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研究生: 蔡承恩
Cheng-En Tsai
論文名稱: 結合雙層次測驗的3D數位遊戲式學習對大學生人工智慧單元學習成就之影響
Effects of 3D digital game-based learning with Two-tier testing on university students’ learning achievement in Artificial Intelligence Course Unit
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 陳志鴻
Chih-Hung Chen
陳玫蓉
Mei-Rong Chen
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: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 64
中文關鍵詞: 3D冒險遊戲數位遊戲式學習雙層次測驗人工智慧單元資訊教育
外文關鍵詞: 3D adventure game, Digital game-based learning, Two-tier tests, Artificial Intelligence Course Unit, Information technology education
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  • 隨著資訊科技的高速發展,對於具備科技應用能力的跨域人才的需求更甚以往。因此,如何促進學生的資訊教育學習成就,已經被世界各國列為重要的教育目標。然而,對於非理工背景的學生而言,學習科技相關課程是一件具有挑戰性的事,甚至可能出現學習焦慮。數位遊戲式學習是將艱澀的學習內容融入遊戲,能有效降低學習焦慮;然而有研究指出,若缺乏有效的學習策略引導,讓學生反覆嘗試錯誤,將導致學習動機的降低。因此,本研究提出結合雙層次測驗的3D數位遊戲式學習方法,試圖提升非理工背景的學生在人工智慧單元中的學習成就,並降低學習焦慮。透過導入雙層次測驗,為系統添加有效的學習導引及回饋機制。為探討此學習方法之成效,本研究採準實驗設計,將該系統應用於大學生的科技外語—人工智慧單元的學習活動中。參與實驗的學生共計52名,分為兩組:實驗組學生使用結合雙層次測驗的3D數位遊戲式學習系統;控制組學生使用一般的3D數位遊戲式學習系統。透過量化分析,探討兩組學生在學習成就、學習焦慮、心流體驗、認知負荷以及學習行為方面的表現。研究結果顯示,實驗組學生在學習成就表現優於控制組學生;而學習焦慮、心流體驗以及認知負荷則無明顯差異。此外,根據學習行為分析的結果,發現實驗組學生在正確答題以及與NPC互動學習行為之間,相關性未達顯著水準。說明雙層次測驗的導入,會減少學生在測驗過後馬上投入遊戲互動探索,幫助學生在遊戲環境下維持一定的學習專注度,進而提升學習成就的表現。未來可嘗試導入適性化學習等學習策略,以提升學生在3D數位遊戲中的心流體驗。


    With the rapid development of information technology, the demand for cross-disciplinary talents with the ability to apply technology is even greater than before. Therefore, the promotion of students’ learning achievement in information technology education has been an important educational goal in countries around the world. However, for students with non-technical backgrounds, learning technology-related courses can be challenging and may cause learning anxiety. Digital game-based learning is an effective way to reduce anxiety by integrating difficult learning content into games, which can be ideal if further supplemented with effective learning strategies, allowing students to repeatedly make mistakes will result in lower learning motivation. Therefore, this study proposes a 3D digital game-based learning approach with a two-tier test to reduce anxiety among non-technical students in Artificial Intelligence Course Unit. To investigate the effectiveness of this learning approach, a quasi-experimental design was adopted to apply the system to university students’ learning activities in an English for Technology – artificial intelligence module. A total of 52 students participated in the experiment and were divided into two groups: the experimental group used a 3D digital game-based learning system with a two-tier test; the control group used a general 3D digital game-based learning system. Quantitative analyses were conducted to examine the performance of the two groups in terms of learning achievement, learning anxiety, flow experience, cognitive load, and learning behavior. The results of the study showed that the experimental group outperformed the control group in terms of academic achievement, while there was no significant difference in learning anxiety, flow experience, and cognitive load. In addition, the correlation between correct question answering and interactive with NPC learning behaviors was not found to be significant in the experimental group. This suggests that the introduction of the two-tier test will reduce the number of students immediately engaged in interactive exploration of the game after the test and help students maintain a certain level of concentration in the game environment, to enhance the performance of learning achievement. In the future, Adaptivelearning strategies can be introduced to enhance students’ learning performance in 3D digital games.

    摘要 I ABSTRACT II 誌 謝 IV 圖 目 錄 VIII 表 目 錄 IX 第一章 緒論 - 1 - 1.1 研究背景與動機 - 1 - 1.2 研究目的與問題 - 4 - 1.3 名詞釋義 - 4 - 1.3.1 資訊教育(Information technology education) - 4 - 1.3.2 3D數位遊戲式學習 (3D Digital game-based learning) - 5 - 1.3.3 雙層次測驗 (Two-tier tests) - 5 - 1.3.4 學習成就 (Learning achievement) - 5 - 1.3.5 學習焦慮 (Learning anxiety) - 6 - 1.3.6 心流體驗 (Flow Experience) - 6 - 1.3.7 認知負荷 (Cognitive load) - 6 - 1.3.8 序列分析 (Sequential analysis) - 7 - 第二章 文獻探討 - 8 - 2.1 科學學習焦慮(Science learning anxiety) - 8 - 2.2 3D數位遊戲式學習 (3D Digital game-based learning) - 9 - 2.3 雙層次測驗 (Two-tier test) - 11 - 第三章 系統開發 - 13 - 3.1 系統架構與功能 - 13 - 3.2 雙層次測驗機制與操作介面 - 19 - 3.3 系統開發環境 - 21 - 3.4 遊戲內容與關卡設計 - 23 - 第四章 研究方法 - 27 - 4.1 研究架構 - 27 - 4.2 研究對象 - 28 - 4.3 研究課程 - 28 - 4.4 實驗流程 - 29 - 4.5 研究工具 - 30 - 4.5.1 學習成就測驗 - 30 - 4.5.2 學習焦慮量表 - 31 - 4.5.3 心流體驗量表 - 31 - 4.5.4 認知負荷量表 - 31 - 4.5.5 質性半結構式訪談 - 32 - 4.5.6 序列分析 - 32 - 4.6 分析方法 - 32 - 第五章 研究結果與分析 - 35 - 5.1 學習成就 - 35 - 5.2 學習焦慮 - 36 - 5.2.1 學習焦慮—內容與教學構面 - 36 - 5.2.2 學習焦慮—迴避構面 - 37 - 5.2.3 學習焦慮—課程參與焦慮構面 - 39 - 5.3 心流體驗 - 40 - 5.4 認知負荷 - 40 - 5.5.1 認知負荷—心智負荷構面 - 40 - 5.5.2 認知負荷—心智努力構面 - 41 - 5.5 質性半結構式訪談內容 - 41 - 5.6 序列分析 - 43 - 第六章 結論與未來展望 - 46 - 6.1 研究結果與討論 - 46 - 6.2 研究限制 - 48 - 6.3 建議與未來研究 - 49 - 參 考 文 獻 - 50 - 附件一 資訊教育學習成就測驗(前測驗) - 55 - 附件二 科技外語—人工智慧單元學習成就測驗(後測驗) - 58 - 附件三 學習焦慮量表 - 60 - 附件四心流體驗量表 - 62 - 附件五 認知負荷量表 - 63 - 附件六 質性半結構式訪談 - 64 -

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