§ 瀏覽學位論文書目資料
  
系統識別號 U0002-3012201100421100
DOI 10.6846/TKU.2012.01337
論文名稱(中文) 遊戲式學習模式與雛型系統發展
論文名稱(英文) The Development of the Learning Game Experience Model and Prototype of the Platform
第三語言論文名稱
校院名稱 淡江大學
系所名稱(中文) 資訊工程學系博士班
系所名稱(英文) Department of Computer Science and Information Engineering
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 100
學期 1
出版年 101
研究生(中文) 陳瑞宏
研究生(英文) Jui-Hung Chen
學號 895410172
學位類別 博士
語言別 英文
第二語言別
口試日期 2011-12-26
論文頁數 134頁
口試委員 指導教授 - 施國琛(timothykshih@gmail.com)
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(timothykshih@gmail.com)
關鍵字(中) 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
關鍵字(英) Game-Based Learning
Role Play Game
Maze Game
Ubiquitous Learning
Learning Theory
第三語言關鍵字
學科別分類
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.
第三語言摘要
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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