| 系統識別號 | U0002-2306202515190300 |
|---|---|
| DOI | 10.6846/tku202500354 |
| 論文名稱(中文) | 以Unity開發的3D RPG教育遊戲設計與學習效果分析 |
| 論文名稱(英文) | The Design of a Unity-based 3D RPG Educational Game and Its Impact on Students' Learning Outcomes |
| 第三語言論文名稱 | |
| 校院名稱 | 淡江大學 |
| 系所名稱(中文) | 資訊工程學系全英語碩士班 |
| 系所名稱(英文) | Master's Program, Department of Computer Science and Information Engineering (English-taught program) |
| 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 | 113 |
| 學期 | 2 |
| 出版年 | 114 |
| 研究生(中文) | 張凱妮 |
| 研究生(英文) | KAI-NI CHANG |
| 學號 | 611780049 |
| 學位類別 | 碩士 |
| 語言別 | 英文 |
| 第二語言別 | |
| 口試日期 | 2025-06-05 |
| 論文頁數 | 120頁 |
| 口試委員 |
指導教授
-
武士戎(wushihjung@mail.tku.edu.tw)
共同指導教授 - 張峯誠(135170@mail.tku.edu.tw) 口試委員 - 陳惇凱(dkchen@mail.tku.edu.tw) 口試委員 - 林仁智(yachih@mail.ntue.edu.tw) |
| 關鍵字(中) |
Unity 3D RPG Scratch 教育遊戲 程式設計教學 遊戲化學習 |
| 關鍵字(英) |
Unity 3D RPG Scratch Educational Games Programming Instruction Game-based Learning |
| 第三語言關鍵字 | |
| 學科別分類 | |
| 中文摘要 |
本研究旨在設計並開發一款以 Unity 為基礎的 3D RPG 教育遊戲,藉由遊戲化學習的方式,提升國中學生對 Scratch 程式設計的學習興趣與成效。透過故事劇情與互動任務,引導學生逐步掌握事件驅動、變數、條件判斷等程式設計核心概念,並在遊戲情境中實作與應用。研究過程涵蓋遊戲設計、開發、測試與學習成效分析,採用問卷與前後測檢驗學生在學習後的成長。研究結果顯示,本遊戲具有良好的教育潛力與學習輔助效果,能有效提升學生對程式設計的動機與理解能力。本研究亦提供未來教育遊戲設計的參考架構,期能促進中學生在數位學習環境中的主動探索與邏輯思維培養。 |
| 英文摘要 |
This study aims to design and develop a 3D RPG educational game using Unity to enhance middle school students’ interest and effectiveness in learning Scratch programming through game-based learning. Through narrative-driven missions and interactive gameplay, students gradually master core programming concepts such as event-driven logic, variables, conditionals, and loops, applying them within practical game scenarios. The research involves game design, development, user testing, and learning effectiveness analysis using questionnaires and pre/post-tests to measure learning outcomes. The results indicate that the game offers strong educational potential, effectively boosting student motivation and understanding of programming. This study also proposes a reference framework for future educational game development, promoting active exploration and logical thinking in digital learning environments. |
| 第三語言摘要 | |
| 論文目次 |
LIST OF CONTENTS ACKNOWLEDGMENT I LIST OF CONTENTS V TABLE OF CONTENTS VIII FIGURE OF CONTENTS X CHAPTER 1 INTRODUCTION 1 1.1RESEARCH BACKGROUND AND MOTIVATION 1 1.1.1 CHALLENGES IN PROGRAMMING EDUCATION 1 1.1.2 THE RISE OF BLOCK-BASED PROGRAMMING TOOLS 2 1.1.3 ADVANTAGES OF GAME-BASED LEARNING 3 1.1.4 ALIGNMENT WITH TAIWAN'S 108 CURRICULUM GUIDELINES 4 1.1.5 ADVANTAGES OF THE ROLE-PLAYING GAME 4 1.2 RESEARCH OBJECTIVES 5 1.3 RESEARCH QUESTIONS 6 1.4 SCOPE AND LIMITATIONS 6 1.4.1 RESEARCH FOCUS 6 1.4.2 DEVELOPMENT TOOLS 7 1.4.3 RESEARCH PARTICIPANTS 7 1.4.4 RESEARCH LIMITATIONS 7 1.5 STRUCTURE OF THE THESIS 8 CHAPTER 2 11 LITERATURE REVIEW 11 2.1 GAME-BASED LEARNING AND EDUCATIONAL GAME DESIGN 12 2.1.1 THEORETICAL FOUNDATIONS OF GAME-BASED LEARNING 12 2.1.2 PRINCIPLES OF EDUCATIONAL GAME DESIGN 15 2.1.3 GAME-BASED LEARNING IN PROGRAMMING EDUCATION 19 2.2 EDUCATIONAL THEORIES AND PROGRAMMING EDUCATION 20 2.2.1 CONSTRUCTIVISM AND PROGRAMMING EDUCATION 20 2.2.2 COGNITIVE LOAD THEORY (CLT) 22 2.2.3 CHALLENGES IN PROGRAMMING EDUCATION AND LEARNING STRATEGIES 24 2.2.4 VYGOTSKY’S SOCIOCULTURAL THEORY AND PROGRAMMING EDUCATION 27 2.3 QUANTITATIVE RESEARCH AND STATISTICAL ANALYSIS METHODS 30 2.3.1 SURVEY METHOD 30 2.3.2 APPLICATION OF ONE-GROUP PRETEST-POSTTEST DESIGN AND PAIRED SAMPLE ANALYSIS 31 2.3.3 DATA PROCESSING AND RELIABILITY ANALYSIS USING THE FIVE-POINT LIKERT SCALE 32 2.3.4 RELATIONSHIP BETWEEN METHODOLOGY AND GAME DESIGN 33 2.4 APPLICATIONS AND IMPLICATIONS OF QUALITATIVE RESEARCH METHODS 34 CHAPTER 3 RESEARCH METHODOLOGY 37 3.1 RESEARCH PROCEDURE 37 3.2 RESEARCH METHODOLOGY 40 3.2.1 QUASI-EXPERIMENTAL DESIGN 40 3.2.2 PARTICIPANTS AND RESEARCH SETTING 41 3.2.3 INSTRUCTIONAL INTERVENTION DESIGN 42 3.2.4 IMPLEMENTATION OF THE SURVEY METHOD 43 3.2.5 SUPPLEMENTARY RESEARCH METHOD: OBSERVATION AND RECORDING 45 3.3 RESEARCH INSTRUMENTS 45 3.3.1 GAME DEVELOPMENT TOOLS 46 3.3.2 GAME DESIGN PRINCIPLES 52 3.3.3 GAME INTRODUCTION: ADVENTURE ACADEMY AND THE TRIAL OF MAGIC CODING 56 3.4 QUESTIONNAIRE DESIGN 68 3.4.1 LEARNING MOTIVATION DIMENSION (ARCS) 70 3.4.2 SCRATCH CONCEPTUAL ASSESSMENT DIMENSION 72 3.4.3 TEACHING SATISFACTION DIMENSION 73 3.4.4 OPEN-ENDED FEEDBACK DIMENSION 76 3.5 EXPERIMENTAL PROCEDURE 78 3.6 DATA PROCESSING AND ANALYSIS 83 CHAPTER 4 EXPERIMENTAL RESULTS AND ANALYSIS 87 4.1 PRE- AND POST-TEST ANALYSIS OF THE LEARNING MOTIVATION QUESTIONNAIRE 87 4.2 PRETEST AND POSTTEST ANALYSIS OF SCRATCH CONCEPT COMPREHENSION 92 4.3 ANALYSIS OF TEACHING SATISFACTION QUESTIONNAIRE 95 4.4 ANALYSIS OF OPEN-ENDED FEEDBACK 97 4.5 RESEARCH RESULTS 99 CHAPTER 5 RESEARCH CONCLUSIONS AND RECOMMENDATIONS 103 5.1 RESEARCH CONCLUSIONS 103 5.2 RESEARCH RECOMMENDATIONS 106 REFERENCES 110 APPENDIX 114 SCRATCH CONCEPT PRE-TEST / POST-TEST QUESTIONNAIRE 114 LEARNING MOTIVATION QUESTIONNAIRE (USED FOR BOTH PRE- AND POST-TEST) 117 INSTRUCTIONAL SATISFACTION AND LEARNING FEEDBACK QUESTIONNAIRE (POST-TEST) 119 TABLE OF CONTENTS TABLE 1- 1 STRUCTURE OF THE THESIS 9 TABLE 2- 1 GAME FLOW ELEMENTS AND THEIR DEFINITIONS 14 TABLE 3- 1 GAME FLOW AND TASK ARRANGEMENT 54 TABLE 3- 2 QUESTIONNAIRE STRUCTURE: TYPES, PURPOSES, AND IMPLEMENTATION STAGES 69 TABLE 3- 3 DESIGN OF LEARNING MOTIVATION QUESTIONNAIRE ITEMS (USED FOR BOTH PRE-TEST AND POST-TEST) 71 TABLE 3- 4 TEACHING SATISFACTION QUESTIONNAIRE ITEMS (POST-TEST ONLY) 75 TABLE 3- 5 EXPERIMENTAL STAGES, ESTIMATED TIME, AND ACTIVITY DESCRIPTIONS 80 TABLE 4- 1 DESCRIPTIVE STATISTICS OF PAIRED SAMPLES OF LEARNING MOTIVATION QUESTIONNAIRE (PRETEST AND POSTTEST) 88 TABLE 4- 2 PAIRED SAMPLE T-TEST OF LEARNING MOTIVATION QUESTIONNAIRE (PRETEST AND POSTTEST) 89 TABLE 4- 3 CORRELATION OF PAIRED SAMPLES IN LEARNING MOTIVATION QUESTIONNAIRE (PRETEST AND POSTTEST) 89 TABLE 4- 4 EFFECT SIZE OF LEARNING MOTIVATION QUESTIONNAIRE (PRETEST AND POSTTEST) 90 TABLE 4- 5 DESCRIPTIVE STATISTICS OF PAIRED SAMPLES BY ARCS DIMENSIONS 91 TABLE 4- 6 PAIRED SAMPLE T-TEST BY ARCS DIMENSIONS 91 TABLE 4- 7 DESCRIPTIVE STATISTICS OF PAIRED SAMPLES FOR SCRATCH CONCEPT TEST (PRETEST AND POSTTEST) 92 TABLE 4- 8 PAIRED SAMPLES T-TEST FOR SCRATCH CONCEPT ASSESSMENT (PRETEST VS. POSTTEST) 93 TABLE 4- 9 PAIRED SAMPLES CORRELATION FOR SCRATCH CONCEPT ASSESSMENT (PRETEST VS. POSTTEST) 93 TABLE 4- 10 EFFECT SIZE FOR SCRATCH CONCEPT ASSESSMENT (PRETEST VS. POSTTEST) 94 TABLE 4- 11 DESCRIPTIVE STATISTICS OF TEACHING SATISFACTION 96 FIGURE OF CONTENTS FIGURE 2- 1 FLOW THEORY MODEL. 13 FIGURE 2- 2 NINE ELEMENTS OF FLOW. 13 FIGURE 2- 3 THE MDA FRAMEWORK: THE DYNAMIC PROCESS OF GAME DESIGN AND ITS RELATIONSHIP TO PLAYER AESTHETICS. 17 FIGURE 2- 4 THE ARCS MODEL: FOUR CORE ELEMENTS AND THEIR SUBCOMPONENTS FOR 18 FIGURE 2- 5 COMPONENTS OF THE ARCS MODEL AND THEIR CORRESPONDING INSTRUCTIONAL 19 FIGURE 2- 6 GOLD STANDARD PBL: SEVEN ESSENTIAL PROJECT DESIGN ELEMENTS AND SEVEN 22 FIGURE 2- 7 CLASSIFICATION OF COGNITIVE LOAD AND ITS EFFECTS ON LEARNING OUTCOMES 24 FIGURE 2- 8 KEY GAMIFICATION STRATEGIES AND THEIR ADVANTAGES IN LEARNING 27 FIGURE 3- 1 RESEARCH PROCESS FLOWCHART 39 FIGURE 3- 2 SCREENSHOT OF THE UNITY DEVELOPMENT INTERFACE. 47 FIGURE 3- 3 ILLUSTRATION OF THE PLAYER CHARACTER MODEL. 49 FIGURE 3- 4 POLYART ILLUSTRATION OF THE PLAYER CHARACTER MODEL. 49 FIGURE 3- 5 PUZZLE BLOCKS UI ICONS AND IN-GAME INTERFACE. 50 FIGURE 3- 6 MAGIC STONE EXPLOSION EFFECT. 52 FIGURE 3- 7 MAIN GAME CONTROL SETTINGS INTERFACE. 58 FIGURE 3- 8 DIALOGUE AND MISSION POPUP INTERFACE (NPC-GUIDED TASK VIEW). 58 FIGURE 3- 9 SECRET CHAMBER SCENE AND MAGIC STONE INTERFACE. 60 FIGURE 3- 10 PUZZLE MISSION INTERFACE FEATURING EVENT-TYPE BLOCKS. 60 FIGURE 3- 11 SCENE SHOWING FRAGMENT DROP AND PORTAL ACTIVATION. 61 FIGURE 3- 12 SCENE VIEW OF THE THREE MAGICAL ENERGY PLATFORMS. 62 FIGURE 3- 13 QUESTION POPUP INTERFACE DISPLAYED ON THE ENERGY PLATFORMS 63 FIGURE 3- 14 PUZZLE TASK INTERFACE IN LEVEL 2 USING VARIABLE AND ARITHMETIC BLOCKS. 63 FIGURE 3- 15 SCENE AFTER ENERGY BAR IS FILLED AND PUZZLE IS COMPLETED, LEADING TO THE NEXT LEVEL. 63 FIGURE 3- 16 INTERFACE OF THE TRIAL MAP WITH RED (TRAP) AND GREEN (SAFE) TILES. 66 FIGURE 3- 17 INTERFACE SHOWING THE PLAYER WALKING ON GREEN TILES WITH A 66 FIGURE 3- 18 PUZZLE INTERFACE IN STAGE 3 FEATURING CONDITIONAL LOGIC BLOCKS (E.G., 67 FIGURE 3- 19 NPC REMINDER DIALOG PREVENTING PLAYERS FROM SKIPPING THE TRIAL. 67 FIGURE 3- 20 RESEARCH FLOWCHART 82 |
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