§ 瀏覽學位論文書目資料
  
系統識別號 U0002-2501202215155400
DOI 10.6846/TKU.2022.00696
論文名稱(中文) 利用文字探勘探討遊戲學習研究趨勢
論文名稱(英文) Using text mining to explore the trend of game-based learning
第三語言論文名稱
校院名稱 淡江大學
系所名稱(中文) 教育科技學系碩士班
系所名稱(英文) Department of Educational Technology
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 110
學期 1
出版年 111
研究生(中文) 范揚崢
研究生(英文) Yang Cheng Fan
學號 609730071
學位類別 碩士
語言別 繁體中文
第二語言別
口試日期 2022-01-14
論文頁數 62頁
口試委員 指導教授 - 鍾志鴻(sunboy1120@gmail.com)
口試委員 - 張玄菩(musicbubu@gmail.com)
口試委員 - 卓美秀(max72621@gmail.com)
關鍵字(中) 文字探勘
知識探勘
遊戲式學習
關鍵字(英) text mining
knowledge mining
game based learning
第三語言關鍵字
學科別分類
中文摘要
文字探勘是近年逐漸被重視的一項技術,它屬於知識探勘的其中一個種類,而它的優點在於能夠讓研究人員直接以非結構化或半結構化的資料開始分析。在大數據時代,隨著獲取資料的管道越來越多且越來越容易,文字探勘這項技術會是幫助我們了解特定領域知識及發展脈絡的一個優秀手段。本研究所採用的文獻來自Scopus線上資料庫,以遊戲式學習為關鍵字,蒐集過去十年間與遊戲學習有關的資料進行分析,最終本研究發現(1)當前遊戲學習主要聚焦在四個領域,分別是數位教學環境、教學設計、數位遊戲及學習分析。這四個領域正好對應環境、課程、遊戲以及學習者。(2)在遊戲式學習的領域中,研究者們目前最關注的議題是學習設備與環境對學習影響的收益如何,因此在相關的領域將會有更多的研究發展。(3)除了設備與影響的因素,課程設計與發展對於遊戲式學習的成效同樣是被研究者們注重的議題,而認知負荷、學習風格以及不同語言等議題對於研究者來說相對是沒那麼受重視的。
英文摘要
Text mining is a technology that has been paid more and more attention in recent years. It belongs to one kind of knowledge mining, and its advantage is that it can enable researchers to analyze unstructured or semi-structured data directly. In the era of big data, with more and more channels to obtain data and easier, text mining technology will be an excellent means to help us understand the knowledge and development context of specific fields. The literature used in this study is from Scopus online database. With game based learning as the keyword, the data related to game based learning in the past ten years are collected and analyzed, Finally, this study found that:(1) At present, game based learning mainly focuses on four areas: digital teaching environment, teaching design, digital games and learning analysis. These four areas correspond to the environment, curriculum, games and learners. (2) In the field of game based learning, researchers are most concerned about the benefits of learning equipment and environment on learning. Therefore, there will be more research and development in related fields. (3) In addition to equipment and influencing factors, the effectiveness of curriculum design and development on game based learning is also a topic that researchers pay attention to, while cognitive load, learning style and different languages are relatively less valued by researchers.
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 研究目的與研究問題	3
第三節 名詞解釋	4
第四節 研究限制	5
第二章 文獻探討	6
第一節 文字探勘	6
第二節 遊戲式學習的定義	14
第三章 研究設計	30
第一節 研究架構與流程	30
第二節 研究對象	34
第三節 研究工具	34
第四章 研究結果與討論	37
第一節 作者合作之聚類分析	38
第二節 遊戲式學習主題之研究範疇	43
第三節 文字歸類	44
第四節 文字集群	47
第五章 結論與建議	50
第一節 研究結論	50
第二節 建議	52
參考文獻	54
參考文獻
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中文文獻:

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賽彥緹(2020)。遊戲式學習增進印尼國小兒童運算思維 之成效研究。國立中央大學網路學習科技研究所碩士論文,桃園縣。 取自https://hdl.handle.net/11296/yy9ns5

黃雯歆(2020)。以學習動機模式與認知負載理論探討在行動遊戲式學習系統中形成性評估對學習者學習成效之影響。國立成功大學資訊管理研究所碩士論文,台南市。 取自https://hdl.handle.net/11296/8n87au

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陳蘭因(2018)。遊戲式學習應用於環境教育之研究-臺灣黑熊遊戲開發設計為例。國立臺中科技大學多媒體設計系碩士班碩士論文,台中市。 取自https://hdl.handle.net/11296/8mk798
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