研究生: |
黃紹峯 Huang, Shao-Fong |
---|---|
論文名稱: |
VR應用對不同認知風格學習者的設計思考表現影響之腦波研究 The EEG Study on the Design Thinking Performance of Students with Different Cognitive Styles in VR Applications |
指導教授: |
張玉山
Chang, Yu-Shan |
口試委員: | 簡佑宏 盧秀琴 張玉山 |
口試日期: | 2021/07/14 |
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: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 127 |
中文關鍵詞: | 虛擬實境 、認知風格 、設計思考表現 、腦波 |
英文關鍵詞: | Virtual Reality, Cognitive style, Design thinking, EEG |
研究方法: | 準實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202100761 |
論文種類: | 學術論文 |
相關次數: | 點閱:226 下載:0 |
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 |
隨著時代變遷,虛擬實境的應用越來越廣泛,其中不乏使用於教學上的研究,許多研究也證實了虛擬實境教學有助於學生學習。認知風格是研究者探究學生認知方法、習慣不同的分類,可以分為場地獨立與場地依賴。而設計思考則是生活科技的學習重點,是學生進行作品設計的歷程。
本研究目的為探討是否使用虛擬實境教學、不同認知風格學生,在設計思考的表現是否會有影響,此外,本研究也試圖使用腦波儀測量設計思考表現是否與腦波變化相關。本研究採用不同的教學方式進行實作教學,教學單元為船舶設計與製作。採用準實驗研究法,使用不等組前後測準實驗設計,自變項為教學方式與認知風格,教學方式分成傳統教學法、VR融入教學兩種,認知風格包含場地依賴與場地獨立;依變項則是設計思考表現與腦波變化數據,設計思考表現包含學習歷程紀錄與實作評量。
研究結果顯示:(1)不同教學方法在觀察與了解問題上有顯著差異,(2)不同認知風格則是場地獨立有優於場地獨立的趨勢,(3)腦波變化在不同的教學方式會有所不同,但與成績並無相關。
The application of Virtual Reality is becoming widely used as the time goes. A number of studies show that Virtual Reality does positive impact on student’s learning performance. Cognitive style is the way researcher use to categorize the cognitive ways and learning habits of students and it has two style: field dependent and field independent. The idea of design thinking is the core value of technology education and the journey of students’ creation and design.
This research mainly focuses on the different impact on design thinking when whether using VR technology or not and different cognitive style. Besides, we use Brainwave Instruments to measure the relation between design thinking and brainwave. We apply different teaching method into boat-building lecture. By using different quasi-experimental study, nonequivalent pretest posttest designs, independent variable is teaching way and cognitive style. The teaching ways include traditional form and VR integrated form; cognitive styles include field dependent and field independent; dependent variable is the performance of design thinking and statistics of brainwave. Performance of design thinking includes learning record and practice evaluation.
Research results show that: (1) Different teaching ways have significant effects on problem observation and understanding of participants. (2) Participants with filed independent cognitive style perform better than those with field dependent cognitive style. (3) Participant’s brainwaves are relative with different teaching ways, but are irrelevant to participant’s learning performances.
朱益賢(2008)。從社會環境成份探討學生的實作技能與科技創造力—透過科技競賽策略。未出版:行政院國家科學委員會專題研究成果報告(NSC 95-2511-S-003-021-MY3)。
吳裕益(1987)。認知能力與認知型態個別差異現象之探討。教育學刊,7,0-98。
杜建廣、吳孟恬、湯佩芳、蘇賢德、曾文毅、邱銘章(2016)。認知正常中老年人腦白質徑完整性與步態表現之關聯性。物理治療,41(4),291-292。
林志勇、黃維信、宋文旭、許峻嘉(2005)。認識虛擬實境。全華。
林建佑(2008)。認知風格對模擬學習成效及學習歷程影響之研究(未出版之碩士論文)。國立臺灣師範大學工業科技教育學系。
徐新逸、吳芳瑜(2010)。Second Life在大學虛擬校園之應用。教育研究月刊,193,99-112。
張怡婷(2003)。個人認知風格、班級閱讀環境與國小高年級學童閱讀行為之相關研究(未出版之碩士論文)。國立屏東師範學院國民教育研究所。
郭重吉(1987)。評介學習風格之有關研究。資優教育季刊,23,7-16。
郭麗玲(2000)。自我導向學習理論與模式。社會教育學刊,29。1-34。
陳彥智、徐新逸(2004)。模型式虛擬實境技術於中小學美術教育之應用。視聽教育,45(4),23-34。
陳萌智、龔祥賀(2019)。虛擬實境遊戲提升銀髮族專注力。福祉科技與服務管理學刊,7(2),150-166。
陳耀豐(2001)。國小學童認知風格、批判思考能力與自然科學業成就之相關研究(未出版之碩士論文)。臺中師範學院自然科學教育學系。
彭文松(2005)。認知風格、學習風格與思考風格之區辨研究(未出版之碩士論文)。國立新竹教育大學教育心理與諮商研究所。
曾瑞真(1984)。嵌圖測驗(GEFT)的理論及其應用。測驗年刊,31,83-90。
Amin, H. U., Ousta, F., Yusoff, M. Z., & Malik, A. S. (2021). Modulation of cortical activity in response to learning and long-term memory retrieval of 2D verses stereoscopic 3D educational contents: Evidence from an EEG study. Computers in Human Behavior, 114, 106526. https://doi.org/10.1016/j.chb.2020.106526
Benedek, M., Bergner, S., Könen, T., Fink, A., & Neubauer, A. C. (2011). EEG alpha synchronization is related to top-down processing in convergent and divergent thinking. Neuropsychologia, 49(12), 3505-3511. https://doi.org/10.1016/j.neuropsychologia.2011.09.004
Berg, L. P., & Vance, J. M. (2017). Industry use of virtual reality in product design and manufacturing: a survey. Virtual Reality, 21(1), 1-17.
Bouckenooghe, D., Cools, E., De Clercq, D., Vanderheyden, K., & Fatima, T. (2016). Exploring the impact of cognitive style profiles on different learning approaches: Empirical evidence for adopting a person-centered perspective. Learning and Individual Differences, 51, 299-306. https://doi.org/10.1016/j.lindif.2016.08.043
Buchanan, R. (1992). Wicked problems in design thinking. Design Issues, 8(2), 5-21. https://doi.org/10.2307/1511637
Cabañero, L., Hervás, R., González, I., Fontecha, J., Mondéjar, T., & Bravo, J. (2020). Characterisation of mobile-device tasks by their associated cognitive load through EEG data processing. Future Generation Computer Systems, 113, 380-390. https://doi.org/10.1016/j.future.2020.07.013
Chang, Y. S. (2021). Effects of virtual reality application on skill learning for optical‐fibre fusion splicing. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13118
Chen, C. M., & Lin, Y. J. (2016). Effects of different text display types on reading comprehension, sustained attention and cognitive load in mobile reading contexts. Interactive Learning Environments, 24(3), 553-571. https://10.1080/10494820.2014.891526
Chen, X., Zhao, S., & Li, W. (2019). Opinion dynamics model based on cognitive styles: Field-dependence and field-independence. Complexity, 2019, 2864124. https://10.1155/2019/2864124
Cohen, M. X. (2017). Where does EEG come from and what does it mean? Trends in Neurosciences, 40(4), 208-218. https://doi.org/10.1016/j.tins.2017.02.004
Dam, R., & Siang, T. (2018). What is design thinking and why is it so popular. Interaction Design Foundation. https://www.interaction-design.org/literature/article/what-is-design-thinking-and-why-is-it-so-popular
Dunne, D., & Martin, R. (2006). Design thinking and how it will change management education: An interview and discussion. Academy of Management Learning & Education, 5(4), 512-523. http://10.5465/amle.2006.23473212
Fitzgibbon, S., Pope, K., Mackenzie, L., Clark, C. R., & Willoughby, J. (2004). Cognitive tasks augment gamma EEG power. Clinical Neurophysiology : Official Journal of the International Federation of Clinical Neurophysiology, 115, 1802-1809. 10.1016/j.clinph.2004.03.009
Fröhlich, T., Alexandrovsky, D., Stabbert, T., Döring, T., & Malaka, R. (2018). VRBox: A virtual reality augmented sandbox for immersive playfulness, creativity and exploration. Paper presented at the Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3242671.3242697
Gamito, P., Oliveira, J., Coelho, C., Morais, D., Lopes, P., Pacheco, J., Brito, R., Soares, F., Santos, N., & Barata, A. F. (2017). Cognitive training on stroke patients via virtual reality-based serious games. Disability and Rehabilitation, 39(4), 385-388.
Gonçalves, F., & Campos, P. (2018). Mild place illusion: A Virtual Reality Factor to Spark Creativity in Writing. Paper presented at the Proceedings of the 36th European Conference on Cognitive Ergonomics.
González-Garrido, A. A., Gómez-Velázquez, F. R., Salido-Ruiz, R. A., Aurora Espinoza-Valdez, A., Vélez-Pérez, H., Romo-Vazquez, R., Gallardo-Moreno, G. B., Ruiz-Stovel, V. D., Martínez-Ramos, A., & Berumen, G. (2018). The analysis of EEG coherence reflects middle childhood differences in mathematical achievement. Brain and Cognition, 124, 57-63. https://doi.org/10.1016/j.bandc.2018.04.006
Guðmundsdóttir, K. (2011). Improving players' control over the NeuroSky brain computer-interface. School of Computer Science. https://skemman.is/bitstream/1946/9187/2/ImprovingPlayersControlOverNeuroSkyBCI_FinalReport_kristingud08.pdf
Holzman, P. S., & Klein, G. S. (1954). Cognitive system-principles of leveling and sharpening: Individual differences in assimilation effects in visual time-error. The Journal of Psychology, 37(1), 105-122.
HTC. (2020). VIVE. https://enterprise.vive.com/tw/setup/
Kagan, J. (1965). Reflection-impulsivity and reading ability in primary grade children. Child Development, 36(3), 609-628.
Kaneko, K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M. (2018). Does physical activity enhance learning performance?: Learning effectiveness of game-based ewxperiential learning for university library instruction. The Journal of Academic Librarianship, 44(5), 569-581. https://doi.org/10.1016/j.acalib.2018.06.002
Kang, J. S., Ojha, A., Lee, G., & Lee, M. (2017). Difference in brain activation patterns of individuals with high and low intelligence in linguistic and visuo-spatial tasks: An EEG study. Intelligence, 61, 47-55. https://doi.org/10.1016/j.intell.2017.01.002
Kang, X., Handayani, D. O. D., Chong, P. P., & Acharya, U. R. (2020). Profiling of pornography addiction among children using EEG signals: A systematic literature review. Computers in Biology and Medicine, 125, 103970. https://doi.org/10.1016/j.compbiomed.2020.103970
Koh, J. H. L., Chai, C. S., Benjamin, W., & Hong, H. Y. (2015). Technological pedagogical content knowledge (TPACK) and design thinking: A framework to support ICT lesson design for 21st century learning. The Asia-Pacific Education Researcher, 24(3), 535-543.
Kounios, J., & Beeman, M. (2009). The Aha! moment: The cognitive neuroscience of insight. Current Directions in Psychological Science, 18(4), 210-216. http://10.1111/j.1467-8721.2009.01638.x
Li, J., Jin, Y., Lu, S., Wu, W., & Wang, P. (2020). Building environment information and human perceptual feedback collected through a combined virtual reality (VR) and electroencephalogram (EEG) method. Energy and Buildings, 224, 110259. https://doi.org/10.1016/j.enbuild.2020.110259
Lin, H.C., Chang, Y.s., & Li, W.H. (2020). Effects of a virtual reality teaching application on engineering design creativity of boys and girls. Thinking Skills and Creativity, 37, 100705. https://doi.org/10.1016/j.tsc.2020.100705
Lin, L., Shadiev, R., Hwang, W. Y., & Shen, S. (2020). From knowledge and skills to digital works: An application of design thinking in the information technology course. Thinking Skills and Creativity, 36, 100646. https://doi.org/10.1016/j.tsc.2020.100646
Liu, Y. T. (1996). Is designing one search or two? A model of design thinking involving symbolism and connectionism. Design Studies, 17(4), 435-449. https://doi.org/10.1016/S0142-694X(96)00018-X
Luck, S. J. (2014). An introduction to the event-related potential technique. MIT press.
Maguire, M. J., & Schneider, J. M. (2019). Socioeconomic status related differences in resting state EEG activity correspond to differences in vocabulary and working memory in grade school. Brain and Cognition, 137, 103619. https://doi.org/10.1016/j.bandc.2019.103619
Mefoh, P. C., Nwoke, M. B., Chukwuorji, J. C., & Chijioke, A. O. (2017). Effect of cognitive style and gender on adolescents’ problem solving ability. Thinking Skills and Creativity, 25, 47-52. https://doi.org/10.1016/j.tsc.2017.03.002
Messick, S. (1976). Personality consistencies in cognition and creativity. Individuality in Learning, 4, 22.
Meyer, O. A., Omdahl, M. K., & Makransky, G. (2019). Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment. Computers & Education, 140, 103-163. https://doi.org/10.1016/j.compedu.2019.103603
Mujber, T. S., Szecsi, T., & Hashmi, M. S. (2004). Virtual reality applications in manufacturing process simulation. Journal of Materials Processing Technology, 155, 1834-1838.
NeuroSky. (2009). Brain Wave Signal(EEG) of NeuroSky, Inc. https://sleepshepherd.com/wp-content/uploads/2016/02/neurosky-vs-medical-eeg.pdf
Ni, D., Wang, S., & Liu, G. (2020). The EEG-based attention analysis in multimedia m-learning. Computational and Mathematical Methods in Medicine, 2020. https://doi.org/10.1155/2020/4837291
Nunnally, J. (1978). Psychometric theory (2nd ed.). McGraw-Hill.
Pantelidis, V. S. (2010). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in Science and Technology Education, 2(1-2), 59-70.
Pask, G., & Scott, B. (1972). Learning strategies and individual competence. International Journal of Man-Machine Studies, 4(3), 217-253. https://doi.org/10.1016/S0020-7373(72)80004-X
Passig, D., Tzuriel, D., & Eshel Kedmi, G. (2015). Improving children’s cognitive modifiability through mediated learning and dynamic assessment within 3D immersive virtual reality environment. Computers & Education, 95, 296-308. https://doi.org/10.1016/j.compedu.2016.01.009
Perez, J., & Deléchelle, E. (2013). On the measurement of image quality perception using frontal EEG analysis. Paper presented at the 2013 International Conference on Smart Communications in Network Technologies.
Petrina, S. (2006). Advanced teaching methods for the technology classroom. IGI Global.
Plattner, H., Meinel, C., & Weinberg, U. (2009). Design-thinking. Springer.
Rebolledo-Mendez, G., Dunwell, I., Martínez-Mirón, E. A., Vargas-Cerdán, M. D., de Freitas, S., Liarokapis, F., & García-Gaona, A. R. (2009,). Assessing NeuroSky’s usability to detect attention levels in an assessment exercise. Paper presented at the Human-Computer Interaction.
Riding, R., & Cheema, I. (1991). Cognitive styles-an overview and integration. Educational Psychology, 11(3-4), 193-215.
Rittschof, K. (2010). Field dependence-independence as visuospatial and executive functioning in working memory: Implications for instructional systems design and research. Educational Technology Research and Development, 58, 99-114. http://10.1007/s11423-008-9093-6
Rotherham, A. J., & Willingham, D. (2009). 21st century skills: The challenges ahead. Educational Leadership, 9(1), 15-20.
Schwab, D., Benedek, M., Papousek, I., Weiss, E. M., & Fink, A. (2014). The time-course of EEG alpha power changes in creative ideation. Frontiers in Human Neuroscience, 8, 310. http://10.3389/fnhum.2014.00310
Sealetsa, O. J., & Moalosi, R. (2012). Cognitive and learning styles of the faculty of engineering and technology students: University of Botswana. World Transactions on Engineering and Technology Education, 10(2), 138-143.
Setiawan, A., Wawan, Koderi, & Pratiwi, W. (2020). The effect of cognitive styles on reasoning and problem solving ability. Journal for the Mathematics Education and Teaching Practices, 1(2), 87-93.
Sewards, T. V., & Sewards, M. A. (1999). Alpha-band oscillations in visual cortex: part of the neural correlate of visual awareness? International Journal of Psychophysiology, 32(1), 35-45. http://10.1016/s0167-8760(98)00062-2.
Mayrath, M. C., Clarke-Midura, J., & Robinson, D. H. (2012). Technology-based assessments for 21st century skills: theoretical and practical implications from modern. Information Age Publishing.
Stevens, C. E., & Zabelina, D. L. (2019). Creativity comes in waves: An EEG-focused exploration of the creative brain. Current Opinion in Behavioral Sciences, 27, 154-162. https://doi.org/10.1016/j.cobeha.2019.02.003
Sviderskaya, N., Taratynova, G., & Kozhedub, R. (2006). The effects of the experience of forming visual images on the spatial organization of the EEG. Neuroscience and Behavioral Physiology, 36(9), 941-949. https://doi.org/10.1007/s11055-006-0130-9
Tang, Y., Au, K., & Leung, Y. (2018). Comprehending products with mixed reality: Geometric relationships and creativity. International Journal of Engineering Business Management, 10, 1847979018809599. https://doi.org/10.1177/1847979018809599
Vaughan, N., Gabrys, B., & Dubey, V. N. (2016). An overview of self-adaptive technologies within virtual reality training. Computer Science Review, 22, 65-87. https://doi.org/10.1016/j.cosrev.2016.09.001
Ward, L. M. (2003). Synchronous neural oscillations and cognitive processes. Trends in Cognitive Sciences, 7(12), 553-559. https://doi.org/10.1016/j.tics.2003.10.012
Witkin, H. A. (1976). Cognitive style in academic performance and in teacher-student relations. Individuality in Learning, 38, 1-58.
Witkin, H. A., Dyk, R. B., Fattuson, H., Goodenough, D. R., & Karp, S. A. (1962). Psychological differentiation: studies of development. John Wiley.
Witkin, H. A., & Goodenough, D. R. (1981). Cognitive styles: Essence and origins. Field dependence and field independence. Psychological Issues, 51, 1.
Witkin, H. A., Moore, C. A., Goodenough, D. R., & Cox, P. W. (1977). Field-dependent and field-independent cognitive styles and their educational implications. Review of Educational Research, 47(1), 1-64.
Wong, S. W. H., Chan, R. H. M., & Mak, J. N. (2014). Spectral modulation of frontal EEG during motor skill acquisition: A mobile EEG study. International Journal of Psychophysiology, 91(1), 16-21. https://doi.org/10.1016/j.ijpsycho.2013.09.004
Yang, X., Lin, L., Cheng, P. Y., Yang, X., Ren, Y., & Huang, Y. M. (2018). Examining creativity through a virtual reality support system. Educational Technology Research and Development, 66(5), 1231-1254. https://doi.org/10.1007/s11423-018-9604-z
Zabelina, D. L., & Ganis, G. (2018). Creativity and cognitive control: Behavioral and ERP evidence that divergent thinking, but not real-life creative achievement, relates to better cognitive control. Neuropsychologia, 118, 20-28. http://10.1016/j.neuropsychologia.2018.02.014
Zeng, W., & Richardson, A. (2016). Adding dimension to content: immersive virtual reality for e-Commerce. Australasian Conference on Information Systems. https://ro.uow.edu.au/cgi/viewcontent.cgi?referer=https://scholar.google.com.tw/&httpsredir=1&article=1071&context=acis2016