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研究生: 溫韋妮
Wen, Wei-Ni
論文名稱: 結合智能倉儲排序桌遊之影像辨識的學習任務對大學生學習成效的影響
Effects of the Image Recognition Learning Task Integrated with the Smart-Warehouse Sorting Board Game on Learning Performance of the Undergraduates
指導教授: 許庭嘉
Hsu, Ting-Chia
口試委員: 張美珍
Chang, Mei-Chen
蔣旭政
Chiang, Hsu-Cheng
許庭嘉
Hsu, Ting-Chia
口試日期: 2023/01/31
學位類別: 碩士
Master
系所名稱: 科技應用與人力資源發展學系
Department of Technology Application and Human Resource Development
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 164
中文關鍵詞: 6E策略智能倉儲桌遊人工智慧教育泡沫排序學習動機運算思維行為模式
英文關鍵詞: 6E strategy, smart warehousing board game, artificial intelligence in education, bubble sort, learning motivation, computational thinking, behavior patterns
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202300118
論文種類: 學術論文
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  • 本研究以智能倉儲排序為人工智慧應用主題,透過便利抽樣將範圍限定於臺灣北部某大學部大一學生,採用準實驗研究法,分別探討於人工智慧課程中是、否線上,及有、無結合智能倉儲桌上遊戲情境於學習影像辨識與排序之手機應用程式設計,對學生學習成效、學習動機和行為模式之影響。研究結果顯示三種方法的學習成效都有顯著提升,線上學習的學生有最佳的學習成效,推測可能因學生先備能力不錯可在線上個別學習,同時能按照自己觀看教材影片和內容的學習步調,同學除了網路繳交完成的手機程式,並有許多學生將實作過程進行螢幕錄影以確認這個程式是自己寫的,線上學習成效表現顯著優於線下學習。學習動機方面,線上學習的學生於內在目標導向、工作價值、學習的控制信念、學習和表現自我效能、價值成分、期望成分皆有提升。然而,推測可能使用桌遊實體授課需要更多的學習時間進行互動,故在控制相同時間限制下,與傳統學習成效沒有顯著差別,從傳統實體課程發現學生行為模式不習慣主動的探究學習,推論可能因學生對課程內容不熟悉導致於實體課程中傾向習慣於被指導。

    This study applied Smart-Warehouse sorting for learning the application of artificial intelligence. The participants were freshmen undergraduates in the northern Taiwan based on convenience sampling. This study adopted quasi-experimental research method. This study compared the learning effectiveness and motivations of the students learning online and those of the students learning off-line. Moreover, this study compared the learning effectiveness and motivations of the students using conventional off-line learning with those of the students applying Smart-Warehouse board game for smart phone application design so as to achieve image recognition and practice sorting.
    The results show that students who learned with three approaches made significant progress. The students learning online had the best learning outcome. It was inferred that students with enough prior proficiency learned individually and had their own learning pace for watching instructional video and material. In addition to hand over assignments of smart phone application online, many students record their implementation process so as to confirm that this program was written by themselves. The learning achievements of the students online was significantly higher than the learning achievements of the students offline. As for learning motivation, the intrinsic goal orientation, task value, control beliefs about learning, self-efficacy for learning and performance dimensions and value components and expectancy components were significantly promoted. However, it is inferred that the use of board game offline needs more learning time to carry out interaction. When the learning time is limited to be the same with the conventional offline learning, there is no significant differences between the learning achievements of board game offline learning and conventional offline learning. From the behavioral patterns of the conventional offline learning, it is found that the students were not used to active inquiry learning. It was inferred that students might tend to be taught in offline learning when they were not familiar with the learning content.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與待答問題 9 第三節 研究範圍與限制 10 第四節 重要名詞釋義 12 第二章 文獻探討 15 第一節 人工智慧的課程設計 15 第二節 貼近日常的人工智慧應用—智能倉儲 19 第三節 疫情下的行動學習 23 第四節 實體桌遊提升認知與運算思維演練 25 第五節 6E策略與主動探究學習 29 第三章 研究設計與實施 31 第一節 研究步驟 31 第二節 研究架構與實驗流程 33 第三節 教材與課程設計 37 第四節 研究對象 50 第五節 研究工具 52 第六節 資料處理與分析 56 第四章 研究結果 59 第一節 學習成效 59 第二節 學習動機 64 第三節 行為模式 90 第四節 討論與總結 109 第五章 結論與建議 121 參考文獻 124 附錄 135 附錄一 136 附錄二 142 附錄三 144 附錄四 153 附錄五 163

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