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研究生: 王映筑
Wang, Ying-Chu
論文名稱: 應用合作式擴增實境學習系統於歷史科角色扮演教學之研究
Learning History through augmented reality and role playing
指導教授: 張國恩
Chang, Kuo-En
口試委員: 陳國棟
Chen, Gwo-Dong
侯惠澤
Hou, Huei-Tse
張國恩
Chang, Kuo-En
口試日期: 2023/10/12
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 74
中文關鍵詞: 歷史教學角色扮演擴增實境合作學習
英文關鍵詞: Historical Learning, Role Playing, Augmented Reality, Cooperative Learning
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202400195
論文種類: 學術論文
相關次數: 點閱:74下載:11
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  • 歷史教育普遍期待學生經過歷史的學習與思考訓練後,能更加理解過去的時勢、同理當代人,並通達事件的起因與影響。甚至能運用對過去的瞭解達到鑑往知來的效果。然而,在教學現場中,歷史教師時常面對學生難以同理歷史人物、想像事件脈絡的現況。過去的研究中,角色扮演的學習方式能顯著提升學習者的同理能力,讓學生能夠理解歷史事件中,個人動機與想法的複雜性,但仍較難讓學習者完全沈浸於過去中。而擴增實境的學習方式,則能呈現影像與聲音,為學習者提供沈浸的學習材料,讓學習者融入並想像過去的環境及情況。

    因此,本研究旨在利用擴增實境的方式,創建一個線上與線下混合的教學活動,以解決前述角色扮演教學活動所遇到的問題。本研究使用張國恩博士指導之研究團隊所開發之擴增實境合作學習系統(Collaborative Augmented Reality Learning, CARL)。本研究讓國中學生實際利用此系統進行歷史科角色扮演學習活動,驗證利用此系統學習的學習者,其學習動機與學習成效是否顯著高於一般採用紙本內容授課的環境。研究結果顯示,使用合作式擴增實境系統搭配角色扮演活動進行學習後,國中二年級學習者在學習成效及學習動機上均顯著優於傳統教學學習組,顯示利用擴增實境合作學習系統,進行學習,對於學習成果將有正向提升。

    History education generally expects students to better understand past events, empathize with people of different eras, and comprehend the causes and effects of events. Through historical learning and critical thinking training, the aim is for students to apply their understanding of the past to gain insight into future. However, history educators often face the challenge of students struggling to empathize with historical figures and contextualize events of the past. Previous research has shown learning through role-playing significantly enhances learners' empathy, enabling them to grasp the complexity of personal motives and thoughts in historical events. While this is effective addressing the empathic limitations, difficulty remains for learners to fully immerse themselves in the past using this method. With the emergence of Augmented reality (AR), the use of AR learning is becoming increasingly prevalent as it can present images and sounds, providing immersive learning materials that allow learners to integrate and contextualize past environments and situations.

    Therefore, this study aims to address the difficulties faced in role-playing teaching activities by building augmented reality environment. Under the guidance of Dr. Kuo-En Chang, we developed the Collaborative Augmented Reality Learning (CARL) system, and utilizing it for teaching activities. The study involved junior high school students using this system for history role-playing activities, aiming to verify whether learners using this system exhibited significantly higher learning motivation and effectiveness compared to those in a traditional paper-based content teaching environment. The research results demonstrate after learning through the collaborative augmented reality system combined with role-playing activities, second-year junior high school learners showed significantly better learning effectiveness and motivation than the traditional teaching and learning group. This indicates that combining the augmented reality and role-playing strategy positively enhances learning outcomes.

    第一章 緒論 1 第一節 研究背景 1 第二節 研究目的 3 第三節 研究假設 4 第二章 文獻探討 5 第一節 歷史教育 5 第二節 角色扮演理論 6 第三節 擴增實境系統 7 第三章 系統設計 10 第一節 系統設計理念 10 第二節 系統架構 12 第三節 系統內容 14 第四章 研究方法 27 第一節 研究對象 27 第二節 研究設計 28 第三節 研究工具 29 第四節 研究程序 34 第五節 資料收集與分析 35 第五章 研究結果 36 第一節 學習成效分析 36 第二節 延宕測驗分析 38 第三節 學習動機分析 40 第四節 系統滿意度分析 44 第五節 訪談與回饋分析 46 第六章 討論與結論 48 第一節 討論 48 第二節 結論 50 第三節 建議與未來研究 51 參考文獻 53 中文部分 53 西文部分 54 附錄 61 附錄一 知情同意書 61 附錄二 專家效度檢測表 63 附錄三 學習單元成就試卷 65 附錄四 學習動機量表 69 附錄五 系統滿意度量表 72 附錄六 訪談問題 74

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