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研究生: 李若瑜
Li, Ruo-Yu
論文名稱: 文化適地性遊戲建置之關鍵因素探討
Exploring the Key Factors of Location-Based Cultural Game
指導教授: 王健華
Wang, Chien-Hwa
學位類別: 碩士
Master
系所名稱: 圖文傳播學系
Department of Graphic Arts and Communications
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 126
中文關鍵詞: 文化學習適地性遊戲模糊德菲法網路分析法
英文關鍵詞: culture learning, location-based game, fuzzy delphi method, analytic network process
DOI URL: http://doi.org/10.6345/THE.NTNU.DGAC.008.2019.F05
論文種類: 學術論文
相關次數: 點閱:231下載:28
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  • 近年來因科技的蓬勃發展,新一代數位學習典範以智慧型裝置為載具,使情境感知的遊戲式學習備受關注,此間適地性遊戲不僅為學習帶來多方的正向影響,且在具文化歷史意義之場域更為顯著。本研究以鐵道文化為研究個案,目的在了解專家對建置文化適地性遊戲的關鍵因素,各準則與各因素間之依存關係,以及其重要性的優先順序。研究設計採用網路分析法,第一階段以文獻探討歸納準則因素,利用模糊德菲法問卷調查,建構依存關係網路,第二階段再以線上網路分析問卷對7位由領域學者、研究人員和業界專家所組成之專家群體進行施測。最終本研究建構出適用於文化適地性遊戲的網路模式,得到3項準則和15項因素組成之關鍵因素的權重排序,其中,專家認為準則之「文化教學」重要性最高,因素則依重要性排序分為三個層級,最重要的三項因素依序為「先備知識」、「挑戰關卡」和「文化敘事」。於此同時,本研究亦額外探討準則和因素間之重要性強弱,發現「文化教學」與「內容設計」相互影響較強,而各準則內皆存在對其餘因素影響較強之單一因素,提供未來建置此類型遊戲之參考。

    Due to the vigorous development of science and technology in recent years, a new generation of digital learning paradigm has used smart devices as vehicles, so that context-aware via game-based learning has attracted much attention. Location-based games not only brought positive effects on learning but also had more pronounced impacts on the cultural and historical field. Therefore, this study takes the railway culture as its focus, and attempts to assess the relationship and priority order between each criterion and element; in addition, this study explores experts demand factors for the purpose of constructing a “location-based cultural mobile game”. This study also examines the relationship between the criteria and elements, and the importance of the priorities; to accomplish this, the Analytic Network Process(ANP) is adopted. First, a literature review serves to generalize the criteria and elements, from which a dependency network is constructed, using the Fuzzy Delphi Method(FDM) to a questionnaire survey administered to experts. Second, an online ANP questionnaire serves to examine 7 respondents included domain scholars, researchers, and industry experts. Finally, this study constructs a network model and ranks the priority of the key factors composed of 3 criteria and 15 elements. Among them, experts believe that the criterion "culture learning" is of the highest importance, and the elements are divided into three levels according to the priority order. The most important three elements are "prior knowledge", "challenge level" and "cultural narrative". At the same time, this study also finds that "culture learning" and "content design" have strong interactions; besides, there are single elements in each criterion that have a strong influence on the remaining elements, which then provides references for construction in the future.

    謝辭 i 摘要 ii Abstract iii 目錄 iv 表次 vi 圖次 vii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 3 第三節 研究問題 3 第四節 研究範圍與限制 4 第五節 名詞釋義 5 第二章 文獻探討 6 第一節 適地性遊戲 6 第二節 臺灣鐵道文化 19 第三節 網路分析法 25 第四節 文獻探討小結 42 第三章 研究設計 43 第一節 研究架構 43 第二節 研究方法 44 第三節 研究對象 44 第四節 研究工具 45 第五節 資料分析方法 47 第六節 研究流程 52 第四章 研究結果與討論 53 第一節 篩選之關鍵因素 53 第二節 網路模式 54 第三節 成對比較矩陣 55 第四節 一致性檢驗 60 第五節 超級矩陣 62 第六節 關鍵因素之權重排序 65 第五章 研究結論與建議 67 第一節 研究結論 67 第二節 研究建議 73 參考文獻 74 中文文獻 74 英文文獻 75 附錄 80 附錄一 FDM模糊德菲法問卷 80 附錄二 ANP網路分析法線上問卷 84 附錄三 成對比較矩陣 122

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