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研究生: 王子軒
Tzu-Hsuan Wang
論文名稱: 整合真人非玩家角色與多維度鷹架機制之遠距協作決策力訓練遊戲的設計與評估
The Design and Evaluation of a Remote Collaborative Decision-Making Training Game integrating Real person Non-Player Characters and Multidimensional Scaffolding Mechanism
指導教授: 侯惠澤
Huei-Tse Hou
口試委員: 湯梓辰
Tzu-Chen Tang
陳聖智
Sheng-Chih Chen
學位類別: 碩士
Master
系所名稱: 應用科技學院 - 應用科技研究所
Graduate Institute of Applied Science and Technology
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 171
中文關鍵詞: 決策力訓練遠距協作真人非玩家角色RNPC教育遊戲情境式學習鷹架線上遠距學習
外文關鍵詞: Decision-Making Training, Remote Collaborative, Real person Non-Player-Character, RNPC, educational game, situated learning, scaffolding, Online distance learning
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  • 決策力的養成是未來十年內各領域都十分重視的項目,然而鮮少有學校直接教授與培養學生決策相關的技能,而隨著COVID-19的疫情大流行,遠距離線上協作問題解決也儼然逐漸成為教學趨勢。因此本研究根據遊戲式學習,設計了一款情境式遠距角色互動協作之決策力訓練遊戲--《小筑失蹤案》,遊戲式學習擁有寓教於樂的效果,能促進學習者對於學習目標產生興趣並加強其學習的動機與投入程度。此外,遊戲中也結合了RNPC(Real person Non-Player-Character)為主的多維度鷹架,透過互動的方式作為動態鷹架,給予學習者適時的引導與支持。
    本研究透過線上招募的方式作為遊戲受試者的來源,本研究總共招募到了63位,以3人為一組共21組的學習者,其中實驗組為33人(共11組)而控制組為30人(共10組),其中實驗組為有加入RNPC的組別,控制者則沒有加入RNPC,除此之外兩組所進行的遊戲皆相同。本研究欲探討決策表現、動機、心流狀態、鷹架有用性、擬真度、遊戲接受度、遊戲設計元素、活動焦慮、決策歷程與決策行為模式,並針對有無RNPC進行比較。本研究結果顯示學習者在決策表現與活動焦慮上,實驗組的表現皆顯著高於控制組,而兩組在遊戲中的動機、心流狀態、擬真度、遊戲接受度、遊戲設計元素、決策歷程等分數也都顯著高於量表的中位數。此外,本研究也進行了各依變量的相關分析,並發現RNPC鷹架與心流狀態、遊戲接受度與決策歷程有顯著的高度正相關,而鷹架有用性分析的結果也顯示本研究所提供的多維度鷹架對於學習者是有用的。最後根據兩組的學習者在決策行為模式上之差異,我們發現RNPC的加入或許能夠促進學習者在遊戲中彼此之間的協作與對於問題的反思,且能夠降低學習者在文字鷹架中的焦慮感,並能適時的在學習中給予一定程度的焦慮感,並進而提升其學習表現。


    The development of decision-making skills is an area of great importance in the next decade, yet few schools are directly teaching students decision-making related skills, and with the COVID-19 pandemic, remote collaborative problem solving is becoming a trend in teaching. Therefore, this study designed a contextual remote role-based interactive collaborative decision-making game, " The Case of the Missing Xiaozhu", based on game-based learning. Game-based learning has a fun and educational effect that promotes learners' interest in learning objectives and enhances their motivation and engagement in learning. In addition, the game also incorporates the multi-dimensional scaffolding mechanism and RNPC (Real-person Non-Player-Character) as the main scaffolding, which is used as a dynamic scaffold through an interactive way to provide learners with timely guidance and support.
    A total of 63 learners were recruited in groups of 3 for a total of 21 groups, and divided into 11 experimental groups and 10 control groups. The experimental group was the group with RNPC and the control group was the group without RNPC, otherwise both groups played the same game. This study explored decision performance, motivation, flow status, scaffolding usefulness, realism, game acceptance, game design elements, activity anxiety, decision process and decision behavior patterns, and to compare them with and without RNPC. The results of this study showed that the experimental group performed significantly better than the control group in terms of decision making and activity anxiety. The scores of motivations, flow status, realism, game acceptance, game design elements, decision making process were also significantly higher than the median of the scale for both groups. In addition, the correlation analysis of each dependent variable was also conducted, and the RNPC scaffolding was found to be highly positively correlated with flow status, game acceptance, and decision-making process, and the results in scaffolding usefulness showed that the multidimensional scaffolding provided in this study is useful for learners. Finally, based on the differences in decision-making behavior patterns between the two groups, we found that the addition of RNPC may facilitate the collaboration between learners and their reflection on problems in the game, and may reduce learners' anxiety in the scaffolding of text, and provide a anxiety in learning and further enhance their learning performance.

    摘要 ii Abstract ii 目錄 ii 圖次 iv 表次 v 第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 9 第三節 研究問題 10 第貳章 文獻探討 11 第一節 決策力訓練限制與挑戰 11 第二節 線上遊戲式學習 14 第三節 情境式學習 17 第四節 遊戲式學習之擬真度與RNPC 18 第五節 線上協作問題解決 20 第六節 多維度鷹架 23 第七節 小結 26 第参章 研究方法 27 第一節 研究設計 27 第二節 研究對象 28 第三節 研究工具 28 第四節 研究流程 62 第五節 資料蒐集及分析 62 第肆章 研究結果 65 第一節 決策表現評估 65 第二節 動機三階段評估 66 第三節 心流狀態評估 68 第四節 鷹架有用性評估 71 第五節 遊戲擬真度評估 81 第六節 遊戲接受度評估 82 第七節 遊戲設計元素評估 83 第八節 活動焦慮評估 85 第九節 決策歷程評估 86 第十節 相關分析 98 第十一節 遊戲行為模式編碼分析 104 第伍章 討論 119 第一節 有無RNPC鷹架之遊戲式學習之兩組學習者於決策表現、動機三階段、心流狀態、擬真度、遊戲接受度、遊戲設計元素、活動焦慮之差異為何? 119 第二節 有無RNPC鷹架之遊戲式學習之兩組學習者於心流狀態、鷹架有用性、擬真度、遊戲接受度、遊戲設計元素、活動焦慮、決策歷程表現之相關性為何? 123 第三節 有無RNPC鷹架之遊戲式學習之兩組學習者在決策制定歷程的感知回饋之差異為何? 127 第四節 有無RNPC鷹架之遊戲式學習之兩組學習者在鷹架有用性回饋與評估之差異為何? 129 第五節 有無RNPC鷹架之遊戲式學習之兩組學習者在遠距協做決策力訓練遊戲之決策行為模式與差異為何? 131 第陸章 結論與建議 136 第一節 結論 136 第二節 限制 139 第三節 建議 140 參考文獻 144 附錄、「起訴報告」表單 159

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