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研究生: 葉建宏
Ye, Jian-Hong
論文名稱: 內隱信念、虛擬實境中的專注力及空間能力、設計心流體驗與圖形創意表現:模式建構與驗證
Incremental Brief, Concentration and Spatial in VR, Design Flow Experience and Graphic Creative Performance: A Perspective of Structural Equation Modeling
指導教授: 洪榮昭
Hong, Jon-Chao
學位類別: 博士
Doctor
系所名稱: 工業教育學系
Department of Industrial Education
論文出版年: 2020
畢業學年度: 109
語文別: 中文
論文頁數: 205
中文關鍵詞: 心流體驗空間能力專注力創意表現智能信念
英文關鍵詞: concentration, creativity performance, flow experience, spatial ability, intelligence belief
DOI URL: http://doi.org/10.6345/NTNU202001733
論文種類: 學術論文
相關次數: 點閱:266下載:0
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  • 智能信念雖然已被用來解釋對於認知、行為與創造力結果的影響性,但應用於創造力研究仍屬於少數,且過去多集中於成年人族群,對於未成年族群的討論則較少被關注。因此,為能有效擴展智能信念對於未成年學習者創意表現的影響性之理解。本研究在基於內隱智能理論的基礎下,提出八條研究假設路徑進行探析,以及一個研究模式進行驗證。為達研究目的,本研究應用調查研究方法及實驗設計,經由立意取樣方式,邀請新北市某一技術型高中廣告設計科一年級與二年級學生參與本研究。首先參與者二款VR學習評量系統進行專注力及空間能力表現評量,接著進行圖形創作以及問卷填寫。而研究刪除無效的數據資料後,有效樣本數為273份(有效回收率88.9%),接著再藉由SPSS 23.0進行信度與效度分析、差異性分析,以及應用AMOS 20.0進行整體適配度分析與研究模型驗證,並針對學習者應用操作VR的成果表現,進行能力表現的描述性統計分析。研究結果顯示:一、美感智能發展信念對於專注力表現及空間能力表現具有正影響;二、空間智能固化信念對於專注力表現及空間能力表現具有負影響;三、專注力表現對於空間能力表現及設計心流體驗具有正影響;四、空間能力表現對於設計心流體驗具有正影響;五、設計心流體驗對於圖形創意表現具有正影響。最後,本研究依據分析結果提出研究討論、研究結論、理論性與實務性之建議、後續研究建議,以及研究貢獻。

    Although intelligent beliefs have been used to explain the effect on the results of cognition, behavior and creativity. However, there are only a few studies related to alternative creativity and these studies mostly focused on the adult ethnic group. Therefore, in order to effectively expand the understanding of the effect in intelligent beliefs on minor learners. This study, based on the basis of intelligent implicit theory, proposed eight research hypothetical paths to analyze and verify the research model. Therefore, in order to achieve the research purpose, this study applied survey research methods and experimental design. The participants were recruited using purposive sampling method, inviting grade 10 and grade 11 that studied advertising and designs in a technical high school in New Taipei City. Participants first evaluated the performance of concentration and spatial ability by two virtual reality (VR) learning evaluation systems, then printed graphic creation and then filled out the questionnaires. After the deletion of invalid data, the valid data were 273 (88.9%). The valid data were then analyzed using SPSS 23.0 to conduct reliability and validity analysis and t test analysis. In addition, AMOS 20.0 was used for overall fitness analysis, research model verification, learner’s VR application operating performance and descriptive statistical analysis to explore learners’ ability performance.
    The results of the study show that: 1. Incremental brief of aesthetic Intelligence have a positive effect on VR concentration performance and VR spatial performance; 2. Entity brief of spatial intelligence have a negative effect on VR concentration performance and VR spatial performance; 3. VR concentration performance has a positive effect on VR spatial performance and design flow experience; 4. VR spatial performance has a positive effect on design flow experience; 5. The design flow experience has a positive effect on graphic creative performance. Finally, based on the analysis results, this research proposes research discussions, research conclusions, theoretical and practical recommendations, follow-up research recommendations, and research contributions.

    謝誌i 摘要ii Abstractiii 目次v 表次ii 圖次ix 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7 第三節 研究實施流程9 第四節 研究範圍與限制11 第五節 名詞解釋12 第二章 文獻探討19 第一節 內隱智能理論與智能信念19 第二節 虛擬實境27 第三節 專注力32 第四節 空間能力36 第五節 設計心流體驗41 第六節 圖形創意表現46 第三章 研究設計與實施53 第一節 研究方法與研究模式53 第二節 研究假設55 第三節 研究對象61 第四節 研究流程62 第五節 認知能力表現評估工具:VR評量系統65 第六節 測量工具74 第七節 資料處理與分析80 第八節 研究倫理87 第四章 研究結果89 第一節 參與者特徵分析89 第二節 項目分析92 第三節 信度與效度分析100 第四節 描述性統計分析104 第五節 整體適配度分析108 第六節 研究模型驗證109 第七節 直接與間接效應分析113 第八節 差異性分析116 第五章 結論與建議123 第一節 研究討論123 第二節 研究結論130 第三節 研究建議133 第四節 未來研究建議136 第五節 研究貢獻141 參考文獻143 壹、中文文獻143 貳、英文文獻147 附錄197 附錄一 問卷量表197 附錄二 圖形創作設計圖201 附錄三 圖形創意表現評分表203 附錄四 圖形創作成果205

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