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104 遊戲式學習之專注放鬆與挑戰技能平衡分析

出版年度:104

 

論文名稱:遊戲式學習之專注放鬆與挑戰技能平衡分析

 

研究生:林榮發   指導教授:蔡子瑋

 


論文簡介:

  遊 戲 不僅成為人們休閒娛樂的選擇, 遊戲式學習( Game-based Learning) 讓遊戲有了「寓教於樂」的功能。隨著科技的進步, 各種 感應設備的發明不僅讓遊戲式學習軟體能透過鍵盤滑鼠來操作, 近年 來, 熱門的體感設備、眼動儀、腦波儀等設備讓遊戲式學習帶來更多 元、更廣泛的應用。透過遊戲式學習, 學習者達到心流狀態時, 對學 習效率、學習動機與學習滿意度皆有正面的改善。而挑戰技能平衡為 心流經驗(Flow Experience) 中評估活動體驗的重要指標, 說明當活 動挑戰程度與學習者技能相匹配時, 便會進入心流狀態, 而其他研究 也利用專注與放鬆來探討活動中的心流狀態, 故遊戲式學習、挑戰技 能平衡與專注放鬆有關聯性。 本 研究目的以英文單字記憶的遊戲式學習軟體, 藉由NeuroSky 所開發的腦波儀MindWave , 讓學習者在遊玩的同時獲取專注 (Attention)與放鬆(Meditation)兩項數值,於實驗結束後填寫挑戰 技能平衡問卷, 探討學習者的專注、放鬆、挑戰技能平衡及遊戲式學 習軟體難易度之間的相關性。其研究結果顯示, 不同教學內容難度與 挑戰技能平衡有顯著差異; 專注與放鬆對挑戰技能平衡有相關, 說明 遊戲式學習軟體的教學內容難易度會影響學習者的心流狀態, 且專注 為主要影響因素, 而放鬆可輔助判斷學習者的學習狀況。 Video Game provides people with an entertainment option. The game-based learning can make the game with "edutainment" function. Nowadays, many sensors of devices like somatosensory interaction, eye tracker and brainwave instrument are employed for controlling the learning game. These devices also let the learning game have more diverse use and more applications can be invented. Flow experience is an indicator of surveying on game, work or exercise and so on. In game-based learning, people were in the flow state when their skill is balance on challenge of activity, satisfaction and motivation. Hence their performance of learning could have improvements. This study uses the learning game of English words by MindWave which have been developed by NeuroSky. It can obtain values of attention and meditation in game-playing. Users’ data and scale of challenge-skill balance are gathered after game. The results show that difficulty of learning content has significant differences on challenge-skills balance and the attention of brainwave is related to challenge-skills balance.

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