研究生: |
張皓甯 Chang, Hao-Ning |
---|---|
論文名稱: |
情境感知遊戲式博物館導覽中參與者之混合存浸感與自我導向學習之探討 Participant’s Mixed Reality Immersence and Self-directed Learning in Context-Aware Museum Mobile Game |
指導教授: | 王健華 |
學位類別: |
碩士 Master |
系所名稱: |
圖文傳播學系 Department of Graphic Arts and Communications |
論文出版年: | 2017 |
畢業學年度: | 105 |
語文別: | 中文 |
論文頁數: | 98 |
中文關鍵詞: | 情境感知導覽 、混合實境遊戲 、混合存浸感 、存在感 、沉浸度 、自我導向學習傾向 、數位博物館 |
英文關鍵詞: | context-aware guide, mixed reality game, mixed reality immersence, presence, immersion, self-directed learning readiness, digital museum |
DOI URL: | https://doi.org/10.6345/NTNU202202547 |
論文種類: | 學術論文 |
相關次數: | 點閱:198 下載:19 |
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 |
近年來陸續有研究者運用行動載具的可攜性及資料擷取能力,將情境感知導覽結合遊戲式行動學習運用在新型態的博物館導覽上,由行動載具提供遊戲學習者適切的資訊,學習者透過接近物件進行情境感知觸發遊戲行為,讓學習者進行自主學習。
本研究建置出情境感知遊戲式博物館導覽應用程式Genie Hunter,為混合實境遊戲,此種遊戲任務分配模式會使得參與者需要在真實環境及虛擬環境中尋找遊戲線索以達成任務,參與者隨著遊戲的情境脈絡、闖關任務與挑戰,將持續或漸進的融入在遊戲中,在整個遊戲過程中參與者的心理上被轉移到虛實共構的環境中產生與以往不同的心理感受,本研究稱之為混合存浸感。藉由研究的過程,實際了解參與者在情境感知遊戲式博物館導覽中產生的混合存浸感,並且探討混合存浸感與自我導向學習傾向的相關性,以及混合存浸感與自我導向學習傾向對於學習成效或MR學習體驗是否有影響。
研究結果發現參與者在經由情境感知遊戲式博物館導覽後,能夠有效提升學習成效,在敘述性統計上發現,不同自我導向學習者其學習成效有差異情形,值得進一步分析。在混合存浸感方面,高混合存浸者在此遊戲機制中能夠更快速完成任務,獲得遊戲勝利並且有較好的MR學習體驗。本研究建議在混合實境遊戲上自我導向學習是可以發展的學習策略,在教學內容與遊戲設計上應考慮混合存浸感對MR學習體驗和遊戲互動經驗之影響。
In recent years, there are several researches developing the new type of museum guidance by integrating context aware guidance and game-base mobile learning. Such methods can provide participants appropriate information by leveraging the portability of mobile devices and capability of data retrieval. Participants also can perform context-triggered actions to do self-learning when approaching objects.
This research develops a game application Genie Hunter which supports context-aware museums guidance. Genie Hunter is a mixed reality game which enables participants acting in virtual and real environment base on the hint to fulfill the task. Participants can be gradually involved in the game with scenarios, tasks and challenges of the game. In addition, participants may have different perceptual response from before due to mentally remaining in virtual and real co-existence environment in the flow of the game. In this study, such finding is called as mixed reality immersense. This research practically discovers the mixed reality immersense as participants engage in context aware museum guidance. It also evaluates the relationship between mixed reality immersense and self-directed learning readiness. Furthermore, the influence of mixed reality immersense and self-directed learning readiness on learning results and MR learning experience is discussed.
This research shows the participants can advance learning results after joining in context aware game base museum guidance. In the descriptive statistics shows that different self-directed learners have different learning results and need for further analysis. In terms of mixed reality immersense, those who have high mixed reality immersense can fulfill the task quickly, win the game and have better MR learning experience. The research suggests self-directed learning in a mixed reality game is a good learning strategy for development. The influence of mixed reality immersense on MR learning experience and interaction experience of the game should be taken into consideration for learning context and game design.
壹、中文文獻
王素琴(1995)。成人學生學習參與動機取向與教育產品利益知覺之相關性研究。 國立台灣師範大學,臺北市。
王啟祥(2008)。博物館觀眾學習成果與影響研究的發展與啟示。博物館學季刊,22(4),91-107。
朱耀明(2003)。自我導向學習在行動學習設計上的啟示。WISCS 網路教學系統平台與內容標準化研討會,國立高雄師範大學,136-141。
李承蓉(2015)。虛實融入感於行動擴增實境教學之影響因素探討(未出版之碩士論文),國立臺灣師範大學,臺北市。
周宇軒、鍾靜(2010)。問題導向學習與數學教師自我導向學習。載於鍾靜(主編),問題導向學習與數學教師專業成長(209-220頁)。臺北市:國立臺北教育大學。
吳佩修、朱斌妤(2001)。解說員影響民眾參觀博物館經驗之研究-以國立科學工藝博物館為例。科技博物,5(4),65-81。
吳婷婷、黃國禎、宋天文 (2007)。建構情境感知無所不在學習之應用。中小學網路教學與數位學習。TANET2007台灣網際網路研討會。臺北市:國立臺灣大學。
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」互動的設計。博物館學季刊,20(1),17-34。
洪世昌(1994)。我國空中大學學生自我導向學習傾向及其與學習成就關係之研究(未出版之碩士論文),國立臺灣師範大學,臺北市。
徐典裕、王薏涵、郭凡瑞(2015)。博物館虛實整合科普教育應用與推廣服務模式—以融入小學課程主題之虛實整合行動學習為例。博物館學季刊,29(1),99-115。
翁千惠(2007)。虛擬空間之空間感與存在感探討(博士論文)。取自國立交通大學博碩士論文系統http://140.113.39.130/cgi-bin/gs32/tugsweb.cgi?o=dnctucdr&s=id=%22GT009116825%22.&searchmode=basic
耿鳳英(2006)。虛與實:新世紀的博物館展示趨勢。博物館學季刊,20(1),81
黃富順(2000)。成人教育導論。台北市:五南。
陳茂祥(2001)。自我導向學習理論及其在成人教育上的啟示。朝陽學報,11(6),65-8996。
陳雪雲 (2010)。博物館是世界公民終身學習的場域。博物館學季刊,24(4),5-17。
鄧運林(1995)。成人教學與自我導向學習。台北:五南圖書。
劉杰(2008)。e-Learning2.0環境中大學生自我導向學習與網路學習動機之探討(未出版之碩士論文),國立臺灣師範大學,臺北市。
貳、英文文獻
Abowd, G. D., Dey, A. K., Brown, P. J., Davies, N., Smith, M., & Steggles, P. (1999).Towards a better understanding of context and context-awareness. In International Symposium on Handheld and Ubiquitous Computing (pp. 304-307). Springer Berlin Heidelberg.
Baillie, L., Morton, L., Uzor, S., & Moffatt, D. C. (2010). An investigation of user responses to specifically designed activities in a multimodal location based game. Journal on Multimodal User Interfaces, 3(3), 179-188.
Barfield, W., Zeltzer, D., Sheridan, T., & Slater, M. (1995). Presence and performance within virtual environments. Virtual environments and advanced interface design, 473-513.
Benyon, D., Smyth, M., O'Neill, S., McCall, R., & Carroll, F. (2006). The place probe: exploring a sense of place in real and virtual environments. Presence: Teleoperators and Virtual Environments, 15(6), 668-687.
Benyon, D., Smyth, M., O'Neill, S., McCall, R., & Carroll, F. (2006). The place probe: exploring a sense of place in real and virtual environments. Presence: Teleoperators and Virtual Environments, 15(6), 668-687.
Biocca, F. (1997). The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments. Journal of Computer‐Mediated Communication, 3(2),12-26.
Biocca, F. (2003, May). Can we resolve the book, the physical reality, and the dream state problems? From the two-pole to a three-pole model of shifts in presence. Paper presented at the EU Future and Emerging Technologies, Presence Initiative Meeting, Venice, Italy. Retrieved June 17, 2016, from http://www.mindlab.org/images/d/DOC705.pdf
Boyd, R. D., & Apps, J. W. (1980). Redefining the discipline of adult education. San
Francisco, CA: Jossey-Bass.
Brajčić, M., Kovačević, S., & Kuščević, D. (2013). Learning at the Museum.
Hrvatski časopis za odgoj i obrazovanje, 15(2), 159-178.
Brookfield, S. (1986). Understanding and facilitating adult learning: A comprehensive analysis of principles and effective practices. UK: McGraw-Hill Education.
Brown, E., & Cairns, P. (2004, April). A grounded investigation of game immersion.
In CHI'04 extended abstracts on Human factors in computing systems (pp. 1297-1300). ACM.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
Candy, P.C. (1991). Self-direction for lifelong learning. San Francisco:Jossey-Bass.
Dabholkar, P. A. and Bagozzi, R.P. (2002), “An Attitudinal Model of 164 Technology-Based Self-Service: Moderating Effects of Consumer Traits and Situational Factors.” Journal of the Academy of Marketing Science, 30 (3), 184-201.
Chang, C., Chang, M., & Heh, J. S. (2015). National Palace Museum Adventure—A Mobile Educational Role-Playing Game for Museum Learning. In Ubiquitous Learning Environments and Technologies (pp. 201-223). Springer Berlin Heidelberg.
Charitonos, K., Blake, C., Scanlon, E., & Jones, A. (2012). Museum learning via social and mobile technologies : (How) can online interactions enhance the visitor experience?. British Journal of Educational Technology, 43(5), 802-819.
Chen, G., & Kotz, D. (2000). A survey of context-aware mobile computing research(Vol. 1, No. 2.1, pp. 2-1). Technical Report TR2000-381, Dept. of Computer Science, Dartmouth College.
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: its hierarchical structure and impact on game‐based science learning. Journal of Computer Assisted Learning, 31(3), 232-253.
Chianese, A., Marulli, F., Moscato, V., & Piccialli, F. (2013). SmARTweet: A location-based smart application for exhibits and museums. In Signal-Image Technology & Internet-Based Systems, 2013 International Conference on (pp. 408-415). IEEE.
Chu, H. C., Hwang, G. J., & Tsai, C. C. (2010). A knowledge engineering approach to developing mindtools for context-aware ubiquitous learning. Computers & Education, 54(1), 289-297.
Coenen, T., Mostmans, L., & Naessens, K. (2013). Museus:case study of a pervasive cultural heritage serious game. Journal on Computing and Cultural Heritage, 6(2), Article No. 8, 1-19.
Grow, G. O. (1991). Teaching learners to be self-directed. Adult education quarterly, 41(3), 125-149.
Davies, C. (2003). Rethinking VR: Key concepts and concerns. Hybrid Reality: Art, Technology and Human Factor. International Society on Virtual Systems and Multimedia, Montreal, Canada, 253-262.
Doong, J. L., Lai, C. H., Chuang, K. H., & Hsu, C. C. (2015). Learning Effects of Location Based Mixed Reality Game: A Pilot Study. Procedia Manufacturing, 3, 1603-1607.
Emmanouilidis, C., Koutsiamanis, R. A., & Tasidou, A. (2013). Mobile guides: Taxonomy of architectures, context awareness, technologies and applications. Journal of Network and Computer Applications, 36(1), 103-125.
Falk, J., & Dierking, L.(2000). Learning from museums: Visitor experiences and the making of meaning. Walnut Creek, CA: AltaMira Press.
Fotouhi-Ghazvini, F. (2011). Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm (Doctoral dissertation, University of Bradford).
Franceschi, K. G., & Lee, R. M. (2008). Virtual social presence for effective collaborative e-learning. In PRESENCE 2008-Proceedings of the 11th Annual International Workshop on Presence.
Garrison, D. R. (1997). Self-directed learning: Toward a comprehensive model. Adult education quarterly, 48(1), 18-33.
Georgiou, Y., & Kyza, E. A. (2017). The development and validation of the ARI questionnaire: An instrument for measuring immersion in location-based augmented reality settings. International Journal of Human-Computer Studies, 98, 24-37.
Ghiani, G., Paternò, F., Santoro, C., & Spano, L. D. (2009). UbiCicero: A location-aware, multi-device museum guide. Interacting with Computers, 21(4), 288-303.
Gibson, D., & Jakl, P. (2015). Theoretical Considerations for Game-Based e-Learning Analytics. In Gamification in Education and Business (pp. 403-416). Springer International Publishing.
Guglielmino, L.M. (1977).Development of the self-directed learning readiness scale.Dissertation Abstracts International, 38, 64-67.
Heeter, C. (1992). Being there: The subjective experience of presence. Presence: Teleoperators & Virtual Environments, 1(2), 262-271.
Hein, G. E. (2002). Learning in the Museum. Routledge.
Hein, G. E. (2006). Museum education. A companion to museum studies, 340-352.
Hou, H. T., Wu, S. Y., Lin, P. C., Sung, Y. T., Lin, J. W., & Chang, K. E. (2014). A Blended Mobile Learning Environment for Museum Learning. Educational Technology & Society, 17(2), 207-218.
Hsi, S. (2002). The electronic guidebook: A study of user experiences using mobile web content in a museum setting. In Wireless and Mobile Technologies in Education, 2002. Proceedings. IEEE International Workshop on (pp. 48-54). IEEE.
Huang, Y. M., & Chiu, P. S. (2015). The effectiveness of a meaningful learning‐based evaluation model for context‐aware mobile learning. British Journal of Educational Technology, 46(2), 437-447.
Hull, R., Neaves, P., & Bedford-Roberts, J. (1997, October). Towards situated computing. In Wearable Computers, First International Symposium on (pp. 146-153). IEEE.
IJsselstenijn, W. and Riva, G. (2003). Being There: The Experience of Presence in Mediated Environments. Being There: Concepts, Effects and Measurement of User Presence in Synthetic Environments. G. Riva, F. Davide and W. A. IJsselsteijn (eds). Amesterdam. Ios Press: 3-16.
Jang, H. C., & Lien, Y. N. (2014). Educational Exhibition System and the Application of APP on Museum Mobile Learning–National Palace Museum as an Example. In 2014 International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology, Nagoya University, Japan.
Jegers, K. (2007). Pervasive game flow: understanding player enjoyment in pervasive gaming. Computers in Entertainment, 5(1), 9.
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A.
(2008). Measuring and defining the experience of immersion in games. International journal of human-computer studies, 66(9), 641-661.
Kaptelinin, V. (2011). Designing technological support for meaning making in museum learning: an activity-theoretical framework. In System Sciences, 2011 44th Hawaii International Conference on (pp. 1-10). IEEE.
Knowles, M. S. (1975), Self-directed learning: a guide for learners and teachers, New York: Association Press.
Kratz, R.J. (1980). Implications of self-directed learning for functionally illiterate adults. Adult Education Research Conference, Vancouver, Canada.
Lee, K. M. (2004). Presence, explicated. Communication theory, 14(1), 27-50.
Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174-187.
Liu, T. C., Lin, Y. C., & Paas, F. (2014). Effects of prior knowledge on learning from different compositions of representations in a mobile learning environment. Computers & Education, 72, 328-338.
Liu, Y., Li, H., & Carlsson, C. (2010). Factors driving the adoption of m-learning: An empirical study. Computers & Education, 55(3), 1211-1219.
Lombard, M. and Ditton, T. 1997. At the heart of it all : The concept of presence.Journal of Computer-Mediated Communication. 3(2).
Lombard, M., Ditton, T. B., Crane, D., Davis, B., Gil-Egui, G., Horvath, K., & Park,S. (2000). Measuring presence: A literature-based approach to the development of a standardized paper-and-pencil instrument. In Third international workshop on presence, delft, Netherlands (Vol. 240, pp. 2-4).
Long, H. B. (1990).Psychological control in self-directed learning. International Journal of Lifelong Education, 9(4), 331-338.
Lu, C., Chang, M., Kinshuk, Huang, E., & Chen, C.-W. (2014). Context-Aware Mobile Role Playing Game for Learning – A Case of Canada and Taiwan.Educational Technology & Society, 17 (2), 101–114.
McCall, R., Wetzel, R., Löschner, J., & Braun, A. K. (2011). Using presence to evaluate an augmented reality location aware game. Personal and Ubiquitous Computing, 15(1), 25-35.
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: A class of displays on the reality-virtuality continuum. In Photonics for industrial applications (pp. 282-292). International Society for Optics and Photonics.
Minsky, M. (1980). Telepresence. Retrieved from
http://web.media.mit.edu/~minsky/papers/Telepresence.html
Mocker, D.W. & Spear, G.E. (1984). The organizing circumstance:Environmental determination in self-directed learning. Adult Education Quarterly, 35, 1-10.
Nash, E.B., Edwards, G.W., Thompson, J.A., Barfield, W., 2000. A review of presence and performance in virtual environments. Int. J. Hum. Comput. Interact. 12, 1–41.
Nacke, L. E., & Lindley, C. A. (2010). Affective ludology, flow and immersion in a first-person shooter: Measurement of player experience. arXiv preprint arXiv:1004.0248.
Nilsson, N. C., Nordahl, R., & Serafin, S. (2016). Immersion Revisited: A Review of
Existing Definitions of Immersion and Their Relation to Different Theories of Presence.
Noroozi, O., Weinberger, A., Biemans, H. J., Mulder, M., & Chizari, M. (2012).Argumentation-based computer supported collaborative learning (ABCSCL): A synthesis of 15 years of research. Educational Research Review, 7(2), 79-106.
Núñez, A., & Noyé, J. (2008, June). An event-based coordination model for context-aware applications. In Coordination Models and Languages (pp. 232-248). Springer Berlin Heidelberg.
Park, J., Parsons, D., & Ryu, H. (2010). To flow and not to freeze: Applying flow experience to mobile learning. IEEE transactions on Learning Technologies, 3(1), 56-67.
Pascoe, J. (1998). Adding generic contextual capabilities to wearable computers. In
Wearable Computers, Second International Symposium on (pp. 92-99). IEEE.
Reid, J., Hull, R., Clayton, B., Melamed, T., & Stenton, P. (2011). A research methodology for evaluating location aware experiences. Personal and Ubiquitous Computing, 15(1), 53-60.
Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., &
Alcañiz, M. (2007). Affective interactions using virtual reality: the link between presence and emotions. Cyber Psychology & Behavior, 10(1), 45-56.
Romano, D., Brna, P., & Self, J. (1998) Collaborative Decision-Making and Presence in Shared Dynamic Virtual Environments. Presence in Shared Virtual Environments Workshop
Romano, D. M., Brna, P., & Self, J. A. (1998). Collaborative decision-making and presence in shared dynamic virtual environments. In Proceedings of the Workshop on Presence in Shared Virtual Environments. BT Labs, Martlesham Heath.
Rubino, I., Barberis, C., Xhembulla, J., & Malnati, G. (2015). Integrating a location-
based mobile game in the museum visit: Evaluating visitors’ behavior and learning. Journal on Computing and Cultural Heritage, 8(3), 15.
Şad, S. N., & Göktaş, Ö. (2014). Preservice teachers' perceptions about using mobile phones and laptops in education as mobile learning tools. British Journal of Educational Technology, 45(4), 606-618.
Schilit, B., Adams, N., & Want, R. (1994). Context-aware computing applications. In Mobile Computing Systems and Applications, First Workshop on (pp. 85-90). IEEE.
Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence Teleoperators & Virtual Environments, 1(1), 120-126.
Sharples, M., Taylor, J., & Vavoula, G. (2005, October). Towards a theory of mobile learning. In Proceedings of mLearn (Vol. 1, No. 1, pp. 1-9).
Slater, M. (1999). Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire. Presence. 8(5): 560-565.
Slater, M., & Steed, A. (2000). A virtual presence counter. Presence, 9(5), 413-434.
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and virtual environments, 6(6), 603-616.
Slater, M., (1999). Measuring presence: A response to the Witmer and singer presence questionnaire. Presence: Teleoperators & Virtual Environments. 8 (5), 560–566.
Slater, M., Sadagic, A., Usoh, M., & Schroeder, R. (2000). Small-group behavior in a virtual and real environment: A comparative study. Presence, 9(1), 37-51.
Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268-286.
Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment, 3(3), 3-3.
Tough, A. (1966). The assistance obtained by adult self-teachers. Adult Education,17(1), 30-37.
Tough, A. M. (1971), The adult’s learning projects: A fresh approach to theory and practice in adult learning, Toronto: The Ontario Institute for Studies in Education.
Tough, A. (1979). The Adult's Learning Projects. A Fresh Approach to Theory and Practice in Adult Learning (2nd ed.).Toronto: Ontario Institute for Studies in Education.
Usoh, M., Alberto, C., & Slater, M. (2013). Presence: Experiments in the Psychology of Virtual Environments.
Vorderer, P., Wirth, W., Saari, T., Gouveia, F. R., Biocca, F., Jäncke, L., & Klimmt, C.
(2004). Development of the MEC spatial presence questionnaire (MEC-SPQ). Report to the European Community, Project Presence, MEC.
Wagner, I., Broll, W., Jacucci, G., Kuutii, K., McCall, R., Morrison, A., & Terrin, J. J.(2014). On the role of presence in mixed reality. Presence, 18(4), 249-276.
Waterworth, E. L., & Waterworth, J. A. (2001). Focus, locus, and sensus: The three dimensions of virtual experience. CyberPsychology & Behavior, 4(2), 203–213.
Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240.
Zikas, P., Bachlitzanakis, V., Papaefthymiou, M., Kateros, S., Georgiou, S., Lydatakis, N., Papagiannakis, G., (2016). Mixed Reality Serious Games and Gamification for smart education. Proceedings of the European Conference on Games Based Learning. 1, 805-812.