簡易檢索 / 詳目顯示

研究生: 黃鈺婷
Huang, Yu-Ting
論文名稱: 結合擴增實境技術與引導發現學習策略應用於植物園學習之成效
Studies on Applying Augmented Reality and Guided Discovery Learning Strategy in Botanical Garden Learning
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: 2015
畢業學年度: 103
語文別: 中文
論文頁數: 102
中文關鍵詞: 擴增實境引導發現學習植物學習
英文關鍵詞: augmented reality, guided discovery learning, plants learning
論文種類: 學術論文
相關次數: 點閱:108下載:8
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
  • 有鑑於植物盲的現象加劇,本研究欲結合擴增實境與引導發現學習策略設計一套學習系統作為植物學習工具,協助學習者深入觀察植物並進行分類,接著探討學習者在使用本研究所設計的擴增實境植物學習系統(AR-BGLS)與學習單的學習表現。研究對象為89位小學三年級學生,採用準實驗研究法之前後測不等組設計。自變項為不同工具之學習方式,依變項為學習者之學習表現,包含學習成效、神馳經驗、學習者行為模式與系統使用態度與接受程度。

    研究結果發現:(一)AR-BGLS可以加強學習者的學習成效;(二)AR-BGLS相較於學習單的學習方式,對於學習興趣並無顯著差異;(三)AR-BGLS相較於學習單組的學習方式,更能幫助學習者與實體植物互動;(四)運用AR-BGLS部分學習者具有正面使用態度與接受程度。

    In view of the increasing influence of plant blindness, the study is to design a set of learning system which combined augmented reality and guided discovery learning to be the plants learning tool, and this learning tool could assist student to observe plants deeply and classify plants. To compare the learning performance of students, we used the augmented reality learning tool (AR-BGLS) and the worksheets. The research was adopted the quasi-experimental design with nonequivalent pretest-posttest design, and the participants were 89 students in the third grade in elementary school. The independent variables were two learning ways; the dependent variables included learning outcomes, flow experience, learning behavioral patterns and learners’ attitude on the use and acceptance of learning system.

    The results showed that: (a) AR-BGLS promoted the learning performance in botanical garden learning; (b) there was no significant difference in promoting the flow experience in using AR-BGLS and the worksheets; (c) AR-BGLS promoted well interactions between learners and plants; (d) some of the learners had positive attitudes on the use and acceptance of AR-BGLS.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 5 第三節 研究假設 5 第二章 文獻探討 7 第一節 植物園的教育功能與現況 7 第二節 擴增實境應用於教學 9 第三節 引導發現學習 13 第三章 系統設計 18 第一節 系統設計理念 18 第二節 系統發展架構 20 第三節 系統功能說明 23 第四章 研究方法與步驟 30 第一節 研究對象 30 第二節 研究設計 31 第三節 研究工具 32 第四節 實驗流程 35 第五節 資料蒐集與分析 37 第五章 結果與討論 39 第一節 植物學習成效分析 39 第二節 學習者神馳經驗分析 41 第三節 學習者行為模式分析 43 第四節 訪談資料分析 61 第五節 綜合討論 66 第六章 結論與建議 72 第一節 結論 72 第二節 建議 73 第三節 未來研究方向 74 參考文獻 75 附錄一:前、後測試卷 81 附錄二:神馳經驗量表 86 附錄三:學習單 88 附錄四:訪談單 102

    中文文獻
    宋曜廷、張國恩、于文正(民95)。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。
    高銘發、林喻東、劉癸君、鄧書麟(民96)。民眾對都會型植物園遊憩體驗之研究。台灣林業期刊,6,63-67。
    林甘敏、陳年興(民91)。網路大學學習問題探討。GCCCE 第五屆全球華人學習研討會論文集,1143-1150。
    翁榮源、陳定威、施信宏(民95)。引導發現式學習在「環境化學」網站之應用與研究。科學教育月刊,292, 39-54。
    陳裕隆(民103)。融入問題引導策略的模擬式學習環境之應用成效與學習歷程研究(未出版之博士論文)。國立臺灣師範大學,台北市。
    莊容容(民95)。引導發現教學法對國小五年級學生學習成就與學習遷移之研究-以「張廖家廟建築裝飾藝術」課程為例(未出版之碩士論文)。國立新竹教育大學,新竹市。
    張文哲(民97)。教育心理學:理論與實務 (RE Slavin著)。台北市: 學富文化。

    英文文獻
    Carin, A. A. (1997). Guided Discovery Activities for Elementary School Science. Upper Saddle River, New Jersey: Prentice Hall College Div.
    Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. Computer Graphics and Applications, IEEE, 21(6), 34-47.
    Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students' flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29(6), 505-517.
    Benford, S., Greenhalgh, C., Reynard, G., Brown, C., & Koleva, B. (1998).Understanding and constructing shared spaces with mixed-reality boundaries, ACM Transactions on Computer-Human Interaction (TOCHI), 5 (3) 185–223.
    Ballantyne, R., Packer, J., & Hughes, K. (2008). Environmental awareness, interests and motives of botanic gardens visitors: Implications for interpretive practice. Tourism management, 29(3), 439-444.
    Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32-42.
    Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L., & Lee, C. M. (2014). Development and Behavioral Pattern Analysis of a Mobile Guide System with Augmented Reality for Painting Appreciation Instruction in an Art Museum. Computers & Education, 71, 185-197.
    Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. In Handbook of research on educational communications and technology (pp. 735-745). Springer New York.
    Daponte, P., De Vito, L., Picariello, F., & Riccio, M. (2014). State of the art and future developments of the Augmented Reality for measurement applications.Measurement, 57, 53-70.
    de Jong, T., & Njoo, M. (1992). Learning and instruction with computer simulations: Learning processes involved. Computer-based learning environments and problem solving,411-427.
    Eberbach, C., & Crowley, K. (2009). From Everyday to Scientific Observation: How Children Learn to Observe the Biologist's World. Review of Educational Research, 79(1), 39-68. doi: 10.3102/0034654308325899
    FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and Blended Learning, 5(4), 43-58.
    Hsiao, K. F., Chen, N. S., & Huang, S. Y. (2012). Learning while exercising for science education in augmented reality among adolescents. Interactive Learning Environments, 20(4), 331-349.
    Klopfer, E., & Squire, K. (2008). Environmental Detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203-228.
    Klopfer, E., & Sheldon, J. (2010). Augmenting your own reality: student authoring of science-based augmented reality games. New Dir Youth Dev, 2010(128), 85-94. doi: 10.1002/yd.378.
    Karplus, R., & Butts, D. P. (1977). Science teaching and the development of reasoning. Journal of Research in Science Teaching, 14(2), 169-175.
    Kisiel, J. F. (2003). Teachers, museums and worksheets: A closer look at a learning experience. Journal of Science Teacher Education, 14(1), 3-21.
    Klahr, D., & Nigam, M. (2004). The equivalence of learning paths in early science instruction effects of direct instruction and discovery learning. Psychological Science, 15(10), 661-667.
    Liu, T. Y., Tan, T. H., & Chu, Y. L. (2009). Outdoor Natural Science Learning with an RFID-Supported Immersive Ubiquitous Learning Environment. Journal of Educational Technology & Society, 12(4).
    Mayer, R. E. (Ed.). (2005). The Cambridge handbook of multimedia learning. Cambridge University Press.

    Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented Reality: a class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies, 282–292, Boston, MA, Oct.
    Powledge, F. (2011). The evolving role of botanical gardens. Bioscience, 61(10), 743-749.
    Pence, H. E. (2010). Smartphones, smart objects, and augmented reality. The Reference Librarian, 52(1-2), 136-145.
    Reynolds, R., & Chiu, M. M. (2013). Formal and informal context factors as contributors to student engagement in a guided discovery-based program of game design learning. Learning, Media and Technology, 38(4), 429-462.
    Rogoff, B., Paradise, R., Arauz, R. M., Correa-Chávez, M., & Angelillo, C. (2003). Firsthand learning through intent participation. Annual review of psychology, 54(1), 175-203.
    Shyu, H. Y. C. (2000). Using video‐based anchored instruction to enhance learning: Taiwan's experience. British Journal of Educational Technology, 31(1), 57-69.
    Storksdieck, M. (2006). Field trips in environmental education. Berlin: Berliner Wissenschafts-Verlag.
    Spencer, John A., (1999) Learner centred approaches in medical education, BMJ318:1280-1283 (open access)
    Tunnicliffe, S. D. (2001). Talking about plants-comments of primary school groups looking at plant exhibits in a botanical garden. Journal of Biological Education, 36(1), 27-34.
    Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality technologies, applications and limitations. International Journal of Virtual Reality, 9(2), 1.
    Wandersee, J. H., & Schussler, E. E. (2001). Toward a theory of plant blindness. Plant Science Bulletin, 47(1), 2-9.
    Wojciechowski, R., & Cellary, W. (2013). Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Computers & Education,68, 570-585.
    Wiegand, F., Kubisch, A., & Heyne, T. (2013). Out-of-school learning in the botanical garden: Guided or self-determined learning at workstations? Studies in Educational Evaluation, 39(3), 161-168.
    Wasko, C. (2013). What teachers need to know about augmented reality enhanced learning environments. TechTrends, 57(4), 17-21.
    Wu, L.J., Weng, S.E., Chang, K.E., Lan, Y.J., & Sung, Y.T. (2009). The effect of the game-based problem-posing system for mathematical learning. The 17th International Conference on Computers in Education (ICCE 2009). Hong Kong.
    Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9, 411-426.
    Yoon, S. A., & Wang, J. (2014). Making the invisible visible in science museums through augmented reality devices. TechTrends, 58(1), 49-55.
    Zhang, J., Sung, Y. T., & Chang, K. E. (2011, October). Using a Mobile Digital Armillary Sphere (MDAS) in astronomical observation for primary school students. In World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (Vol. 2011, No. 1, pp. 2632-2641).
    Zak, E. (2014). Do You Believe in Magic? Exploring the Conceptualization of Augmented Reality and its Implications for the User in the Field of Library and Information Science. Information Technology and Libraries, 33(4), 23-50.

    下載圖示
    QR CODE