研究生: |
王至恩 Wang, Zhih-En |
---|---|
論文名稱: |
虛擬實境與創意傾向對學習者沉浸效應與創意表現影響之腦波研究 The Effect of Virtual Reality and Creative Tendency on Learners' Immersion Effect, Creative Performance and Brain Waves |
指導教授: |
張玉山
Chang, Yu-Shan |
口試委員: | 邱昌其 林弘昌 |
口試日期: | 2021/06/29 |
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: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 155 |
中文關鍵詞: | 虛擬實境 、創意傾向 、沉浸效應 、創意表現 、腦波 |
英文關鍵詞: | virtual reality, creativity tendency, immersive experience, creative performance, EEG, brainlink neuro feedback |
研究方法: | 準實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202100640 |
論文種類: | 學術論文 |
相關次數: | 點閱:186 下載:0 |
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隨著科技日新月異,虛擬實境在教育上的應用也嶄露頭角。虛擬實境的沉浸效應可提升學習者的學習效果及動機。在創造力研究中,多數研究會從中探討學習者的創意表現,此外人格特質也是其中一項重要課題。如今藉著神經科學的技術,有助於我們了解大腦的生理結構、區域功能和各種訊息處理時的神經迴路;這些生理上的實徵證據,更能夠幫助我們推論創造力的內在歷程。
因此本研究目的在於探討虛擬實境應用教學、講述式教學與不同創意傾向的學習者,在沉浸效應及創意表現之影響,並且分析創意歷程中腦波是否有顯著差異。本研究以船舶設計製為主題,教學內容包含浮力、船舵控制、創意設計。研究對象為北區在職教師,透過研習進行教學實驗。本研究自變項為教學方法及創意傾向;依變項為沉浸效應、創意表現及腦波數據,採非隨機實驗控制組前後測準實驗設計。
研究結果顯示,在虛擬實境應用教學對沉浸效應與創意表現有部分正面影響;創意傾向對於沉浸效應部分有顯著差異,在創意表現上無顯著影響。在創意歷程中,學習者腦波在教學方法與創意傾向上無顯著差異。
The application of virtual reality in education has also emerged. The immersive experience of virtual reality can enhance the learning effect and motivation of learners. Creativity research often explores the creative performance and personality traits of learners. The technology of neuroscience helps us understand the regional functions and neural circuits of various information processing in the brain. These physiological evidences can help us to infer the inner process of creativity.
Therefore, the purpose of this research is to explore the impact of virtual reality application teaching, traditional teaching and learners with different creative tendency on the immersive experience and creative performance, and to analyze whether there are significant differences in brain waves in the creative process. The teaching unit of this study is Ship Design and Manufacturing. The teaching content includes buoyancy, rudder control, and creative design. The research objects are in-service teachers. The independent variables are teaching methods and creative tendencies; the dependent variables are immersive experience, creative performance and brain wave data. The quasi-experimental research design is adapted.
The research results show that the application of teaching in virtual reality has a positive effect on the immersive experience and creative performance; the creative tendency has a significant difference in the immersive experience, and there is no significant impact on the creative performance. In the creative process, the learners' brain waves have no significant differences in teaching methods and creative inclination.
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