 The Ubiquitous Game-Based Learning 38
4-1. The Workflow of Learning Behavior 38
4-2. The Workflow of Ubiquitous Video Game-Based Learning 41
4-3. The System Architecture of Ubiquitous Video Game-Based Learning 45
4-4. Modules and System Workflow of Ubiquitous Video Game-Based Learning System 47
4-5. The Ubiquitous Game-Based Learning Strategy 53
4-6. Evaluation of the Ubiquitous Game-Based Learning System 56
4-6-1. Participants 56
4-6-2. Procedure 56
4-6-3. Apparatus 57
4-6-3-1.“Morae” 57
4-6-3-2. Evaluation Criteria 57
4-6-3-3. Task Scenario 57
4-6-3-4. Satisfaction Questionnaires 58
4-7. Experimental Results of the Ubiquitous Game-Based Learning System 58
4-7-1. Effectiveness – Rate of Task Success 58
4-7-2. Efficiency 59
4-7-2-1.“Morae” 59
4-7-2-2. Evaluation Criteria 60
4-7-2-3. User Satisfaction 61
4-8. Experimental Result Discussion 61
4-8-1. Effectiveness 61
4-8-2. Efficiency 62
4-8-3. User Satisfaction 62
Chapter 5 The Ubiquitous Adventure RPG (Role Play Game) Game-Based Learning 64
5-1. The Workflow of Learning Behavior 64
5-2. The Workflow of Ubiquitous Adventure Role Play Game Learning Behavior 65
5-2-1. Role Play Game Style 65
5-3. Modules, System Workflow and Demonstration of Ubiquitous Adventure RPG Game-Based Learning System 76
5-4. The Experimental Result of Ubiquitous Adventure Role Play Game Learning System 91
Chapter 6. Conclusion And Future Work 96
Bibliography 102
Appendex 114
1. The Questionnaire for Adventure Game-Based Learning Via Maze Game Style - Designed by Technology Acceptance Model. 114
2. The Questionnaire for Ubiquitous Game-Based Learning Sytle - Pre-Testing 116
3. The Questionnaire for Ubiquitous Game-Based Learning Sytle - Post-Testing 119
4. The Questionnaire for Ubiquitous Game-Based Learning Sytle - Cognitive Load 122
5. The Questionnaire for Ubiquitous Game-Based Learning Sytle - Satisfaction 124
6. The Questionnaire for Ubiquitous Adventure RPG Game-Based Learning - Pre Testing 126
7. The Questionnaire for Ubiquitous Adventure RPG Game-Based Learning - Post-Testing 129
8. The Questionnaire for Ubiquitous Adventure RPG Game-Based Learning - Designed by Technology Acceptance Model 132

List of Figures
Figure 1. Mental State in Terms of Challenge Level and Skill Level (Csikszentmihalyi. 1975) 12
Figure 2. The Workflow of Learning Behavior. 21
Figure 3. The Workflow of Learning Behavior in Adventure Game Via Maze Game Style 25
Figure 4. The Architecture of Adventure Game-Based Learning System Via Maze Game Style 27
Figure 5. Adventure Game-Based Learning System and Content Authoring Workflow 28
Figure 6. Modules in Adventure Game-Based Learning System 30
Figure 7. Adventure Game-Based Learning System - Game Map Editor 32
Figure 8. Adventure Game-Based Learning System - Learning Content Editor 32
Figure 9. Adventure Game-Based Learning System - Game Environment 33
Figure 10. Adventure Game-Based Learning System - Learning Result 33
Figure 11. Technology Acceptance Model (Davis, F. D. 1989). 34
Figure 12. The Workflow of Learning Behavior (Fixed) 38
Figure 13. The Workflow of Learning Behavior in Ubiquitous Video Game 43
Figure 14. The Workflow of Learning Behavior in Ubiquitous Video Game (Cont.) 44
Figure 15. The Uv-GBL System Architecture 45
Figure 16. The Uv-GBL System Modules – Server Side 48
Figure 17. The Uv-GBL System Modules – Client Side 49
Figure 18. The Uv-GBL Learning Experience Workflow 50
Figure 19. The Uv-GBL System - Game Environment 51
Figure 20. The Uv-GBL System- Learning Content Editor 52
Figure 21. The Uv-GBL System- Learning Content Editor Workflow 52
Figure 22. Experimental Results in “The Average Task Scores” 59
Figure 23. Experimental Results in “The Average of Task Completion Time” 60
Figure 24. Experimental Results in “The Average Number of Errors” 61
Figure 25. The Workflow of Learning Behavior (Fixed) 64
Figure 26. Basic Elements of Role Play Game 66
Figure 27. Basic Elements of Learning Content 67
Figure 28. The Workflow of Ubiquitous Adventure RPG Game-Based Learning 68
Figure 29. The Workflow of Learning Behavior in Ubiquitous Adventure RPG Game-Based Learning 71
Figure 30. The Workflow of Learning Behavior in Ubiquitous Adventure RPG Game-Based Learning (Cont.) 72
Figure 31. Related Challenge Value Formulas and Rules of Learning Game 74
Figure 32. UA-GBL System Modules (Server) 77
Figure 33. UA-GBL System Modules (Client) 77
Figure 34. UA-GBL Game Play Workflow in Client Side 79
Figure 35. UA-GBL Game Play Workflow in Client Side Demo Procedure (1) 81
Figure 36. UA-GBL Game Play Workflow in Client Side Demo Procedure (2) 81
Figure 37. UA-GBL Game Play Workflow in Client Side Demo Procedure (3) 82
Figure 38. UA-GBL Game Play Workflow in Client Side Demo Procedure (4) 82
Figure 39. UA-GBL Game Play Workflow in Client Side Demo Procedure (5) 83
Figure 40. UA-GBL Game Play Workflow in Client Side Demo Procedure (6) 83
Figure 41. UA-GBL Game Play Workflow in Client Side Demo Procedure (7) 83
Figure 42. UA-GBL Game Play Workflow in Client Side Demo Procedure (8) 84
Figure 43. UA-GBL Game Play Workflow in Client Side Demo Procedure (9) 84
Figure 44. UA-GBL Course Editing Workflow in Instructor Side 85
Figure 45. UA-GBL Game Play Workflow in Instructor Side Demo 86
Figure 46. Game Map Elements Auto Generating Rule 86
Figure 47. Data Sets in Database 87
Figure 48. UA-GBL System Management Workflow in Server Side 88
Figure 49. UA-GBL Game Play Workflow in Server Side Demo 89
Figure 50. Course Content Package 90
Figure 51. UA-GBL Learner’s Learning Portfolio 91
Figure 52. Game-Based Learning Model 99
Figure 53. Game-Based Learning Strategy 99
Figure 54. Game-Based Learning Strategy Design Rule 100
Figure 55. The Way to Flow in Game-Based Learning 100

List of Tables
Table 1. An Experimental Result of the System Efficiency Learning Questionnaire – Adventure Game-Based Learnig Via Maze Style 35
Table 2. To Analysis the Learning Result by “The Analysis of Variance” (ANOVA) 92
Table 3. An Experimental Result of the System Efficiency Learning Questionnaire–Ubiquitous Adventure RPG Game-Based Learning System 92
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