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  • 學位論文

建構結合隨適運算相關技術之戶外遊戲式學習環境

Developing the Outdoor Game-based Learning Environment by Using Ubiquitous Technologies

指導教授 : 施國琛

摘要


戶外體驗的遊戲能夠透過與真實世界的互動讓學習者在遊戲過程中學習到知識,並且激發學習者自我學習與觀察的能力;本研究提出基於網頁介面之模組化的戶外遊戲式學習系統,該系統包含遊戲式學習環境與課程編輯工具。在遊戲式學習的遊戲模式中,主要採取類似大地尋寶(Treasure Hunter)的遊戲架構,藉由結合即時的線上地理資訊系統(Web GIS),如Google Maps,並與全球定位系統(GPS)及無線網路,讓學習者得以在戶外的透過地理資訊的混搭(Mash-ups)來取得即時的資訊。此外學習者可以在課程結束後透過網頁來後取得課後的回顧,藉由這個機制來瞭解到學習過程中所經過的路徑、回答問題的得分等等資訊;編輯者也可以透過的網頁介面所建構之課程編輯系統來編輯符合本系統環境的課程。我們希望這個戶外遊戲式學習環境能夠更有助於學習者在學習戶外活動課程上得以獲得更多的知識,以及簡化編輯者在編撰遊戲式學習的課程活動上的複雜度。

並列摘要


The outdoor experience game could help learner to learn the course knowledge by interact with real world learning activities. And inspired learners to learn self-interest and extended desire. We proposed the web-based outdoor experience game-based learning system which includes game-based learning environment and related course authoring tools. The gameplay learning behavior will be similar as treasure-hunt. We provided real time information of game through geographical visualization displaying by integrate the Geography Information System (GIS), Global Position System (GPS), wireless technology and UMPC/EeePC/Notebook platform. Not only learners could get current game mission situation and related learning results after finishing their game-based learning activities but course editors also could utilize the related course authoring easily to develop such kind of course content. We hope this game-based learning system could be more helpful and useful for learners/ course editors in learning/developing behavior in this kind of game-based learning environment.

並列關鍵字

Pervasive game Mash-ups GIS GPS GBL

參考文獻


[1] Adrian David Cheok, Shang Ping Lee, Wei Liu and Teh Keng Soon James, “Combining the Real and Cyber worlds using Mixed Reality and Human Centered Media” in 2005 International Conference on Cyberworlds (CW’05).
[3] Debopam Acharya, Vijay Kumar and Gi-Chul Yang1, “DAYS Mobile: A Location based Data Broadcast Service for Mobile Users” in Proceedings of the 2007 ACM symposium on Applied computing SAC’07, March 11-15, 2007, Seoul, Korea.
[4] Yuan-Kai Wang, “Context Awareness and Adaptation in Mobile Learning” in Proceeding of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education, 2004.
[6] Tan-Hsu Tan and Tsung-Yu Liu, “The MObile-Based Interactive Learning Environment (MOBILE) and A Case Study for Assisting Elementary School English Learning” in the IEEE International Conference on Advanced Learning Technologies,2004.
[10] Marco Sá and Luís Carriço, “Handheld Devices for Cooperative Educational Activities”, ACM symposium on Applied computing, ACM, Dijon, France, pp. 1145-1149, 2006.

被引用紀錄


王思捷(2016)。探討課堂遊戲對大學生合作問題解決能力影響之個案研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2016.00799

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