| 系統識別號 | U0002-3007202413060500 |
|---|---|
| DOI | 10.6846/tku202400606 |
| 論文名稱(中文) | 探索虛擬情境學習者之行為信念的顯性/隱性前置因素與成效 |
| 論文名稱(英文) | Exploring the Explicit/Implicit Antecedents and Performance of Virtual Situated Learners' Behavioral Beliefs |
| 第三語言論文名稱 | |
| 校院名稱 | 淡江大學 |
| 系所名稱(中文) | 資訊管理學系碩士班 |
| 系所名稱(英文) | Department of Information Management |
| 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 | 112 |
| 學期 | 2 |
| 出版年 | 113 |
| 研究生(中文) | 滕肇云 |
| 研究生(英文) | Chao-Yun Terng |
| 學號 | 611630194 |
| 學位類別 | 碩士 |
| 語言別 | 繁體中文 |
| 第二語言別 | |
| 口試日期 | 2024-06-01 |
| 論文頁數 | 63頁 |
| 口試委員 |
指導教授
-
吳雅鈴(joannewu@mail.tku.edu)
口試委員 - 徐士傑 口試委員 - 梁恩輝 口試委員 - 吳雅鈴 |
| 關鍵字(中) |
虛擬實境 多感官 腦電圖 科技體現 顯隱性行為信念因子 |
| 關鍵字(英) |
Virtual Reality Multisensory Electroencephalography Technological Embodiment Explicit and Implicit Behavioral Beliefs |
| 第三語言關鍵字 | |
| 學科別分類 | |
| 中文摘要 |
本研究探討多感官技術在教育中的整合,使用VR構建一個虛擬咖啡廳情境以促進情境學習。通過運用VR創造沉浸式多感官刺激的環境,本研究旨在透過研究學習者的參與度、認知負荷、壓力、心理意象,進而改善學習成效。同時利用顯性自我報告和腦電圖(EEG)來評估隱性行為信念,解決資訊系統中常見的共同方法變異問題。研究結果顯示科技體現程度高對於參與度、壓力、認知負荷、心理意象有顯著影響,也對提升學習成效有顯著影響。但在視覺體現與嗅覺體現,主觀和客觀學習成效的認知過程中展現了受試者的不同反應。這項研究不僅驗證了VR和多感官學習在教育中的有效性,也為利用學習者顯性與隱性信念來優化學習表現的教育技術提供方向。 |
| 英文摘要 |
This study explores the integration of multisensory technology in education by using VR to create a virtual café scenario for situational learning. By creating an immersive, multisensory environment, the study aims to improve learning performances by examining learners' engagement, cognitive load, stress, and mental imagery. Both self-reports and EEG (electroencephalography) are used to assess implicit behavioral beliefs, addressing common method variance issues in information systems. Results indicate that high levels of technological embodiment significantly affect engagement, stress, cognitive load, and mental imagery, enhancing learning performances. However, subjective and objective cognitive processes showed different responses to visual and olfactory embodiment. This study not only verifies the effectiveness of VR and multisensory learning in education but also provides directions for designing educational technologies that optimize learning performance by leveraging learners' explicit and implicit beliefs. |
| 第三語言摘要 | |
| 論文目次 |
目錄 第一章 緒論 1 1.1 研究動機與背景 1 1.2 研究目的 4 第二章 文獻探討 5 2.1 腦波與感官刺激(Sensory Stimulation) 5 2.2 虛擬實境與科技體現(Technological Embodiment) 5 2.3 使用者行為的顯性與隱性信念(Explicit and Implicit Antecedents of Users’ Behavioral Beliefs) 6 2.3.1 隱性參與度(Implicit Engagement) 7 2.3.2 隱性壓力(Implicit Stress) 8 2.3.3 顯性認知負荷(Explicit Antecedents of Behavioral Beliefs: Cognitive Load) 8 2.3.4 顯性心理意象(Explicit Antecedents of Behavioral Beliefs: Mental Imagery) 9 2.4 學習成效(Learning Performance) 9 第三章 研究方法 11 3.1 研究模型 11 3.2 研究流程 12 3.3 研究假說 12 3.3.1 虛擬實境與科技體現 12 3.3.2 感官刺激 14 3.3.3 隱性參與感 15 3.3.4 顯性心理意象 16 3.3.5 隱性壓力 16 3.3.6 顯性認知負荷 16 3.4 研究設計 17 3.4.1 虛擬教學的分類架構 17 3.4.2 實驗流程設計 17 3.4.3 實驗對象 21 3.5 問卷設計 21 3.5.1 本研究問卷 21 3.5.2 問卷題項 22 第四章 資料分析與結果 27 4.1 資料分析方法 27 4.2 樣本結構描述 27 4.3 變異數分析 29 4.4 學習成效比較分析 30 4.5 共線性分析 30 4.6 測量測模型分析 31 4.7 結構模型分析 33 4.8 假說結果驗證 37 第五章 結論與建議 39 5.1 研究結果與討論 39 5.2 理論意涵 41 5.3 實務意涵 42 5.4 研究限制與建議 42 References 44 附錄研究問卷之問項 57 表目錄 表3.1 研究流程 12 表3.2 虛擬教學分類架構 17 表3.3 科技體現問項 22 表3.4 感官刺激問項 23 表3.5 認知負荷問項 24 表3.6 心理意象問項 25 表3.7 學習成效問項 26 表4.1 樣本結構 28 表4.2 科技體現與感官刺激變異數分析 29 表4.3 學習成績基本統計量 30 表4.4 共線性分析 30 表4.5 敘述性統計 31 表4.6 科技體現程度高情境之交叉分析 32 表4.7 Fornell-Larker分析 32 表4.7 假說結果驗證 37 圖目錄 圖3.1 研究模型 11 圖3.3 實驗流程設計 19 圖3.4 配戴腦波儀器 20 圖3.5 配戴VR眼鏡 20 圖3.6 虛擬教學影片1 20 圖3.7虛擬教學影片2 20 圖4.1 客觀學習成效的認知過程結構模型分析 34 圖4.2 主觀學習成效的認知過程結構模型分析 36 圖5.1 科技體現程度低有嗅覺感官(TML-S)個案 41 圖5.2 科技體現程度高有嗅覺感官(TMH-S)個案 41 |
| 參考文獻 |
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