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研究生: 蘇煜仁
Yu-Ren Su
論文名稱: 基於雙層次測驗的虛擬實境學習模式對學習者汽車維修培訓成效之影響
Effects of a two-tier test-based virtual reality approach on students’ learning performance in an automotive maintenance training program
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 陳秀玲
Xiu-Ling Chen
宋涵鈺
Han-Yu Song
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: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 102
中文關鍵詞: 虛擬實境雙層次測驗工業教育汽車維修
外文關鍵詞: virtual reality, two-tier test, industrial education, automotive maintenance
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  • 在工業類型的課程中,虛擬實境不僅可以讓學習者遠離危險的學習環境,同時還可學習操作器具,亦可模擬較為稀有的器材達到節省成本的做用。另一方面,在數位化學習環境,包括虛擬實境的活動中,如何確認學生在每一個學習階段是否能夠正確地應用所學的知識來解決問題,並提供即時的回饋,是一個重要的議題。為了解決這個問題,在本研究中,提出基於雙層次測驗的虛擬實境學習模式,在學習者體驗及決策的過程中,判斷每個階段的學習狀態,並提供回饋及引導。為了驗證所提出的學習模式的成效,本研究以高級職業中學汽車科底盤原理課程進行學習活動,探討對於學生在學習成就、自我效能、盤原理課程問題解決傾向與批判思考傾向以及內在動機的影響。實驗結果表示,基於雙層次測驗的虛擬實境學習模式,相較於一般的虛擬實境學習模式,更能夠提升學生的學習成就。另一方面,這兩種學習模式對於學生在自我效能、問題解決傾向與批判思考傾向及內在動機方面的表現則沒有顯著的差別。


    In industrial-type courses, virtual reality not only allows learners to stay away from dangerous learning environments, but also to learn to operate equipment and to simulate rarer equipment for cost-saving purposes. On the other hand, in digital learning environments, including virtual reality activities, it is an important issue to verify that students can correctly apply what they have learned at each learning stage to solve problems and provide immediate feedback. To address this issue, in this study, a Two-Tier Test-based Virtual Reality (TTT-VR) is proposed to determine the learning status of each stage in the process of learner experience and decision making, and to provide feedback and guidance. In order to validate the effectiveness of the proposed learning model, a learning activity was conducted in an advanced vocational high school automotive undergraduate course to investigate the effects on students' academic achievement, self efficacy, problem-solving and critical thinking tendencies, and intrinsic motivation. The experimental results indicated the Two-Tier Test-based Virtual Reality learning model was more effective in enhancing students' learning achievement than the general virtual reality learning model. On the other hand, there was no significant difference in students' performance in terms of self-efficacy, problem-solving and critical thinking tendencies, and intrinsic motivation between the two learning modes.

    摘要 圖目錄 表目錄 第一章 緒論 1.1研究背景輿動機 1.2研究目的與問題 1.3名詞釋義 1.3.1虛擬實境(Virtual Reality, VR) 1.3.2環景虛擬實境(Spherical video-based virtual reality, SVVR) 1.3.3雙層次測驗(Two-tier test) 1.3.4學習成就(Learning achievement) 1.3.5自我效能(Self-efficacy) 1.3.6問題解決傾向(Problem-solving tendency) 1.3.7批判思考傾向(Critical thinking tendency) 1.3.8內在動機(Intrinsic motivation inventory) 1.4研究範疇與限制 第二章 文獻探討 2.1VR 虛擬實境與 SVVR環景虛擬實境. 2.2雙層次測驗 2.3虛擬實境與雙層次測驗 第三章 系統介紹 3.1開發工具 3.2系統架構圖 第四章 研究設計 4.1研究架構 4.2研究對象 4.3實驗流程 4.4研究工具 4.5分析方法 第五章 研究結果 5.1學習成就 5.2自我效能 5.3問題解決傾向 5.4批判思考傾向 5.5內在動機 5.6質性訪談 第六章 結論與建議 6.1研究結果與討論 6.1.1學習成就 6.1.2自我效能 6.1.3問題解決傾向 6.1.4批判思考傾向 6.1.5內在動機 6.2研究限制 6.3未來研究建議與展望 參考文獻 附錄一、懸吊系統學習成就(前測) 附錄二、懸吊系統學習成就(後測) 附錄三、自我效能量表(前後測) 附錄四、問題解決傾向量表(前後測) 附錄五、批判思考傾向量表(前後測) 附錄六、內在動機量表(前後測) 附錄七、訪談問卷 附錄八、訪談紀錄

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