簡易檢索 / 詳目顯示

研究生: 陳怡靜
Chen, Yi-Ching
論文名稱: 情境式行動學習結合擴增實境技術於圖書館導覽之應用
The Application of Contextual Mobile Learning with Augmented Reality in Library Orientation
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: 78
中文關鍵詞: 擴增實境行動學習圖書館導覽
英文關鍵詞: Augmented Reality, Mobile Learning, Library Orientation
論文種類: 學術論文
相關次數: 點閱:136下載:7
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
  • 本研究設計一套將擴增實境系統應用在圖書館導覽之導覽工具,讓學習者透過任務活動來了解圖書館及其資源,並探討學生在運用情境式行動學習結合擴增實境導覽及傳統館員導覽方式的學習表現。研究對象為140位大一新生,採用準實驗研究法之前後測不等組設計,自變項為不同圖書館導覽方式,依變項為學生之學習表現,包含了學習成效、神馳經驗效果及系統使用與接受態度。
      研究結果發現:(一)擴增實境導覽能增強學生的學習成效;(二)擴增實境導覽可以提升學生之學習動機;(三)使用擴增實境導覽系統,大部分學生具有正面的使用與接受態度;(四)根據學習行為模式的了解,使用擴增實境導覽方式,較能加深學生與其導覽解說之人、機、境的互動性。

    This research designed a set of guide tool with augmented reality in library orientation, and compare the learning performance of students using the augmented reality guide with those using the librarian guide. Students can use the tool to know library service and resources. This research was adopted the quasi-experimental design with nonequivalent pretest-posttest design, and the participants were 140 freshmen. The independent variables were two library orientation ways; the dependent variables included learning outcomes, flow experience and learners’ attitude on the use and acceptance of system.
    The results showed that: (a) the augmented reality guide enhanced the learning performance; (b) the augmented reality guide promoted the flow experience; (c) most of the learners had positive attitudes on the use and acceptance of the augmented reality guide system; (d) According to students’ learning behavior, we could find that using the augmented reality guide can enhance the human-computer-field/situation interaction.

    表目錄 I 圖目錄 II 第一章 緒論 1 第二章 文獻探討 6 第一節 圖書館利用教育 6 第二節 行動學習 8 第三節 情境學習 10 第四節 擴增實境 11 第三章 研究方法 15 第一節 研究對象 15 第二節 研究設計 15 第三節 研究工具 24 第四節 研究程序 27 第五節 資料收集與分析 29 第四章 結果與討論 31 第一節 圖書館導覽學習成效分析 31 第二節 參訪者神馳經驗分析 32 第三節 參訪者行為模式分析 34 第四節 訪談和意見回饋分析 40 第五節 討論 49 第五章 結論與建議 55 第一節 結論 55 第二節 建議 56 第三節 未來研究方向 57 參考文獻 60 附錄一 圖書館利用教育導覽學習評量 68 附錄二 神馳經驗量表 73 附錄三 訪談稿 77 附錄四 圖書館館員訪談稿 79

    Armstrong, A, Georgas H. (2006). Using interactive technology to teach information literacy concepts to undergraduate students. Reference Services Review, 34(4), 491-497.
    Azuma, R. (1997). A Survey of Augmented Reality Presence: Teleoperators and Virtual Environments, 355–385.
    Billinghurst, M. (2002). Augmented Reality in Education. Seattle WA: New Horizons for Learning - Technology in Education.
    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.
    Chen, Y. S., Kao, T. C. & Sheu, J. P.(2003). A mobile learning system for scaffolding bird watching learning. Journal of Computer Assisted Learning, 19(3),347-259.
    Chen, C.-M. & Tasi, Y.-N.(2012). Interactive augmented reality system for enhancing library instruction in elementary schools. Computers & Education, 59(2), 638-652.
    Chiu, P. S., Kuo, Y. H., Huang, Y. M., & Chen, T. S. (2008). A Meaningful Learning based U-Learning Evaluation Model, Proceedings of The 8th IEEE International Conference on Advanced Learning Technologies, Cantabria, Spain,.,
    Cooke , R.& Rosenthal, D. (2011). Students Use More Books after Library Instruction: An Analysis of Undergraduate Paper Citations. College & Research Libraries, 4(72), 333-343.
    Doshi(2006). How gaming could improve information literacy. Computer in Libraries,26(5),14-17.

    Educause(2012). 2012 Horizon Report Higher Education edition.Retrieved form http://net.educause.edu/ir/library/pdf/HR2012.pdf
    Fitz-Walter, Tjondronegoro, Koh, & Zrobok(2012). Mystery at the library: encouraging library exploration using a pervasive mobile game. Proceedings of the 24th Australian Computer-Human Interaction Conference,142-145.
    Hahn, J. (2012). Mobile augmented reality applications for library services. New Library World 113 (9/10) 429-438.
    Hou, H. T. (2012). Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG). Computers and Education, 58(4), 1225-1233.
    Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report.
    Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and HigherEducation, 8, 13–24.
    Klpofer, E., Squire, K. & Jenkins, H,(2002). Environmental Detectivies PDAs as a Window into a Virtual Simulated World. Paper presented at International Workshop on Wireless and Mobile Technologies in Education.
    Lan, Y.J., Sung, Y.T. & Chang, K.E. (2006). What makes collaborative early EFL reading effective? A mobile dynamic peer-assisted learning system". Proceedings of IADIS International Conference Mobile Learning 2006, ed. Lan, Language learning and technology, 185.
    Lave, J. & Wenger, E. (1991). Situated Learning Legitimate Peripheral Participation. Cambridge, UK: Cambridge University Press.
    Liu, T.-Y.(2009). A Context-Aware Ubiquitous Learning Environment for Language Listening and Speaking. Journal of Computer Assisted Learning, 25(6), 515-527.
    Liu, T., & Chu, Y.(2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computer & Education,55(2),630-643.
    Liu, T.-Y., Tan, T.-H., & Chu, Y.-L. (2009). Outdoor Natural Science Learning with an RFID-Supported Immersive Ubiquitous Learning Environment. Educational Technology & Society, 12 (4), 161–175.

    Marcus, S. & Beck, Sheila.(2003). A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour. College & Research Libraries, 1(64), 23-44.
    MacDonald, C.J., Stodel, E. J., Farres, L. G., Breithaupt, K., & Gabriel, M. A. (2001). The Demand-Driven Learning Model: A framework for web-based learning. Internet and Higher Education, 4(1), 9-30.
    McCall, R., Wetzel, R., Lo¨schner, J., & Braun A. (2011). Using presence to evaluate an augmented reality location aware game. Personal and Ubiquitous Computing ,15, 25–35.
    Perry, J., Klopfer, E., Norton, M., Sutch, D., Sandford, R., & Facer, K. (2008). AR gone wild: two approaches to using augmented reality learning games in Zoos. In Proceedings of the 8th international conference on International conference for the learning sciences , 3, 322-329. Utrecht, The Netherlands: International Society of the Learning Sciences.
    Suchman, L. (1987). Plans and situated actions: the problem of human-machine communication. New York: Cambridge University Press.
    Sung, Y. T., Chang, K. E., Hou, H. T., & Chen, P. F. (2010). Designing an electronic guidebook for learning engagement in a museum of history. Computers in Human Behavior, 26, 74–83.
    Sung, Y.T., Chang, K.E., & Yu, W.C. (2006). Usage of mobile devices in museum: promotion of human-computer-situation Interactive Design. Museology Quarterly, 20(1), 17-34.
    Tamara R. Meredith(2014). Using Augmented Reality Tools to Enhance Children’s Library Services, Technology, Knowledge and Learning.
    Tan, T., Liu, T., & Chang, C. (2007). Development and evaluation of an RFID-based ubiquitous learning environment for outdoor learning. Interactive Learning Environments, 15(3), 253-269.
    Zhang, J., Sung, Y. T., Hou, H. T., & Chang, K. E. (2014). The development and evaluation of an augmented realitybased armillary sphere for astronomical observation instruction. Computers &; Education 73, 178-188.
    Zhang, Watson, & Banfield(2007). The efficacy of computer-assisted instruction versus face-to-face instruction in academic libraries: a systematic review. Journal of Academic Librarianship, 33(4), 478-484
    王曉璿、黃昭儒、林志宏、吳浚瑋(2012)。可觸式擴增實境輔助博物館導覽效益之研究,50(1),135-1671。
    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。

    林大正、陳宗禧(2008)。情境感知行動學習環境下數位教材內容設計之研究。Journal of Information Technology and Applications,2 (4),221-226。
    林吟霞、王彥方 (2009)。情境學習在課程與教學中的運用。北縣教育,69,69-72。
    林麗娟、周德嬚(2013)擴增實境融入公共圖書館行動服務之發展與應用。臺北市立圖書館館訊,30-3,P9-P29。
    徐新逸、許家卉(2006)。大學圖書館利用教育設置線上課程之需求分. 析,教育資料與圖書館學,44(1),83-99
    陳羿介(2010)。應用於圖書館導覽的行動遊戲式學習系統之介面設計與評鑑。國立交通大學教育研究所碩士論文,未出版,新竹市。
    陳昭珍(2003)。數位學習與數位圖書館,書苑季刊,56,46-59。
    陳慧娟(1998)。情境學習理論之理想與現實,教育資料與研究,25, 47-55。
    陳志銘、蔡雁農(2013)。互動式擴增實境系統支援國小圖書館利用教育。臺北市立圖書館館訊,30-3,P30-P49。
    陳棋祐、林弘昌(2007)。行動學習在教育上的應用與分析。生活科技教育月刊,40(5),31-38。
    莊育振、周文修、洪于潔(2011)。以情境式學習觀點探討數位媒體應用於互動展示設計。科技學刊,2,163-179。
    童敏慧(2012)。線上遊戲在大學圖書館裡用指導之應用。大學圖書館,16(2),125-148。
    黃信嘉、楊鎮華、蔣旭政(2013)。探究式學習策略輔以行動擴增實境之學習動機探討:以國小水生植物課程為例。全球華人計算機教育應用學報,9(1),126-145。
    張珈(2010)。行動數位渾天儀用於國小天文觀測教學。國立台灣師範大學資訊教育研究所碩士論文,未出版,台北市。
    張家慈(2012)。擴增實境行動導覽系統之研製─美術館畫作鑑賞之應用。國立台灣師範大學資訊教育研究所碩士論文,未出版,台北市。
    張玉蓮(2014)。應用擴增實境行動導覽以提升古蹟襲產參訪者之地方感。國立台灣師範大學地理學系博士論文,未出版,台北市。
    張菀珍、賴星宏、陳景章、鄭竣中(2014)。支援大學生體驗學習的擴增實境學習 系統之設計-以頂菜園農村體驗活動為例,2014台灣網際網路研討會論文集。
    蔡秉宸、靳知勤(2004)。藉情境學習提昇民眾科學素養:以科學博物館教育為例。博物館學季刊,18(2),129-138。
    劉美慧、林信成(2001)。從資訊需求談大學圖書館讀者利用教育。臺北市立圖書館館訊,19(2),20-41。
    鍾邦友(1994)。情境式電腦輔助數學學習軟體製作研究。國立台灣師範大學教育研究所碩士論文,未出版,台北市。
    蕭顯勝、蔡福興、游光昭(2005)。在行動學習環境中實施科技教育教學活動之初探。生活科技教育月刊,38(6),40-57。

    下載圖示
    QR CODE