簡易檢索 / 詳目顯示

研究生: 李若瑜
Li, Ruo-Yu
論文名稱: 文化適地性遊戲建置之關鍵因素探討
Exploring the Key Factors of Location-Based Cultural Game
指導教授: 王健華
Wang, Chien-Hwa
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: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 126
中文關鍵詞: 文化學習適地性遊戲模糊德菲法網路分析法
英文關鍵詞: culture learning, location-based game, fuzzy delphi method, analytic network process
DOI URL: http://doi.org/10.6345/THE.NTNU.DGAC.008.2019.F05
論文種類: 學術論文
相關次數: 點閱:251下載:28
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
  • 近年來因科技的蓬勃發展,新一代數位學習典範以智慧型裝置為載具,使情境感知的遊戲式學習備受關注,此間適地性遊戲不僅為學習帶來多方的正向影響,且在具文化歷史意義之場域更為顯著。本研究以鐵道文化為研究個案,目的在了解專家對建置文化適地性遊戲的關鍵因素,各準則與各因素間之依存關係,以及其重要性的優先順序。研究設計採用網路分析法,第一階段以文獻探討歸納準則因素,利用模糊德菲法問卷調查,建構依存關係網路,第二階段再以線上網路分析問卷對7位由領域學者、研究人員和業界專家所組成之專家群體進行施測。最終本研究建構出適用於文化適地性遊戲的網路模式,得到3項準則和15項因素組成之關鍵因素的權重排序,其中,專家認為準則之「文化教學」重要性最高,因素則依重要性排序分為三個層級,最重要的三項因素依序為「先備知識」、「挑戰關卡」和「文化敘事」。於此同時,本研究亦額外探討準則和因素間之重要性強弱,發現「文化教學」與「內容設計」相互影響較強,而各準則內皆存在對其餘因素影響較強之單一因素,提供未來建置此類型遊戲之參考。

    Due to the vigorous development of science and technology in recent years, a new generation of digital learning paradigm has used smart devices as vehicles, so that context-aware via game-based learning has attracted much attention. Location-based games not only brought positive effects on learning but also had more pronounced impacts on the cultural and historical field. Therefore, this study takes the railway culture as its focus, and attempts to assess the relationship and priority order between each criterion and element; in addition, this study explores experts demand factors for the purpose of constructing a “location-based cultural mobile game”. This study also examines the relationship between the criteria and elements, and the importance of the priorities; to accomplish this, the Analytic Network Process(ANP) is adopted. First, a literature review serves to generalize the criteria and elements, from which a dependency network is constructed, using the Fuzzy Delphi Method(FDM) to a questionnaire survey administered to experts. Second, an online ANP questionnaire serves to examine 7 respondents included domain scholars, researchers, and industry experts. Finally, this study constructs a network model and ranks the priority of the key factors composed of 3 criteria and 15 elements. Among them, experts believe that the criterion "culture learning" is of the highest importance, and the elements are divided into three levels according to the priority order. The most important three elements are "prior knowledge", "challenge level" and "cultural narrative". At the same time, this study also finds that "culture learning" and "content design" have strong interactions; besides, there are single elements in each criterion that have a strong influence on the remaining elements, which then provides references for construction in the future.

    謝辭 i 摘要 ii Abstract iii 目錄 iv 表次 vi 圖次 vii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 3 第三節 研究問題 3 第四節 研究範圍與限制 4 第五節 名詞釋義 5 第二章 文獻探討 6 第一節 適地性遊戲 6 第二節 臺灣鐵道文化 19 第三節 網路分析法 25 第四節 文獻探討小結 42 第三章 研究設計 43 第一節 研究架構 43 第二節 研究方法 44 第三節 研究對象 44 第四節 研究工具 45 第五節 資料分析方法 47 第六節 研究流程 52 第四章 研究結果與討論 53 第一節 篩選之關鍵因素 53 第二節 網路模式 54 第三節 成對比較矩陣 55 第四節 一致性檢驗 60 第五節 超級矩陣 62 第六節 關鍵因素之權重排序 65 第五章 研究結論與建議 67 第一節 研究結論 67 第二節 研究建議 73 參考文獻 74 中文文獻 74 英文文獻 75 附錄 80 附錄一 FDM模糊德菲法問卷 80 附錄二 ANP網路分析法線上問卷 84 附錄三 成對比較矩陣 122

    壹、中文文獻

    古庭維、鄧志忠(2010)。台灣舊鐵道散步地圖。臺中市:晨星。
    台糖60週年慶籌備委員會編輯組(2006)。台灣糖業之演進與再生。台糖六十週年慶紀念專刊。
    伊能嘉矩(1902)。台湾志。文学社。
    吳小虹(2006)。重回清代臺北車站—古鐵道和一座謎樣的火車站。新北市:博楊文化。
    李有仁、張芳凱(2016)。運用智慧型手機應用程式設計博物館行動導覽系統之因素探討。觀光休閒學報,22(1),61-94。
    李東明(2000)。永遠的北淡線。臺北市:玉山社。
    李順仁(2001)。新店生態文史一百點。臺北縣:拳山堡文字工作室。
    林幸慧(2014)。漫談萬新鐵路的興衰與台灣的小火車【部落格文字資料】。取自https://goo.gl/P6ZmDC
    林品章、孫祖玉、林廷宜(2013)。日本統治時期に於ける台湾民間建築にみられるアール・デコ様式。デザイン学研究,59(5)。
    侯惠澤(2016)。遊戲式學習:啟動自學X喜樂協作,一起玩中學!。臺北市:親子天下。
    洪致文(2003)。珍藏世紀台灣鐵道—幹線鐵道篇。臺北市:時報文化。
    張健豐(2010)。乙未割臺憶舊路。臺南市:海峽學術。
    張紹勳(2012)。模糊多準則評估法及統計。臺北市:五南。
    許乃懿(2002)。台灣的鐵道。新北市:遠足文化。
    連雅堂(1985)。台灣通史。臺北市:國立編譯館。
    渡邊慶之進(1939)。臺灣鐵道讀本。春秋社。
    黃振超(1986)。台灣北部施政紀實‧經濟篇‧軍事篇。臺北市:臺北市文獻委員會。
    管仁健(2005)。你不知道的台灣—台灣的中國教育與日本鐵路【部落格文字資料】。取自http://mypaper.pchome.com.tw/kuan0416/post/1281895810
    臺灣總督府交通局鐵道部(1942)。臺灣鐵道旅行案內。社團法人東亞旅行社臺灣支部。
    臺灣鐵路管理局(1959)。十年來臺灣鐵路。臺北市:作者。
    蒯光武、練惠琪(2010)。以無線網路及個人數位導覽系統促進博物館做為文化觀光景點之關鍵成功因素。運動與遊憩研究,4(4),37-62。
    劉文駿、王威傑、楊森豪(2003)。百年台灣鐵道。臺北市:果實出版。
    蔡丁財(2002)。新店人的歷史。臺北縣:臺北縣新店市公所。
    蔡龍保(2012)。推動時代的巨輪:日治中期的臺灣國有鐵路(1910-1936)。臺北市:臺灣書房。
    戴寶村、蔡承豪(2009)。縱貫環島•臺灣鐵道。臺北市:國立臺灣博物館。
    簡雪玲(2012)。彰化縣縣定古蹟彰化鐵路醫院的前身—高賓閣。彰化藝文,56,16-21。
    蘇昭旭(2011)。台灣輕便鐵道小火車。臺北市:人人出版。

    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, Berlin, Heidelberg.
    Al-Hawari, T., Mumani, A., & Momani, A. (2014). Application of the Analytic Network Process to facility layout selection. Journal of Manufacturing Systems, 33(4), 488-497.
    Anand, G., & Kodali, R. (2009). Selection of lean manufacturing systems using the analytic network process – a case study. Journal of Manufacturing Technology Management, 20(2), 258-289.
    Avouris, N., & Yiannoutsou, N. (2012). A review of mobile location-based games for learning across physical and virtual spaces. Journal of Universal Computer Science, 18(15), 2120-2142.
    Benford, S., Anastasi, R., Flintham, M., Greenhalgh, C., Tandavanitj, N., Adams, M., & Row-Farr, J. (2003). Coping with uncertainty in a location-based game. IEEE Pervasive Computing, 2(3), 34-41.
    Boiano, S., Bowen, J. P., & Gaia, G. (2012). Usability, design and content issues of mobile apps for cultural heritage promotion: The Malta culture guide experience. arXiv preprint arXiv:1207.3422.
    Chang, C.-W., Wu, C.-R., Lin, C.-T., & Lin, H.-L. (2007). Evaluating digital video recorder systems using analytic hierarchy and analytic network processes. Information Sciences, 177(16), 3383-3396.
    Chen, C.-C., Shih, H.-S., Shyur, H.-J., & Wu, K.-S. (2012). A business strategy selection of green supply chain management via an analytic network process. Computers & Mathematics with Applications, 64(8), 2544-2557.
    Chen, C.-P., Shih, J.-L., & Ma, Y.-C. (2014). Using Instructional Pervasive Game for School Children’s Cultural Learning. Journal of Educational Technology & Society, 17(2), 169-182.
    Chen, C. P., Guo, J. F., & Shih, J. L. (2012). Constructing an evaluation framework for cultural-inquiry pervasive game. Paper presented at the Workshop Proceedings of the 20th International Conference on Computers in Education, ICCE 2012.
    Chen, C. P., & Shih, J. L. (2012). A prototype on a meta-model for designing instructional pervasive games. Paper presented at the Proceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012.
    Chiang, Y.-M., Chen, W.-L., & Ho, C.-H. (2016). Application of analytic network process and two-dimensional matrix evaluating decision for design strategy. Computers & Industrial Engineering, 98, 237-245.
    Ebling, M. R., & Cáceres, R. (2010). Gaming and Augmented Reality Come to Location-Based Services. IEEE Pervasive Computing, 9(1), 5-6.
    Economou, M., & Meintani, E. (2011). Promising beginning? evaluating museum mobile phone apps.
    Gentes, A., Guyot-Mbodji, A., & Demeure, I. (2010). Gaming on the move: urban experience as a new paradigm for mobile pervasive game design. Multimedia Systems, 16(1), 43-55.
    Gustafsson, A., Bichard, J., Brunnberg, L., Juhlin, O., & Combetto, M. (2006). Believable environments: generating interactive storytelling in vast location-based pervasive games. Paper presented at the Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, Hollywood, California, USA.
    Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. t. (2009). Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344.
    Ihamäki, P. (2014). GameFlow experience model: Understanding player enjoyment in pervasive adventure geocaching game. International Journal of Wireless and Mobile Computing, 7(6), 536-548.
    Jacob, J. T. P. N., & Coelho, A. F. (2011). Issues in the development of location-based games. International Journal of Computer Games Technology.
    Jegers, K. (2009). Pervasive Game Flow: Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games. (09.01 Doctoral thesis, comprehensive summary), Umeå Universitet, Inst för Informatik, Umeå.
    Jesper, J., Copier, M., & Raessens, J. (2003). The game, the player, the world: looking for a heart of gameness. Paper presented at the Level Up Conference Proceedings, University of Utrecht, DiGRA.
    Keramati, A., & Salehi, M. (2013). Website success comparison in the context of e-recruitment: An analytic network process (ANP) approach. Applied Soft Computing, 13(1), 173-180.
    Kim, H., An, S., Keum, S., & Woo, W. (2015). H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site. In P. Zaphiris & A. Ioannou (Eds.), Learning and Collaboration Technologies: Second International Conference, LCT 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings (pp. 561-572). Cham: Springer International Publishing.
    Koutromanos, G., & Styliaras, G. (2015, 6-8 July 2015). "The buildings speak about our city": A location based augmented reality game. Paper presented at the 2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA).
    Laine, T. H., Sedano, C. A. I., Joy, M., & Sutinen, E. (2010). Critical factors for technology integration in game-based pervasive learning spaces. IEEE Transactions on Learning Technologies, 3(4), 294-306.
    Lee, H., Lee, S., & Park, Y. (2009). Selection of technology acquisition mode using the analytic network process. Mathematical and Computer Modelling, 49(5–6), 1274-1282.
    Lee, W.-S., Huang, A. Y., Chang, Y.-Y., & Cheng, C.-M. (2011). Analysis of decision-making factors for equity investment by DEMATEL and Analytic Network Process. Expert Systems with Applications, 38(7), 8375-8383.
    Liu, G. Z., & Hwang, G. J. (2010). A key step to understanding paradigm shifts in e‐learning: towards context‐aware ubiquitous learning. British Journal of Educational Technology, 41(2), E1-E9.
    Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643.
    Morteza, Z., Reza, F. M., Seddiq, M. M., Sharareh, P., & Jamal, G. (2016). Selection of the optimal tourism site using the ANP and fuzzy TOPSIS in the framework of Integrated Coastal Zone Management: A case of Qeshm Island. Ocean & Coastal Management, 130, 179-187.
    Murray, T. J., Pipino, L. L., & Van Gigch, J. P. (1985). A pilot study of fuzzy set modification of delphi. Human Systems Management, 5(1), 76-80.
    Naismith, L., Sharples, M., Vavoula, G., & Lonsdale, P. (2004). Literature review in mobile technologies and learning.
    Neustaedter, C., Tang, A., & Judge, T. K. (2013). Creating scalable location-based games: Lessons from Geocaching. Personal and Ubiquitous Computing, 17(2), 335-349.
    Noorderhaben, N. (1995). Strategic Decision Making. U. K.: Addison-Wesley.
    Rubino, I., Barberis, C., Xhembulla, J., & Malnati, G. (2015). Integrating a location-based mobile game in the museum visit: Evaluating visitors' behaviour and learning. Journal on Computing and Cultural, 8(3).
    Saaty, R. W. (2016). Decision Making in Complex Environments: The Analytic Network Process (ANP) for Dependence and Feedback; Including a Tutorial for the SuperDecisions Software and Portions of the Encyclicon of Applications. 4922 Ellsworth Avenue, Pittsburgh, PA 15213: Creative Decisions Foundation.
    Saaty, T. L. (1980). The analytic hierarchy process: Planning, priority setting, resources allocation. New York: McGraw-Hill.
    Saaty, T. L. (1996). Decision Making with Dependence and Feedback: The Analytic Network Process. Pittsburgh: RWS Publications.
    Saaty, T. L., Figueira, J. R., Greco, S., & Ehrogott, M. (2005). The Analytic Hierarchy and Analytic Network Processes for the Measurement of Intangible Criteria and for Decision-Making Multiple Criteria Decision Analysis: State of the Art Surveys (pp. 345-405): Springer New York.
    Saaty, T. L., & Takizawa, M. (1986). Dependence and independence: From linear hierarchies to nonlinear networks. European Journal of Operational Research, 26(2), 229-237.
    Shih, H.-S., Lee, S. E., Chuang, S.-H., & Chen, C.-C. (2012). A forecasting decision on the sales volume of printers in Taiwan: An exploitation of the Analytic Network Process. Computers & Mathematics with Applications, 64(6), 1545-1556.
    Soebandrija, K. E. N. (2014). Business excellence and ICT as enabler: Sustainable supplier evaluation using super decision software and analytic network process (ANP). International Journal of Applied Engineering Research, 9(22), 12819-12826.
    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. Comput. Entertain., 3(3), 3-3.
    Valente, L., Feijó, B., & Leite, J. (2017). Mapping quality requirements for pervasive mobile games. Requirements Engineering, 22(1), 137-165.
    Walther, B. K. (2005) Notes on the methodology of pervasive gaming. Vol. 3711 LNCS. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (pp. 488-495).
    Wei, W.-L., & Chang, W.-C. (2008). Analytic network process-based model for selecting an optimal product design solution with zero–one goal programming. Journal of Engineering Design, 19(1), 15-44.
    Wu, W. Y., Shih, H.-A., & Chan, H.-C. (2009). The analytic network process for partner selection criteria in strategic alliances. Expert Systems with Applications, 36(3), 4646-4653.

    下載圖示
    QR CODE