簡易檢索 / 詳目顯示

研究生: 劉致光
論文名稱: 遊戲式行動導覽系統之設計與應用-以十三行博物館為例
Design and Application of a Game-based Mobile Electronic Guidebook — A Case Study of Shihsanhang Museum of Archaeology
指導教授: 張國恩
Chang, Kuo-En
宋曜廷
Sung, Yao-Ting
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2008
畢業學年度: 96
語文別: 中文
論文頁數: 82
中文關鍵詞: 博物館導覽情境學習遊戲式導覽
論文種類: 學術論文
相關次數: 點閱:157下載:42
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究提出一個遊戲式行動導覽系統,以故事情境和展物相關問題引導參訪者參觀博物館,並藉由合作的方式促進參訪者之間的討論,從而提升多方面的互動層次。本研究欲探討其與傳統導覽設計對於參訪者與展物間的互動、參訪者之間的討論、以及學習動機與成效上的差異。實驗於台北縣立十三行博物館進行,對象為台北市立西門國小六年級三個班級的學生,實驗組分為遊戲式行動導覽組及網頁行動導覽組,控制組則是透過紙本資料與學習單來進行參訪。本研究於實驗過程中收集各個參訪學生的錄影資料、前後測試卷以及訪談資料,分析三組參訪學生與展物的互動、參訪學生的討論內容以及知識之提升成效。實驗結果顯示,遊戲式行動導覽系統有助於提升學生在參訪歷程中的專注性與學習動機,但學生與展物之間的互動以及討論內容之深度沒有顯著的提升,而三組學生在十三行知識方面的學習成效都沒有顯著差異。

    This study developed a game-based mobile electronic guidebook using a scenario and problems about exhibitions to conduct visitors in the museum. Furthermore, we wanted to motivate the discussion between visitors through the cooperation and thereby promote the multiple interaction level. We investigated the difference of the game-based electronic guidebook and traditional guiding designs about the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning motivation and learning effects. The experiment was progressed in the Shihsanhang Museum of Archaeology. The participants included three classes of students of Ximen Elementary School. There are two experimental group: the group using game-based electronic guidebook and the group using web-based electronic guidebook. The control group visited through the traditional paper guidebook. This study collected every student’s video record, the pre- and the post-test, and the interview data about visiting experiences. We used these data to analyze the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning effects. The result showed that the game-based mobile electronic guidebook was useful for engaging students’ concentration and learning motivation. However, there was no significant difference in promoting the interaction, the depth of discussion, and the learning effect among the groups.

    附表目錄                        vii 附圖目錄                        viii 第一章 緒論 ………………………………………………………1 第一節 研究動機 …………………………………………………1 第二節 研究目的 …………………………………………………4    第二章  文獻探討 …………………………………………………5 第一節 博物館學習 ………………………………………………5 第二節 博物館行動導覽 …………………………………………8 第三節 學習理論 …………………………………………………17 第三章  系統架構與功能 …………………………………………21 第一節 系統架構 …………………………………………………21 第二節 系統開發工具 ……………………………………………23 第三節 系統功能說明 ……………………………………………23 第四章  研究方法 …………………………………………………38 第一節 實驗對象 …………………………………………………38 第二節 實驗設計 …………………………………………………38 第三節 實驗工具 …………………………………………………39 第四節 實驗程序 …………………………………………………43 第五章  研究結果與討論 …………………………………………45 第一節 資料蒐集與分析 …………………………………………45 第二節 參訪者十三行知識測驗分析結果 ………………………47 第三節 參訪者專注於展物時間分析結果 ………………………49 第四節 參訪者討論內容分析 ……………………………………51 第五節 參訪者行為模式分析 ……………………………………55 第六節 訪談結果分析 ……………………………………………59 第七節 討論 ………………………………………………………62 第六章 結論與建議 ………………………………………………67 第一節 結論 ………………………………………………………67 第二節 建議 ………………………………………………………68 參考文獻 ………………………………………………………………69 附錄一 參訪活動行前說明會 ………………………………………74 附錄二 前測試題 ……………………………………………………75 附錄三 後測試題 ……………………………………………………76 附錄四 展物資料 ……………………………………………………77 附錄五 學習單A ……………………………………………………80 附錄六 學習單B ……………………………………………………81 附錄七 訪談問卷內容 ………………………………………………82

    呂佩庭 (2004)。探析博物館語音導覽:台北縣立鶯歌陶瓷博物館個案研究。
    國立彰化師範大學藝術教育研究所碩士論文。

    宋曜廷、張國恩、于文正 (2005)。整合「人-機-境」互動的行動導覽系統之設計及其對參訪者學習行為和學習效果的應用評估。國科會補助研究計畫(編號:NSC94-2515-S-003-003),未出版。

    宋曜廷、張國恩、于文正 (2006)。行動載具在博物館學習的應用:促進「人-機-境」互動設計。博物館學季刊,20,17-35。

    吳清山 (2002)。教育名詞解釋。教育研究月刊,97,120。

    吳淑華 (2002)。從參觀行為模式解構博物館展示傳達、溝通本質之初探-以動態、靜態之形態為例。科學博物,6(5),47-56。

    洪赫廷 (2006)。遊戲式行動導覽系統之設計與應用。國立臺灣師範大學資訊教育學系碩士論文,未出版,台北市。

    陳平福 (2006)。 情境式行動導覽系統之設計與應用-以國立歷史博物館「唐三彩」常設展為例。國立臺灣師範大學資訊教育學系碩士論文,未出版,台北市。

    張春興 (1997)。教育心理學—三化取向的理論與實踐。台北市:東華書局。

    蔡秉宸、靳知勤 (2004)。藉情境學習提昇民眾科學素養: 以科學博物館教育為例。博物館學季刊,18(2),129-138。

    Anderson, T. H., & Ambruster, B. B. (1986). Readable textbooks, or, selecting a textbook is not like buying a pair of shoes. In J. Orasanu (Ed.), Reading comprehension: From research to practice. Hillsdale, N.J.: Erlbaum.

    Anderson, R. C., Shirey, L. L., Wilson, P. T., & Fielding, L. G. (1987). Interestingness of children's reading material. In R. E. Snow, & M. J. Farr (Eds.), Aptitude, learning and instruction. Vol.3: Conative and affective process analyses (pp. 287-299). Hillsdale, NJ: Lawrence Erlbaum Associates.

    Alavi, M. (1994).Computer-mediated collaborative learning: An empirical evaluation. MIS Quarterly, 18(2), 159-174.

    Barrows, H. S. (1998). Problem-based learning in medicine and beyond: A brief overview. New Directions for Teaching and Learning, 68, 3-11.

    Brown, J. S., Collins, A., & Duguid, P. (1989).Situated cognition and the culture of learning. Education Researcher, 18(1), 32-41.

    Bench-Capon, T. J. M., & Leng, P. H. (2000). Computer-mediated collaborative learning of legal argumentation. Information & communications technology law, 9(2), 129-138.

    Cabrera, J. S., Frutos, H. M., Stoica, A. G., Avouris, N., Dimitriadis, Y., Fiotakis, G., & Liveri, K. D. (2005). Mystery in the museum: Collaborative learning activities using handheld devices. Proceedings of the 7th International Conference on Human Computer Interaction with Mobile Devices & Services. NY: ACM Press.

    Choi, J., & Hannafin, M. (1995). Situated cognition and learning environments: Roles, structures, and implications for design. Educational Technology Research and Development, 43(2), 53-69.

    Clark, R. C., & Mayer, R. E. (2002). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. CA: Pfeiffer.

    Dierking, L. D. (2002). The role of context in children’s learning from objects and experiences. In S. G.. Paris (ed.), Perspectives on Objects-centered Learning in Museums (pp.3-18). Mahwah, NJ: Lawrence Erlbaum Associates.

    Exploration (2001). Electronic guidebook forum. Electronic Guidebook Research
    Project, Retrieved March 25, 2006, from the World Wide Web: http://www.exploratorium.edu/guidebook

    Falk, J. H., & Adelman, L. M. (2003). Investigating the impact of prior knowledge and interest on aquarium visitor learning. Journal of Research in Science Teaching, 40, 163-176.

    Falk, J. H., & Dierking, L. D. (2000). Learning from museums: Visitors experiences
    and making of meaning. Walnut Creek, CA: AltaMira.

    Falk, J. H., & Dierking, L. D. (1992). The museum experience. Washington, DC: Whalesback Books.

    Gallagher, S., Rosenthal, H., & Stepien, W. (1992). The effects of problem-based learning on problem solving. Gifted Child Quarterly, 36(4), 195-200.

    Hsi, S. (2003). A study of user experiences mediated by nomadic web content in a museum. Journal of Computer Assisted Learning, 19, 308-319.

    Johnson, D. W., & Johnson, R. (1999). Learning together and alone: Cooperative, competitive, & individualistic learning. Needham, MA: Allyn and Bacon.

    Johnson, R. B., & Onwuegbuzie, A. J. (2004). Mixed methods research: A research paradigm whose time has come. Educational Research, 33(7), 14~26.

    Klopfer, E., Perry, J., Squire, K., Jan, M., & Steinkuehler, C. (2005). Mystery at the museum: A collaborative game for museum education. In T. Koschman, D. D. Suthers & T. W. Chan (Eds.), Proceedings of the International Conference on Computer Supported Collaborative Learning (pp.316-320). Mahwah, NJ: Lawrence Erlbaum Associates.

    Kusunoki, F., Yamaguti, T., Nishimura, T., Yatani, K., & Sugimoto, M. (2005). Interactive and enjoyable interface in museum. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology (pp.1-8). NY: ACM Press.

    Kwak, S. Y. (2004). Designing a handheld interactive scavenger hunt game to enhance museum experience. Masters Thesis: Department of Telecommunication, Information Studies and Media, Michigan State University, Michigan.

    McLellan, H. (1996). Situated learning: multiple perspectives. In McLellan, H.,(Eds), Situated Learning Perspectives (pp.5-17). Englewood Cliffs, N.J.:Educational Technology Publications.

    Prensky, M. (2000). Digital Game-based learning. NY: McGraw-Hill Book.

    Semper, R., & Spasojevic, M. (2002). The electronic guidebook: Using portable devices and a wireless web-based network to extend the museum experience. Proceedings of museum and the web.

    Sung, Y. T., Chang, K. E., Lee, Y. H., & Yu, W. C. (2008). Effects of a mobile electronic guidebook on visitors’ attention and visiting behaviors. Educational technology & Society, 11(2), 67-80.
    Tashakkori, A., & Teddie, C. (1998). Mixed methodology: Combining qualitative and quantitative approaches. Thousands Oaks, CA: Sage.

    Woodruff, A., Aoki, P., Hurst, A., & Szymanski, M. H. (2001).Electronic guidebooks and visitor attention. Proceedings from the international cultural heritage informatics meeting (pp.437-454). Retrieved Oct. 23, 2004,
    from the World Wide Web:
    http://www.allisonwoodruff.com

    Yatani, K., Sugimoto, M., & Kusunoki, F. (2004). Musex: A system for supporting children's collaborative learning in a museum with PDAs. Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (pp.109-113). Washingdon, DC: IEEE Computer Society.

    QR CODE