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研究生: 蔡孟辰
Tsai, Meng-Chen
論文名稱: 擴增實境與模擬軟體的混合教學對創意自我效能、認知負荷及工程設計創意的影響—腦波研究
Effects of Augmented Reality and Simulation Software Hybrid Teaching on Creative Self-Efficacy, Cognitive Load, and Engineering Design Creativity—A Brain Wave Study
指導教授: 張玉山
Chang, Yu-Shan
口試委員: 吳清山
Wu, Ching-Shan
張明文
Chang, Ming-Wen
蕭顯勝
Hsiao, Hsien-Sheng
張玉山
Chang, Yu-Shan
口試日期: 2024/01/17
學位類別: 碩士
Master
系所名稱: 科技應用與人力資源發展學系
Department of Technology Application and Human Resource Development
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 220
中文關鍵詞: AR模擬軟體創意自我效能認知負荷工程設計創意腦波
英文關鍵詞: AR, simulation software, creative self-efficacy, cognitive load, engineering design creativity, brain waves
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202400166
論文種類: 學術論文
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  • 本研究目的在了解擴增實境與模擬軟體的混合教學,對高中生之創意自我效能、認知負荷及工程設計創意的影響,並透過腦波資料的蒐集分析其工程設計的認知歷程。本研究採不等組準實驗設計,於新北市某公立高中六個班級,共245人,各3個班級作為實驗組及對照組,基於工程設計流程之水陸兩用車教學,實驗組採擴增實境與模擬軟體的混合教學,對照組則採多媒體講述教學。
    本研究透過蒐集受試者之認知負荷、創意自我效能、工程設計歷程前後測資料、及工程設計創意結果評量,進行平均數、標準差、及共變數分析。除此之外於工程設計歷程中蒐集其腦波數據,針對各歷程進行單一樣本t檢定及獨立樣本t檢定,對腦波變化進行分析。
    研究結果如下:(1)擴增實境與模擬軟體的混合教學對創意自我效能具有正向影響,實驗組優於對照組;(2)擴增實境與模擬軟體的混合教學對降低認知負荷具有正向影響,實驗組認知負荷低於對照組;(3)擴增實境與模擬軟體的混合教學對工程設計創意表現具有正向影響,實驗組優於對照組;(4)擴增實境與模擬軟體的混合教學可強化工程設計歷程聚斂性思考能力。
    最後,本研究根據結果,提出增加擴增實境與模擬軟體於工程設計歷程時的使用時段、於課堂中加強學生擴散性思考的引導教學實務的建議,以及未來在進行腦波資料蒐集及研究方向的建議。

    The primary objective of this study is to ascertain the influence of a hybrid approach incorporating augmented reality and simulation software on the creative self-efficacy, cognitive load, and engineering design creativity of high school students. Additionally, the study endeavors to dissect the cognitive processes involved in engineering design through the meticulous collection and analysis of brainwave data. Employing a non-equivalent group quasi-experimental design, the research was conducted across six classes, comprising a total of 245 students in a public high school located in New Taipei City. Three classes were designated as the experimental group, while the remaining three served as the control group. The instructional focus centered on the teaching of an amphibious vehicle design process, with the experimental group receiving instruction via the integration of augmented reality and simulation software, and the control group undergoing traditional multimedia lecture-based instruction.
    Data collection encompassed both pre- and post-tests evaluating participants' cognitive load, creative self-efficacy, as well as assessments of the engineering design process and creativity. Statistical analyses, including means, standard deviations, and covariance analysis, were applied. Moreover, brainwave data was meticulously collected throughout the engineering design process, and statistical tools such as single-sample t-tests and independent-sample t-tests were utilized to scrutinize alterations in brainwave patterns.
    The discerned outcomes of the study are delineated as follows: (1) The blended teaching approach, incorporating augmented reality and simulation software, positively impacts creative self-efficacy, with the experimental group exhibiting superior performance compared to the control group; (2) The mixed teaching approach has a favorable effect on reducing cognitive load, as the experimental group demonstrated lower cognitive load in contrast to the control group; (3) The blended teaching approach positively influences creative performance in engineering design, as evidenced by the experimental group's superior outcomes relative to the control group; (4) The integration of augmented reality and simulation software enhances convergent thinking skills within the engineering design process.
    In conclusion, based on the examinations, recommendations are proffered, including the suggestion to augment the utilization of augmented reality and simulation software during specific stages of the engineering design process. Additionally, there is a proposal to fortify guidance for students' divergent thinking within the classroom setting. Moreover, considerations for future research directions and data collection related to brainwave analysis are presented.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與待答問題 5 第三節 名詞釋義 6 第四節 研究範圍與限制 9 第二章 文獻探討 11 第一節 擴增實境相關理論 11 第二節 模擬軟體 24 第三節 工程設計 28 第四節 創意自我效能 34 第五節 認知負荷 38 第六節 創意設計與腦波 44 第三章 研究設計與實施 59 第一節 研究架構 59 第二節 研究對象 60 第三節 研究設計 61 第四節 研究工具 63 第五節 研究流程 91 第六節 資料收集與分析 93 第七節 研究倫理 95 第四章 研究結果與討論 97 第一節 教學策略對創意自我效能的影響 97 第二節 教學策略對認知負荷的影響 105 第三節 教學策略對工程設計創意表現的影響 112 第四節 工程設計歷程腦波的變化 126 第五節 教學策略對腦波變化的影響 142 第六節 綜合討論 146 第五章 結論與建議 161 第一節 結論 161 第二節 建議 165 參考文獻 169 一、中文部份 169 二、外文部份 172 附 錄 201

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