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研究生: 王政凱
Wang, Cheng-Kai
論文名稱: 虛擬實境視角與回饋策略對高中生運用擴增實境進行三角測量問題解決之成效與動機的影響
Types of Virtual Reality and Feedback on Senior High School Students’ Triangulation Problem-Solving Performance and Motivation
指導教授: 陳明溥
Chen, Ming-Puu
口試委員: 陳明溥
Chen, Ming-Puu
楊接期
Yang, Jie-Chi
朱蕙君
Chu, Hui-Chun
口試日期: 2020/01/14
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: 120
中文關鍵詞: 虛擬實境視角回饋策略三角測量解題策略導覽方式
英文關鍵詞: Virtual reality perspective, Feedback strategy, Triangulation, Problem-solving strategy, Navigation
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202300119
論文種類: 學術論文
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  • 本研究旨在探討不同虛擬實境視角(擴增實境、虛擬實境第一人視角+擴增實境、虛擬實境第三人視角+擴增實境)及回饋策略(整體回饋、階段回饋)對於高中生進行擴增實境三角測量問題解決之學習成效及動機的影響。本研究採用多因子準實驗設計,對象為高中三年級學生,參與者為 306 位新北市某高級中學學生,剔除未能全程參與者 71 人與三角測量先備知識位於各實驗組前 5%及後 5%之學習者共 19 人,有效樣本為 216 人。自變項為「虛擬實境視角」與「回饋策略」,虛擬實境視角分為「AR」(無虛擬實境)、「VR 第一人視角+AR」及「VR 第三人視角+AR」;回饋策略分為「整體回饋」及「階段回饋」。依變項則包含三角測量問題解決學習成效(知識記憶、知識理解、知識應用)與數學學習動機(價值成份、期望成份、科技接受度)。
    研究發現:在三角測量問題解決成效方面,(1)在虛擬實境視角方面,(VR 第一人視角+AR)組搭配整體回饋策略之學習者表現優於階段回饋策略;(VR 第三人視角+AR)組搭配階段回饋策略之學習者表現優於整體回饋策略。研究結果推測以具體行為將抽象的數學概念內化,讓學習者可以更了解三角測量的空間概念;(2)在回饋策略方面,(VR 第三人視角+AR)組搭配階段回饋之學習者在知識應用表現優於(VR 第一人視角+AR)組搭配階段回饋與 AR 組搭配階段回饋情境之學習者。研究結果推測階段回饋能幫助學習者即時校正迷思概念,釐清解題策略以達到自我調節;在動機方面,(3)各組學習者在不同虛擬實境視角皆保持正向動機表現;其中,(VR 第三人視角+AR)組在期望成功與外在目標導向方面有顯著優於(VR 第一人視角+AR)組。

    The purpose of this study was to investigate the effects of types of virtual reality and feedback on senior high school students' triangulation problem-solving performance and motivation. A quasi-experimental design was employed and the independent variables included three types of virtual reality and two types of feedback. Participants were 306 twelfth graders from 8 classes of a public high school located in the northern part of Taiwan. The effective sample size was 216 for this study. Three types of virtual reality were implemented, including the augmented reality (AR) group (no-VR), the first-person-perspective VR (VR-1P) group and the third-person-perspective VR (VR3P). Two types of feedback were implemented, including the overall feedback and the step-by-step feedback. The dependent variables were the learning performance in triangulation problem-solving and learning motivation.
    The results showed that (a) for knowledge application performance, VR-1P with overall-feedback outperformed VR-1P with step-by-step feedback; VR-3P with step-by step feedback outperformed VR-3P with overall feedback. The findings suggest that the learners could better understand the spatial concept of triangulation by internalizing the abstract mathematical concepts with measuring actions. (b) As for feedback, VR-3P with step-by-step feedback in knowledge application performance outperforms VR-1P with step-by-step feedback. The step-by-step feedback helps learners correct misconception timely, so that they could clarify the strategy of problem-solving to achieve selfregulation. (c) As for motivation, participants showed positive motivation toward the employed feedback and VR-3P revealed higher degree of motivation in comparison with VR-1P.

    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 3 第三節 研究範圍與限制 4 第四節 重要名詞釋義 6 第二章 文獻探討 8 第一節 數學三角測量學習 8 第二節 數位遊戲 10 第三節 數學解題策略 12 第四節 虛擬實境視角 14 第五節 回饋策略 19 第三章 研究方法 22 第一節 研究對象 22 第二節 研究設計 23 第三節 實驗流程 33 第四節 研究工具 35 第五節 資料處理與分析 38 第四章 研究結果與討論 39 第一節 三角測量問題解決成效分析 39 第二節 數學學習動機分析 47 第五章 結論與建議 58 第一節 結論 58 第二節 建議 61 參考文獻 63 附錄一 三角測量先備知識測驗 72 附錄二 數學學習動機前測問卷 75 附錄三 「變種兔子」AR組學習單 78 附錄四 「變種兔子」第一人稱組學習單 90 附錄五 「變種兔子」第三人稱組學習單 102 附錄六 三角測量問題解決成效測驗 114 附錄七 數學學習動機後測問卷 117

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