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研究生: 廖永軒
Liao, Yung-Hsuan
論文名稱: 探討體感式認知遊戲在訓練執行功能上的影響
Effects of Sensory-Cognitive Games on Executive Function Training
指導教授: 陳志洪
Chen, Zhi-Hong
口試委員: 李良一
Li, Liang-Yi
鄭年亨
Cheng, Nien-Heng
陳志洪
Chen, Zhi-Hong
口試日期: 2023/07/18
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: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 66
中文關鍵詞: 執行功能體感遊戲認知遊戲
英文關鍵詞: Executive functions, Motion sensing games, Cognitive games
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202301206
論文種類: 學術論文
相關次數: 點閱:133下載:18
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  • 執行功能在人類思考行為中扮演著重要角色,它涵蓋了抑制和轉換等核心能力。抑制指的是能夠控制注意力並抑制干擾的能力,而轉換則是指靈活地轉換策略和行為,以應對多項任務的能力。在訓練執行功能時,提供良好的學習體驗至關重要,這將有助於提升學習動機並增強認知能力的發展。
    過去的研究已證實數位認知遊戲與體感運動模擬在訓練執行功能方面取得了顯著成效。然而,將這兩種訓練方法結合並專注於手勢體感方面的研究尚未充分被探索。因此,本研究旨在探討將體感偵測與數位認知遊戲結合的訓練方法,並評估加入手勢體感後對於執行功能訓練效果的影響。
    本研究提出以下兩個研究問題:(1) 手勢體感應用於認知遊戲是否比滑鼠點擊對於學習者在提升執行功能的抑制和轉換上有較好的成效? (2) 手勢體感應用於認知遊戲是否比滑鼠點擊對於學習者在訓練上有著較好的體驗過程?透過探討這些問題,期望深入了解手勢體感應用於認知遊戲對執行功能訓練的影響,並為開發更有效的認知訓練工具提供實證依據。
    本研究的結果顯示,(1) 在經過手勢版遊戲訓練後抑制及轉換能力皆有顯著提升。(2) 手勢版遊戲對於轉換能力的訓練效果相對於控制組有顯著提升。(3) 在體驗過程方面,訪談和問卷結果表明手勢體感應認知遊戲能提高學習者的注意力,並被多數受試者認為是一段有趣的體驗過程。這也代表體感式認知遊戲在執行功能的訓練中具有潛力,但仍需要進一步地研究與改善,以開發出更有效的訓練工具,並深入探討其在不同族群中的應用成果。

    Executive functions play a crucial role in human cognitive processes, encompassing core abilities such as inhibition and switching. Inhibition refers to the capacity to control attention and suppress interference, while switching involves the flexible transition between strategies and behaviors to tackle multiple tasks. When training executive function, providing a positive learning experience is paramount as it can enhance motivation and promote cognitive development.
    Previous research has demonstrated significant effectiveness in training executive function using digital cognitive games and proprioceptive motion simulations. However, the integration of these two training methods with a focus on gestural sensing remains unexplored. Therefore, this study aims to investigate the combination of gestural sensing detection and digital cognitive games as a training method and assess the impact of incorporating gestural sensing on the effectiveness of executive function training.
    The study poses the following research questions: (1) Does using gestural sensing in cognitive games lead to better outcomes in improving participants' inhibition and switching abilities for executive function enhancement compared to mouse clicking? (2) Does using gestural sensing in cognitive games result in a more positive training experience for participants compared to mouse clicking? By addressing these questions, the study seeks to gain a deeper understanding of the effects of gestural sensing in cognitive game training on executive function and provide empirical evidence for the development of more effective cognitive training tools.
    The results of this study demonstrate that (1) Both inhibition and shifting abilities significantly improved after training with the gesture-based game version. (2) The gesture-based game showed significantly greater effects on shifting training compared to the control group. (3) Findings from interviews and questionnaires indicate that gesture-based cognitive games enhance learners' attention and are perceived as an enjoyable experience by the majority of participants. This suggests the potential of sensor-based cognitive games in training executive functions. However, further research and improvement are needed to develop more effective training tools and explore their applicability across different populations.

    第一章 緒論 1 第一節 研究背景 1 第二節 研究目的 4 第二章 文獻探討 5 第一節 執行功能 5 第二節 數位認知遊戲 8 第三節 體感訓練遊戲 12 第四節 Leap Motion體感裝置 16 第三章 系統設計 19 第一節 設計理念 19 第二節 系統介面 20 第三節 開發平台 28 第四章 研究方法 31 第一節 研究設計 31 第二節 研究對象 31 第三節 研究工具 33 第四節 資料分析 36 第五章 結果與討論 39 第一節 學習成就 39 第二節 動機問卷 42 第三節 訪談分析 42 第六章 結論 51 第一節 研究結論 51 第二節 研究限制 52 參考文獻 55 附錄 63

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