簡易檢索 / 詳目顯示

研究生: 何仁偉
Ho, Jen-Wei
論文名稱: 虛擬實境對學習情緒與創意設計表現影響之腦波研究
The Study of the Effect of Virtual Reality on Academic Emotion and Creative Design Performance on Brain Wave
指導教授: 張玉山
Chang, Yu-Shan
口試委員: 蕭顯勝
Hsiao, Hsien-Sheng
劉遠楨
LIU, YUAN-CHEN
張明文
Chang, Ming-Wen
張玉山
Chang, Yu-Shan
口試日期: 2022/06/30
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: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 110
中文關鍵詞: 虛擬實境學習情緒創意設計表現腦電波
英文關鍵詞: Virtual Reality, Academic Emotion, Creative Design Performance, Electroencephalography(EEG)
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202200790
論文種類: 學術論文
相關次數: 點閱:180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
  • 現今虛擬實境已廣泛應用於各個領域當中,而在教育上的應用更是佔有一席之地,不僅可以模擬各種教學環境,並且擁有良好的沉浸效果與互動性,可以提供學習者探索和進行差異化之教學,而透過腦電波的測量可以判斷實驗者可能受到的刺激或行為反應是否有發生,目前也已廣泛使用於心理學、生理學等領域當中。
    本研究的目的為探討講述式教學與虛擬實境教學對學習者在學習情緒與創意設計表現上之影響,並透過腦波儀分析受測者在創意設計歷程中腦波數值是否有顯著差異。
    本研究以電腦軟體繪圖為主題進行創意繪圖設計,教學內容包括藝術鑑賞、軟體功能介紹、創意繪圖設計。本次教學活動共計執行八週,總共分為三個單元,分別為花瓶插花、可愛動物以及風景圖。研究對象為臺北市某國立高中一年級普通班學生,採用準實驗研究法,並透過不等組前後測的實驗設計進行樣本數據的蒐集。本研究自變項為教學方式,依變項為學習情緒、創意設計表現及腦波數據。
    研究結果顯示:(1)虛擬實境教學對學生在負向激發情緒、負向抑制情緒的表現上有顯著正面影響;(2)虛擬實境教學對學生在創意設計歷程與創意設計結果的表現上有顯著正面影響;(3)講述式教學的學習者在發展構想與修正設計圖階段,有部分腦波數據達到顯著影響。

    Nowadays, virtual reality has been widely used in various fields, and the application in education certainly takes its place.VR(virtual reality)can not only simulate diverse teaching environments, but have a good immersion effect and interactivity, which can provide learners to explore and carry out differentiated teaching. The measurement of brain waves can determine whether the stimulation or behavioral response the subjects may experience has occurred or not, and it has been widely used in the field of psychology, physiology, etc.
    The purpose of this study was to investigate the effects on lecture-based and virtual reality teaching on students' academic emotions and creative design performance, and to analyze whether there were significant differences in brainwaves values between the subjects during the creative design portfolio by using EEG(electroencephalogram).
    This study was based on the theme of computer software drawing to proceed creative drawing design. The teaching content including art appreciation, software function introduction, and creative drawing design. The teaching activities were divided into three units including flower arrangement in vase, cute animals, and landscape, and will last eight weeks. The subjects of this study were first grade students in a national high school in Taipei City, and conducted by using an experimental design with unequal groups of pre and post-tests to collect the sample data. The self-referential variables were teaching mode, and the dependent variables were academic emotion, creative design performance, and brainwave data.
    The research has come to three conclusion: (1) virtual reality teaching has great positive impact on the performance of negative priming emotion and negative inhibiting emotion; (2) virtual reality teaching also shows brilliant influence on students' creative design portfolio and performances. (3) the lecture-based learners brain waves data has reached significant effect on the phase of developing notion and rectifying design diagram.

    第壹章 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 4 第三節 名詞解釋 5 第四節 研究範圍與限制 7 第貳章 文獻探討 11 第一節 虛擬實境 11 第二節 學習情緒 16 第三節 創意設計表現 19 第四節 腦電波EEG 23 第參章 研究設計與實施 27 第一節 研究架構 27 第二節 研究假設 30 第三節 研究對象 31 第四節 研究方法 31 第五節 研究流程 32 第六節 實驗設計 33 第七節 研究工具 34 第八節 教學活動 43 第九節 資料處理與分析 48 第肆章 研究結果與討論 51 第一節 教學方式對學習情緒之影響 51 第二節 教學方式對創意設計表現之影響 55 第三節 創意設計歷程中腦波表現之影響 68 第四節 綜合討論 72 第伍章 結論與建議 83 第一節 結論 83 第二節 建議 86 參考文獻 89 附 錄 97

    毛國楠、劉政宏、彭淑玲、李維光、陳慧娟(2008)。能力信念、學業自我價值後效與學業成就對國小學生學習動機與學習情緒之影響。教育心理學報,39(4),569-588。
    朱依君、連倖誼(2020)。國小學生參與任務導向學習對學習動機、學習情緒之影響。人文社會科學研究,14(3),37-57。
    江家豪(2014)。生物歌曲融入教學對學生學業情緒及學習成就影響之探討(未出版之碩士論文)。國立彰化師範大學,彰化市。
    吳誘華、李慧芳、馬廣毅(2009)。腦波測量在創意設計教育之應用-以觀察設計色彩元素對個人腦波特徵影響探討為例。明道通識論叢,6,253–266。
    吳靜吉(2002)。創造力教育白皮書-國際創造力教育趨勢。臺北市:教育部。
    林志勇、黃維信、宋文旭、許峻嘉(2005)。認識虛擬實境。台灣:全華。
    張玉山(2002)。虛擬團隊之創造力研究-以師院勞作課程為例。臺灣師範大學工業科技教育學系學位論文,未出版,台北市。
    張玉山(2013)。雲端運算教學運用對不同認知取向大學生的設計創意歷程之影響。行政院國家科學委員會專題研究。未出版。
    張玉山、陳思貽(2013)。雲端行動學習對創意表現之影響。論文發表於臺灣工程教育與管理學會、中華民國工業科技教育學會、國立臺灣師範大學科技應用與人力資源發展學系聯合舉辦之「第二屆工程教育」學術研討會,台北市。
    張映芬(2021)。國中生學習挫折復原歷程模式之建構:心理資本、社會資本、挫折容忍力、正向情緒、適應性動機涉入之關係。教育心理學報,53(1),173-197。
    張映芬、程炳林(2017)。教師教學情緒、學生學業情緒與動機涉入之關係探究。教育心理學報,49(1),113-136。
    教育部(2002)。創造力教育白皮書。教育部。
    許嘉宏(2005)。虛擬實境技術於工程教育訓練之應用-以橋梁工法為例(碩士論文)。國立臺灣科技大學,台北市。
    趙文鴻、林祈佑、李正民、闕翊芬(2015)。聲音刺激對於大腦不同部位腦波反應之研究。元培學報,22,15-28。
    賴英娟、巫博瀚(2016)。臺灣國中生數學學習情緒量表之發展與現況分析。測驗學刊,63(2),83-110。
    賴英娟、巫博瀚(2017)。國中生學業情緒與學習投入對學業成就之影響。課程與教學季刊,20(3),139-164。
    簡嘉菱、程炳林(2013)。環境目標結構、自我決定動機與學業情緒之關係。教育心理學報,44(3),713-733。
    Abraham, S., & Connor, K. A. (2020). Work in progress: leveraging technology trends to develop a skills-based approach to engineering design. In 2020 ASEE Virtual Annual Conference Content Access.
    Al-Ashwal, R., Syafril, S., Sali, M. I. M., & Harris, A. R. (2021). Stress Effect on Attention Level Detection Using Neurosky Mindwave Headset. In 2021 IEEE International Biomedical Instrumentation and Technology Conference (IBITeC) (pp. 7-12). IEEE.
    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
    Amabile, T. M., Collins, M. A., Conti, R., Phillips, E., Picariello, M., Ruscio, J., & Whitney, D. (2018). Creativity in context: Update to the social psychology of creativity. Routledge.
    Ausburn, L. J., & Ausburn, F. B. (2004). Desktop virtual reality: A powerful new technology for teaching and research in industrial teacher education. Journal of Industrial Teacher Education, 41(4), 1-16.
    Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. John Wiley & Sons.
    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
    Caccianiga, G., Mariani, A., De Momi, E., Cantarero, G., & Brown, J. D. (2020). An evaluation of inanimate and virtual reality training for psychomotor skill development in robot-assisted minimally invasive surgery. IEEE Transactions on Medical Robotics and Bionics, 2(2), 118-129. DOI:10.1109/TMRB.2020.2990692
    Carroll, M., Goldman, S., Britos, L., Koh, J., Royalty, A. and Hornstein, M. (2010). Destination, imagination & The Fires Within: Design Thinking in a Middle School Classroom. International Journal of Art & Design Education, 29(1), 37-53.
    Chang, Y. S., Chen, M. Y. C., Chuang, M. J., & Chou, C. H. (2019). Improving creative self-efficacy and performance through computer-aided design application. Thinking Skills and Creativity, 31, 103-111. https://doi.org/10.1016/j.tsc.2018.11.007
    Chang, Y. S., Kao, J. Y., Wang, Y. Y., & Huang, S. C. (2021). Effects of cloud-based learning on student’s engineering design creativity with different creative self-efficacy. Thinking Skills and Creativity, 40, 100813. https://doi.org/10.1016/j.tsc.2021.100813
    Cheng, K. H., & Tsai, C. C. (2019). A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher-student interaction behaviors. Computers & Education, 140, 103600. https://doi.org/10.1016/j.compedu.2019.103600
    Cheng, P. Y., Chien, Y. C., & Huang, Y. M. (2017). The design and implementation of a real-time attention recognition/feedback system in online learning course. In 2017 International Conference of Educational Innovation through Technology (EITT) (pp. 214-217). IEEE.
    Chrysikou, E. G., Wertz, C., Yaden, D. B., Kaufman, S. B., Bacon, D., Wintering, N. A., Jung, R. E., & Newberg, A. B. (2020). Differences in brain morphometry associated with creative performance in high-and average-creative achievers. NeuroImage, 218, 116921. https://doi.org/10.1016/j.neuroimage.2020.116921
    Di Lanzo, J. A., Valentine, A., Sohel, F., Yapp, A. Y. T., Muparadzi, K. C., & Abdelmalek, M. (2020). A review of the uses of virtual reality in engineering education. Computer Applications in Engineering Education, 28(3), 748-763. DOI: 10.1002/cae.22243
    Gómez, J. G., Huete, J. F., & Riaño, V. H. (2014). Learning system based on contextual awareness for clinical practice in nursing courses. In 2014 IEEE 14th International Conference on Advanced Learning Technologies (pp. 186-190). IEEE.
    Grazia, V., Mameli, C., & Molinari, L. (2021). Being bored at school: Trajectories and academic outcomes. Learning and Individual Differences, 90, 102049.
    Jackson, P. W., & Messick, S. (1965). The person, the product, and the response: Conceptual problems in the assessment of creativity. Journal of Personality, 33(3), 309-329.
    https://doi.org/10.1111/j.1467-6494.1965.tb01389.x
    Lee, M., Lee, S. A., Jeong, M., & Oh, H. (2020). Quality of virtual reality and its impacts on behavioral intention. International Journal of Hospitality Management, 90, 102595. https://doi.org/10.1016/j.ijhm.2020.102595
    Li, C., Zeng, S., & Wang, W. -H. (2021). The influence of emotion and learner control on multimedia learning. Journal of Learning and Motivation, 76, 101762.
    Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225-236. https://doi.org/10.1016/j.learninstruc.2017.12.007
    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, 103603. https://doi.org/10.1016/j.compedu.2019.103603
    Pedram, S., Palmisano, S., Skarbez, R., Perez, P., & Farrelly, M. (2020). Investigating the process of mine rescuers’ safety training with immersive virtual reality: A structural equation modelling approach. Computers & Education, 153, 103891. https://doi.org/10.1016/j.compedu.2020.103891
    Pekrun, R., & Frese, M. (1992). Emotions in work and achievement. International Review of Industrial and Organizational Psychology, 7, 153-200.
    Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002). Academic emotions
    in students’ self-regulated learning and achievement: A program of
    qualitative and quantitative research. Educational Psychologist, 37(2),
    91-105.
    Pekrun, R. (2005). Progress and open problems in educational emotion
    research. Learning and Instruction, 15(5), 497-506.
    Pekrun, R. (2006). The control-value theory of achievement emotions: Assumptions, corollaries, and implications for educational research and practice. Educational psychology review, 18(4), 315-341.
    Pekrun, R., Goetz, T., Frenzel, A. C., Barchfeld, P., & Perry, R. P. (2011). Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ). Contemporary educational psychology, 36(1), 36-48.
    Petersen, G. B., Petkakis, G., & Makransky, G. (2022). A study of how immersion and interactivity drive VR learning. Computers & Education, 179, 104429.
    Rourke, S. (2020). How does virtual reality simulation compare to simulated practice in the acquisition of clinical psychomotor skills for pre-registration student nurses? A systematic review. International Journal of Nursing Studies, 102, 103466. https://doi.org/10.1016/j.ijnurstu.2019.103466
    Seibert, J., & Shafer, D. M. (2018). Control mapping in virtual reality: effects on spatial presence and controller naturalness. Virtual Reality, 22(1), 79–88. https://doi.org/10.1007/s10055-017-0316-1
    Singh, G., Mantri, A., Sharma, O., & Kaur, R. (2020). Virtual reality learning environment for enhancing electronics engineering laboratory experience. Computer Applications in Engineering Education, 29(1), 229-243.
    Sternberg, R. J., & Lubart, T. I. (1995). Defying the crowd: Cultivating creativity in a culture of conformity. Free Press.
    Stevens Jr, 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
    Wang, Y. Q., Yang, C., Gong, S. Y., Wang, Z., Li, N., & Li, A. (2022). Interaction and learning engagement in online learning: The mediating roles of online learning self-efficacy and academic emotions. Learning and Individual Differences, 94. https://doi.org/10.1016/j.lindif.2022.102128
    Yang, C. M., Liu, T. H., Zheng, Y. Y., & Man, H. T. T. (2019). A Study on Design Thinking Based Creative Product Design Process in a Design Project. International Journal of Systematic Innovation, 5(3). 62-71.
    Yang, X., Cheng, P. Y., Lin, L., Huang, Y. M., & Ren, Y. (2019). Can an integrated system of electroencephalography and virtual reality further the understanding of relationships between attention, meditation, flow state, and creativity? Journal of Educational Computing Research, 57(4), 846–876. https://doi.org/10.1177/0735633118770800
    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
    Yassin, F. M., Latip, M. S., Baco, S., Alias, A., & Ibrahim, A. A. A. (2021). Facial Expression Effect on Signal Quality and the Attention Level of Mindwave. Transactions on Science and Technology, 8(3-3), 533-538.
    Zheng, L. (2019). Experimental Study on the Role of VR in Relieving the Emotions Problems of Adults. World Scientific Research Journal, 5(10), 47-56. DOI:10.6911/WSRJ.201910_5(10).0006

    無法下載圖示 電子全文延後公開
    2027/07/15
    QR CODE