研究生: |
楊梅伶 Mei-Ling Yang |
---|---|
論文名稱: |
結合擴增實境技術之心智工具輔助學習模式對學習動機與成就之影響 Effects of an Integrated Augmented Reality Technology and Mindtool-Supported Lerning Approach on Students’ learning motivations and achievements |
指導教授: |
黃國禎
Gwo-Jen Hwang |
口試委員: |
伍柏翰
Po-Han Wu 朱蕙君 Hui-Chun Chu 蔡今中 Chin-Chung Tsai |
學位類別: |
碩士 Master |
系所名稱: |
人文社會學院 - 數位學習與教育研究所 Graduate Institute of Digital Learning and Education |
論文出版年: | 2014 |
畢業學年度: | 102 |
語文別: | 中文 |
論文頁數: | 85 |
中文關鍵詞: | 心智工具 、擴增實境 、認知負荷 、行動學習 |
外文關鍵詞: | Mindtools, augmented reality, cognitive load, mobile learning |
相關次數: | 點閱:485 下載:9 |
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 |
隨著資訊科技設備的進步與普及化,教學模式不再是單調的講授式教學,其中行動學習模式不僅提升學生的學習興趣,更鼓勵學習者進行更高層次的思考。近幾年,不少研究證實,透過心智工具輔助教學能夠幫助學生組織學習內容,更在學生探索與思考的學習過程中,給予了鷹架般的協助。因此,本研究開發一套可以辨識蝴蝶標本的擴增實境凱利方格行動學習系統(Augmented Reality & Repertory Grid Mobile Learning System,簡稱ARMLS),以協助學生在理解及推論中學習蝴蝶的知識。本研究的實驗樣本為台北市某國小4年級2個班共50位學生,其中一個班為實驗組,採用擴增實境行動學習之心智工具輔助學習模式;另外一個班為控制組,使用一般擴增實境行動學習模式。研究結果顯示,採用擴增實境凱利方格行動學習模式,對於提升學生之學習成就顯著優於一般擴增實境行動學習模式;另外,在學習動機、學習態度、認知負荷及系統滿意度兩組學生則沒有顯著的差異。
With the advancement and the increasing popularity of information technology, diversified learning has replaced the traditional lecture-centered teaching. These abundant science education studies have shown that technology-supported learning not only enhance students' interest in learning, but also promote their higher order thinking. In recent years, many scholars have further reported that Mindtools can help students organize learning content; that is, the use of Mindtools plays an important role in engaging students in exploring and thinking during the learning process. Therefore, this research aims to propose a Mindtool-supported augmented reality approach to help students comprehend and deduct based on the observations in the field as well as the knowledge learned from the textbook. To evaluate the effectiveness of this proposed approach, an experiment was conducted by applying the Mindtool-supported augmented reality learning system to an elementary school natural science course. The participants were 50 fourth graders from two classes of an elementary school in Taipei, Taiwan. One class was selected as the experimental group, who learned with the proposed approach. The other was the control group, who learned with the conventional augmented reality learning approach. Experimental results show that the students who learned with the integrated Augmented Reality Technology and the Repertory Grid-based Learning approach showed significantly better learning achievements than those who learned with the conventional Augmented Reality approach, while no significant difference was found between the learning motivation, learning attitude and cognitive load of the two groups.
王國雄 (2010)。輔助古蹟寺廟行動學習之多標記擴增實境遊戲的互動模式研究。大同大學工業設計研究所碩士論文。
李逢春、黃俊銘(2006)。Quest 3D互動多媒體設計寶典。中華民國安全推廣協會。
張樹安(2011)。3D擴增實境應用於行動導覽之研究。國立政治大學數位內容碩士學位學程。
王曉璿, 黃昭儒, 林志宏, 與 吳浚瑋. (2012). 可觸式擴增實境輔助博物館導覽效益之研究. 教育資料與圖書館學, 50(1), 135-167.
張俊元(2007)。擴增實境輔助家具設計開發之研究。國立雲林科技大學工業設計碩士班。
倪偉城(2000)。以擴增實境技術融入國小低年級注意力訓練課程之研究。淡江大學教育科技碩士在職專班碩士論文。
馬宗銓、鄭登元(2010)。Augmented Reality & Layer Reality Browser。《Software System Spring,2010》。
蔡宇軒(2000)。使用手機擴增實境技術、開發中國象棋之残局策略與殺法的行動式教學系統。國立暨南大學資訊工程學系碩士論文。
劉郁珉(2012)。擴增實境技術應用於觀光旅遊創新服務模式之探討。國立成功大學工學院工程管理碩士在職專班碩士班論文。
蘇俊欽(2004)。擴增實境應用於中文注音符號學習之研究。國立成功大學碩士班論文。
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。國立台南大學數位學習科技學系論文。
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。
陳彙芳, & 范懿文. (2000)。認知負荷對多媒體電腦輔助學習成效之影響研究。資訊管理研究, 國立中央大學, 2(2), 45-60.
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. Computer Graphics and Applications, IEEE, 21(6), 34-47.
Billinghurst, M., & Kato, H. (2002). Collaborative augmented reality.
Communications of the ACM, 45(7), 64-70.
Boose, J. H., & Gaines, B. R. (1989). Knowledge acquisition for knowledge-based systems: Notes on the state-of-the-art. Machine Learning, 4(3-4), 377-394.
Chandler, P., & Sweller, J. (1991). Cognitive load theory and the format of instruction.
Cognition and instruction, 8(4), 293-332.
Chandler, P., & Sweller, J. (1992). The split‐attention effect as a factor in the design of instruction. British Journal of Educational Psychology, 62(2), 233-246.
Chen, Y. T. (2012). Implementing an interactive powerpoint into a self-controlled
learning environment. Research Journal of Applied Sciences, Engineering and Technology, 4(13), 1928-1933.
Chu, H. C., Hwang, G. J., & Tsai, C. C. (2010). A knowledge engineering approach to
developing mindtools for context-aware ubiquitous learning. Computers &; Education, 54(1), 289-297. doi: 10.1016/j.compedu.2009.08.023
Chu, H. C., Hwang, G. J., Tsai, C. C., & Tseng, Judy C. R. (2010). A two-tier test approach to developing location-aware mobile learning systems for natural science courses. Computers & Education, 55(4), 1618-1627.
Chu, H. C., Hwang, G. J., & Tsai, C. C. (2010). A knowledge engineering approach to developing mindtools for context-aware ubiquitous learning. Computers & Education, 54(1), 289-297.
de Jong, T. (2010). Cognitive load theory, educational research, and instructional
design: some food for thought. Instructional Science, 38(2), 105-134. doi: 10.1007/s11251-009-9110-0.
Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
Felder, R. M., & Silverman, L. K. (1988). Learning and teaching styles in engineering education. Engineering education, 78(7), 674-681.
Foni, A. E., Papagiannakis, G., & Magnenat-Thalmann, N. (2010). A taxonomy of visualization strategies for cultural heritage applications. Journal on Computing and Cultural Heritage (JOCCH), 3(1), 1.
Harrington, L., Zhou, W., McPhail, T., Oulton, R., Yeung, D. S., Mar, V., ... &
Robinson,
Hwang, G. J., & Chang, H. F. (2011). A formative assessment-based mobile learning
approach to improving the learning attitudes and achievements of students.
Computers & Education, 56(4), 1023-1031. doi: 10.1016/j.compedu.2010.12.002
Hwang, G. J., Chu, H. C., Lin, Y. S., & Tsai, C. C. (2011). A knowledge acquisition
approach to developing Mindtools for organizing and sharing differentiating knowledge in a ubiquitous learning environment. Computers & Education, 57(1), 1368-1377. doi: 10.1016/j.compedu.2010.12.013
Hwang, G. J., Kuo, W. L., Wu, P. H., Huang, Y. M., & Zhuang, Y. Y. (2010, 12-16
April 2010). An Investigation on Students' Cognitive Load and Learning Achievements for Participating in a Local Culture Mobile Learning Activity. Paper presented at the Wireless, Mobile and Ubiquitous Technologies in Education (WMUTE), 2010 6th IEEE International Conference on.
Hwang, G. J., Shi, Y. R., & Chu, H. C. (2011). A concept map approach to developing
collaborative Mindtools for context-aware ubiquitous learning. British Journal of Educational Technology, 42(5), 778-789.
Hwang, G. J., Wu, P. H., Zhuang, Y. Y., & Huang, Y. M. (2011). Effects of the
inquiry-based mobile learning model on the cognitive load and learning
achievement of students. Interactive Learning Environments, 1-17. doi:
10.1080/10494820.2011.575789
Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013). A concept map-embedded educational computer game for improving students' learning performance in natural science courses. Computers & Education, 69, 121-130.
Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013), A concept map-embedded educational computer game for improving students’ learning performance in natural science courses,Computers & Education, 69, 121-130.
Hwang, G. H., Chen, J. M., Hwang, G. J., & Chu, H. C. (2006). A time scale-oriented approach for building medical expert systems. Expert Systems with Applications, 31(2), 299-308.
Hwang, G. J., Tsai, C. C., & Yang, S. J. (2008). Criteria, Strategies and Research
Issues of Context-Aware Ubiquitous Learning. Journal of Educational Technology & Society, 11(2).
Höllerer, T., Feiner, S., Terauchi, T., Rashid, G., & Hallaway, D. (1999). Exploring MARS: developing indoor and outdoor user interfaces to a mobile augmented reality system. Computers & Graphics, 23(6), 779-785.
Hunt, M. J. (1979). Petroleum geochemistry and geology. WH Freeman and
Company.
Hung, P. H., Hwang, G. J., Su, I. H., & Chuang, F. C. (2010). The effects of a concept
map integrated mobile learning design for ecology observation. Paper presented at the Asia-Pacific Conference on Technology Enhanced Learning 2010 (APTEL 2010), Osaka, Japan.
Jonassen, D. H. (1996). Computers in the classroom: Mindtools for critical thinking. Columbus, OH: Merrill/Prentice-Hall.
Jonassen, D. H. (1999). Computers as Mindtools for Schools: Engaging Critical Thinking. New Jersey: Allyn & Bacon.
Jonassen, D. H. (2006). Modeling with technology: mindtools for conceptual change: Pearson Merrill Prentice Hall.
Jonassen, D. H., Carr, C., & Yueh, H. P. (1998). Computers as Mindtools for Engaging Learners in Critical Thinking. TechTrends, 43(2), 24-32. doi:citeulike-article-id:977949
Kaufmann, H., & Schmalstieg, D. (2003). Mathematics and geometry education with collaborative augmented reality. Computers & Graphics, 27(3), 339-345.
Kim, S. J. J. (2012, August). A User Study Trends in Augmented Reality and
Virtual Reality Research: A Qualitative Study with the Past Three Years of
the ISMAR and IEEE VR Conference Papers. In Ubiquitous Virtual
Reality (ISUVR), 2012 International Symposium on (pp. 1-5). IEEE.
Lai, Y. S., & Hsu, J. M. (2011, September). Development trend analysis of augmented reality system in educational applications. In Electrical and Control Engineering (ICECE), 2011 International Conference on (pp. 6527-6531). IEEE.
Lin, Y. F., Wu, T. H., Hung, P. H., Hwang, G. J., & Yeh, Y. F. (2009). A cognitive load-based framework for integrating PDAs into outdoor observations. Paper presented at the the 5th International Workshop on Mobile and Ubiquitous Learning Environments (MULE 2009), University of Tokushima, Japan.
Liu, C.-C., Chen, H. S. L., Shih, J.-L., Huang, G.-T., & Liu, B.-J. (2011). An enhanced concept map approach to improving children’s storytelling ability. Computers & Education, 56(3), 873-884. doi: 10.1016/j.compedu.2010.10.029
Mayes, J. T. (1992). Cognitive tools: a suitable case for learning. In D. H. J. P.A.M.
Kommers, J.T. Mayes (Ed.), Cognitive Tools for Learning (pp. 7-18). Berlin, Heidelberg, New York: Springer.
Mayer, R. E., & Gallini, J. K. (1990). When is an illustration worth ten thousand
words?. Journal of educational psychology, 82(4), 715.
Mayer, D. (2001). The long‐term impact of health on economic growth in
Mexico, 1950–1995. Journal of International Development, 13(1), 123-126.
Messina, E., & Mitra, G. (1997). Modelling and analysis of multistage
stochastic programming problems: A software environment. European journal of operational Research, 101(2), 343-359.
M. O. (1997). Human telomerase contains evolutionarily conserved catalytic and
structural subunits. Genes & development, 11(23), 3109-3115.
Paas, F. (1992). Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach. Journal of Educational Psychology, 84(4), 429-434. doi: 10.1037/0022-0663.84.4.429
Paas, F., Renkl, A., & Sweller, J. (2004). Cognitive Load Theory: Instructional Implications of the Interaction between Information Structures and Cognitive Architecture. Instructional Science, 32(1), 1-8. doi: 10.1023/B:TRUC.0000021806.17516.d0
Piekarski, W., & Thomas, B. (2002). ARQuake: the outdoor augmented reality gaming system. Communications of the ACM, 45(1), 36-38.
Pintrich, P. R., & De Groot, E. V. (1990). Motivational and self-regulated
learning components of classroom academic performance. Journal of educational psychology, 82(1), 33.
Rekimoto, J. (1998, July). Matrix: A realtime object identification and registration method for augmented reality. In Computer Human Interaction, 1998. Proceedings. 3rd Asia Pacific (pp. 63-68). IEEE.
Schmalstieg, D., Fuhrmann, A., Hesina, G., Szalavári, Z., Encarnaçao, L. M., Gervautz, M., & Purgathofer, W. (2002). The studierstube augmented reality project. Presence: Teleoperators and Virtual Environments, 11(1), 33-54.
Starner, T., Mann, S., Rhodes, B., Levine, J., Healey, J., Kirsch, D., ... & Pentland, A. (1997). Augmented reality through wearable computing. Presence: Teleoperators and Virtual Environments, 6(4), 386-398.
Shelton, B. E. (2002). Augmented reality and education: Current projects and the potential for classroom learning. New Horizons for Learning, 9(1).
Şendağ, S., & Ferhan Odabaşı, H. (2009). Effects of an online problem based learning course on content knowledge acquisition and critical thinking skills. Computers & Education, 53(1), 132-141. doi: 10.1016/j.compedu.2009.01.008
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive science, 12(2), 257-285. doi: 10.1016/0364-0213(88)90023-7
Sweller, J., Van Merrienboer, J. J. G., and Paas, F. G. W. C. (1998), Cognitive Architecture and Instructional Design, Educational Psychology Review, Vol. 10,
No. 3, 251-297
Sin, A. K., & Zaman, H. B. (2009). Tangible interaction in learning astronomy through augmented reality book-based educational tool. In Visual informatics: bridging research and practice (pp. 302-313). Springer Berlin Heidelberg.