研究生: |
王昭華 Wang, Chao-Hua |
---|---|
論文名稱: |
行動擴增實境教學應用研究 -以新銀髮族植物染課程教材設計為例 Applications of Mobile Augmented Reality: A Design Case Study of Pre-seniors on Natural Dying Courses |
指導教授: |
梁桂嘉
Liang, Kuei-Chia |
學位類別: |
碩士 Master |
系所名稱: |
設計學系 Department of Design |
論文出版年: | 2020 |
畢業學年度: | 108 |
語文別: | 中文 |
論文頁數: | 92 |
中文關鍵詞: | 新銀髮族 、擴增實境 、植物染工藝課程教材 、ARCS動機模式 |
英文關鍵詞: | Pre seniors, augmented reality, natural dyeing course materials, ARCS model of motivation |
DOI URL: | http://doi.org/10.6345/NTNU202001134 |
論文種類: | 學術論文 |
相關次數: | 點閱:245 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 |
常云「活到老,學到老」,學習與專注帶給人愉悅的感受,讓人不覺得老。現今社會一群退休得早、有財富、有時間並樂於學習的45~55歲以上之「新銀髮族」或「熟年世代」,成為未來高齡社會需要被關注與研究的重要消費族群。
目前台灣受到樂活主義的影響,以文化與文創為導向的才藝課程相應而生,其中又以植物染深受新銀髮族群與熟年世代所喜愛。本研究在植物染課程教學活動觀察中,發現大多數的年長學員對於學習上的需求更多樣化,但都未被重視,沿用統一教學的教材。因應全球化、科技化、高齡化的世界趨勢,應結合數位科技與藝術,帶給新銀髮族具有文化內涵以及科技創意的藝術學習生活。本研究基於以上原因,選擇以植物染課程教材設計,規劃一個結合傳統工藝與擴增實境技術應用教材,並提供新銀髮族學員參與活動進行體驗,以ARCS學習動機問卷實測。經實測後的問卷分析結果顯示,新銀髮族學員在使用過AR教材後,在引起注意(Attention)、切身相關(Relevance)、建立信心(Confidence)、感到滿足(Satisfaction)四個面向上,都獲得極高的評價,也驗證擴增實境應用教材對於新銀髮族在成人藝術課程的學習上,具有極高的應用價值。同時也歸納出植物染擴增實境的教材設計上的需求包含:「多媒體影音置入幫助學習」、「立體物件置入幫助理解」、「外部資訊連結,擴大學領域」、「工藝商品與用具的資訊導覽」。
"Learning never ends” and “it is never too old to learn" are frequently seen phrases. Learning and staying focused infuse individuals a sense of pleasure, and those involved in the process do not feel senile. In today's society, a group of "pre-seniors" or "mature generations" who retire early, have wealth and free time, and are willing to learn, are important consumer groups that require attention and research in the aging society.
At present, Taiwan is under the influence of Lohasism, and classes oriented towards cultures and culture and creativities have emerged accordingly. Among them, hand dyeing using plants is deeply loved by the mature generations of the pre-seniors. After observing the teaching activities in the plant dyeing courses, I discovered that most of the senior students have diversified learning needs, which have not been paid attention to while teachers continue to use unified teaching materials. In response to the world trends in globalization, technology, and aging, digital technology and art should be combined to bring pre-seniors a life of artistic learning with cultural connotations and technological creativity. Based on the above reasons, I chose to design a plant dyeing course by planning materials that combine traditional craft and augmented reality technology application, which allow pre-senior students to experience and participate in activities, followed by the ARCS learning motivation questionnaires for evaluating the motivation. The results of the questionnaire analysis after the evaluation show that after using the AR materials, the pre-senior students provided very positive feedback on the following four aspects: attention, relevance, confidence, and satisfaction. This finding provides further evidence that the augmented reality application materials are extremely applicable in the adult art courses for pre-seniors. At the same time, the finding also leads to the summary that the needs for designing teaching materials for plant dyeing and augmented reality include: "integrating multimedia audios and videos to assist learning", "integrating 3D objects to assist comprehension", "external links for information to extend the leaning field ", and "information guidance for craft products and appliances."
中文部分
王明志(2013)。運用地理資訊與擴增實境技術整備社會科數位教材之研究。國教新知,60(1)。
王思晴(2009)。社區藝術教育的實踐與推廣—以中和社區大學讀書會領導人 培訓班為例,中國文化大學碩士論文。
王曉璿、林朝清、周建宏、蔡松男、王怡萱(2009)。不同電腦輔助學習策略輔助數學分 數概念課程學習效益之研究。數位學習科技期刊,1(4)。
王中雰(2008)。植物教學探究。屏東較大科學教育,28,200809,頁 52-64。
李婉芬(2006)。九年一貫課程自然與生活科技領域運用電腦輔助空間概念教學之應用-以磁場為例。國立新竹教育大學應用科學系碩士論文。
吳俐蒨(2018)。行動擴增實境融入識字教學對聽障學生識字成效之研究。國立臺北教育大學特殊教育學系碩士班碩士論文。
林佑昇(2017),大富翁行動擴增實境遊戲對國小健康促進議題學習之研究,南華大學資訊管理學系碩士論文。
林禹璁(2013)。國中學生使用擴增實境之學習動機與學習成效之評估-以天文學習為例。國立臺南大學數位學習科技學系碩士班碩士論文。
林勝賢(2010)。探討擴增實境融入行動學習對國小學生自然與生活科技學習動機與學習成就的影響。國立臺南大學數位學習科技研究所碩士論文。
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期,69-72 頁。
林宏旻(2008)。數位學習在特殊教育之應用。特殊教育與輔助科技,1(2), 19-22。
官楷洋(2011)。擴增實境應用於素描教學之研究。玄奘大學資訊管理學系碩士班碩士論文。
凃培銘(2018)。在社會領域實施擴增實境輔助教學,探討學生使用滿意度與學習成效之相關研究。南華大學資訊管理學系碩士論文。
馬毓秀(2008)。四季繽紛草木染。台北:遠流。
袁春容(2010)。國小植物染教學之研究。國立新竹教育大學藝術教育與創作碩士班學位論文。
陳奕璇(2020)。擴增實境融入多媒體教材︰視覺藝術互動電子書之研究。教育傳播與科技研究,第122 期。
陳光晋(2017)。應用科技學科教學知識(TPACK)理論架構與ARCS動機模式發展擴增實境融入化學教學成效之研究−以國中有機化學為例。國立高雄師範大學科學教育暨環境教育研究所碩士論文。
陳湘琳(2015)。無標記擴增實境應用於吉他教學系統。國立東華大學資訊工程學系碩士論文。
陳勇全(2013)。昆蟲知識學習之虛擬實境教材設計與ARCS探究。數位學習科技期刊,第5卷第1期。
陳千惠(2006)。《台灣植物染圖鑑》。台北:天下文化。
陳千惠(2002)。《台灣植物染》。台北:大樹文化。
莊順凱(2006)。以概念圖法建構擴增實境教育系統。國立成功大學工業設計研究所碩士論文。
莊世琦(1988)。染色技法 123。台北:雄獅。
黃仲毅(2019)。ARCS 動機模式對排球運動學習動機與技能表現之影響。明道大學課程與教學研究所碩士論文。
黃淑玲(2011)。以研究證據為基礎之多媒體學習理論:劍橋多媒體學習手冊之分析。課程研究期刊,第 6 卷第 1 期,113-119 頁。
溫雅婷(2007)。以ARCS動機模式與資訊科技融入閱讀教學之行動研究。國立臺北教育大學碩士論文,臺北市。
廖婉伶(2013)。基於多媒體認知學習理論之擴增實境教學系統-以認識四物湯為例。國立臺北護理健康大學資訊管理研究所碩士論文。
廖詠年(2010)。擴增實境在科學教育領域中學習與應用之評析。2010電腦與網路科技在教育上的應用研討會,新竹,臺灣。
褚欣慧(2013),擴增實境學習系統使用者的認知型態、學習動機與電腦態 度對認知負荷之影響。國立臺灣師範大學圖文傳播學系碩士論文。
蔡育陞(2012)。將ARCS動機學習策略融入數學補救教學探討學生學習動機與學習成就之行動研究。國立彰化師範大學碩士論文。
蔡宜良(2011)。擴增實境式星體運動悅趣學習設計與成效研究。國立新竹教育大學碩士論文。
鄭羽茵(2017)。擴增實境增進視覺美感學習之研究—學生觀點。工業設計 135期,63-66。
劉英雄(2012)。ARCS動機模式介入對桌球運動學習動機與技能學習效果之影響。國立體育大學碩士論文,桃園市。
樂嘉文(2015),擴增實境結合立體拼圖對國小地球科學學習之研究。國立臺北教育大學數位科技設計學系碩士論文。
熊红妹(2011)。ARCS動機模式在初中地理教學中的運用。湖南師範大學,中國長沙市。
顏岫鋒(2015)。擴增實境在國小自然科植物教學之應用。國立臺北教育大學數位科技設計學系碩士論文。
魏楠益(2011)。擴增實境技術應用於國小數學輔助教學之研究。亞洲大學數位媒體設計學系碩士班碩士論文。
英文部分
Akazawa, N., Takei, Y., Nakayama, Y., Kakuda, H., & Suzuki, M. (2013, October). A learning support system for 9× 9 multiplication table with Kinect. In Consumer Electronics (GCCE), 2013 IEEE 2nd Global Conference on (pp. 253-257). IEEE.
Azuma, R. T. (1997). A Survey of Augmented Reality. In Presence: Teleoperators and Virtual Environments, 6, 355 - 385.
Baker, T., & Taylor, S. (1997). Patient Satisfaction and Service Quality in the Formation of Customers' Future Purchase Intentions in Competitive Health Service Settings (Vol. 15).
Billinghurst, M., Kato, H., & Poupyrev, I. (2008). Tangible augmented reality. ACM SIGGRAPH ASIA, 7.
Bimber, O., & Raskar, R. (2005). Spatial Augmented Reality: Merging Real and Virtual Worlds: CRC Press.
Bangor, A., Kortum, P., & Miller, J. (2009). Determining what individual SUS scores mean:Adding an adjective rating scale. Journal of usability studies, 4(3), 114-123.
Behzadan, A. H., & Kamat, V. R. (2013). Enabling discovery‐based learning in construction using telepresent augmented reality. Automation in Construction,33, 3-10.
Chang, Y. J., Chen, S. F. Huang, J. D. (2011).A Kinect-based system for physical rehabilitation: A pilot study for young adults with motor disabilities. Developmental Disabilities, 32, 2566–2570.
Chen, Y.-C. (2006). A study of comparing the use of augmented reality and physical models in chemistry education. Paper presented at the Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications,Hong Kong, China.
Clark, R. C., & Mayer, R. E. (2016). e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning: Wiley.
Desale, R. D., & Ahire, V. S. (2013). A Study on Wearable Gestural Interface – A SixthSense Technology. IOSR Journal of Computer Engineering (IOSR-JCE), 10(5), pp. 10-16
Federico, P.-A., & Landis, D. B. (1984). Cognitive styles, abilities, and aptitudes: Are they dependent or independent? Contemporary Educational Psychology, 9(2), 146-161.
Ford, N. (1985). Learning Styles and Strategies of Postgraduate Students. British Journal of Educational Technology, 16(1), 65-77.
Ford, N., & Chen, S. Y. (2000). Individual Differences, Hypermedia Navigation,and Learning: An Empirical Study (Vol. 9, pp. 281-311). Charlottesville, VA: AACE.
Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of instructional development, 10(3), 2. doi:10.1007/bf02905780
Keller, J. M. (2010). Motivational Design for Learning and Performance : the ARCS Model Approach. Boston, MA : Springer. Development,10(3), 2-10.
Keller, J. M., &; Koop, T. (1987). An application of the ARCS model of motivational design, In C. Reigeluth (Ed.),Instructional theories in action: Lessons illustrating selected theories and models. Hillsdale, SJ: Lawerence Erlbaum. Keller.J.M. (1984). Motivational design of instruction. In C. M. Reigeluth (Ed.), Instructional design theories and models : An overview of their current status. Hillsdale, NJ:Lawrence Earlbaum Associates.
Hou,H.T., Sung,Y.T., Chang,K.E.(2009).Exploring the behavioral patterns of an online knowledge-sharing discussion activity among teachers with problem-solving strategy.Teching and Teacher Education, 25(1), 101-108.
Hsu,Y.J.,Lin,C.H.,&Shih,J.L.(2013,July).Developing Multi-player Digital Adventure Education Game with Motion Sensing Technologies.In Advanced Learning Technologies (ICALT), 2013 IEEE 13th International Conference on(pp. 207-209).IEEE.
Mampadi,F.,Chen,S.Y., Ghinea G.,& Chen, M.-P.(2011). Design of adaptive hypermedia learning systems: A cognitive style approach. Computers & Education, 56(4),1003-1011.
Paul Milgram, H. T., Akira Utsumi, & Fumio Kishino. (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies, 2351, 282 - 292.
Rambli,D.R.A.,Matcha,W., & Sulaiman,S.(2013).Fun Learning with AR Alphabet Book for Preschool Children. Procedia Computer Science, 25, 211-219.
Riding,R.,&Cheema,I.(1991).Cognitive styles—an overview and integration.Educational psychology, 11(3-4), 193-215.
Riding,R.J., &Rayner,S.(1998).Cognitive Styles and Learning Strategies. London: David Fulton.
Tomi,A.B.,& Rambli,D.R.A.(2013).An Interactive Mobile Augmented Reality MagicalPlaybook: Learning Number with the Thirsty Crow. Procedia Computer Science,25,123-130.
Wei,L.,Zhou,H., Soe,A.K., & Nahavandi,S.(2013,July).Integrating Kinect and haptics for interactive STEM education in local and distributed environments. In Advanced Intelligent Mechatronics (AIM), 2013 IEEE/ASME International Conference on (pp.1058-1065). IEEE.
Witkin,H.A.,Moore,C.A. Goodenough,D.R.,& Cox,P.W.(1977).Field-dependent and field-independent cognitive styles and theireducational implications. Review of educational research,47(1),1-64.
Zarzuela,M.M.,Pernas,F.J.D.,Martínez,L.B.,Ortega,D.G.,& Rodríguez, M. A.(2013).Mobile Serious Game Using Augmented Reality for Supporting Children's Learning About Animals. Procedia Computer Science, 25, 375-381.