研究生: |
李勁霆 Li, Jing-Ting |
---|---|
論文名稱: |
整合自我調節理論的虛擬寵物養成遊戲對高齡者參與行為、動機與成效之影響 The Influences of Integrating Pet Nurturing Games with Self-Regulation Theory for the Elderly on their Participation Behavior, Motivation and Performance |
指導教授: |
陳志洪
Chen, Zhi-Hong |
口試委員: |
陳志洪
Chen, Zhi-Hong 周志岳 Chou, Chih-Yueh 王雅鈴 Wang, Ya-Ling |
口試日期: | 2024/07/10 |
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: | 62 |
中文關鍵詞: | 自我調節 、虛擬動物學習夥伴 、數位遊戲式學習 |
英文關鍵詞: | self-regulation, virtual animal learning companion, digital game-based learning |
研究方法: | 準實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202401229 |
論文種類: | 學術論文 |
相關次數: | 點閱:161 下載:8 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
在當今,全球人口快速老化,台灣也即將進入超高齡化社會,這使得健康老齡化成為重要議題,而健康飲食成了實現健康老齡化的關鍵。然而,隨著生活型態的變遷和飲食習慣的改變,許多高齡者在健康飲食方面面臨挑戰,這也使得自我調節能力變得極其關鍵。本研究旨在探索一款虛擬寵物學習夥伴結合自我調節的理論、數位遊戲學習的應用等策略,以增強高齡參與者的參與行為、參與動機與成效,並評估此系統設計對高齡參與學習者的參與行為、參與動機與自我調節成效之影響。
本研究開發名為「健康夥伴」的虛擬寵物養成遊戲,將自我調節的理論框架融入虛擬寵物養成遊戲流程中,包括:以寵物引導目標設定、以寵物促進監控與控制、以寵物獲得回饋與反映。研究涉及新北市某樂齡中心的44名平均年齡68歲的高齡學生,進行為期兩周的實驗。參與者分為實驗組(有虛擬寵物)和控制組(無虛擬寵物),通過系統的行為數據與前後測問卷量表調查,分析系統對於參與行為、參與動機和成效之影響為何。
研究結果如下,(1)在參與行為方面:虛擬寵物養成遊戲能有效幫助高齡學生建立良好的參與行為;(2)在動機影響方面:參與動機方面的效果有限,實驗組在動機構面中的相關性與滿意度方面的得分低於控制組,表明寵物相關遊戲內容與學習者需求的相關性和滿意度需要進一步提升;(3)在成效的部分:實驗組的自我調節能力沒有顯著高於控制組,且後測沒有顯著高於前測;體驗回饋的部分:虛擬寵物養成遊戲非常受歡迎且受試者喜愛獎勵系統,並且大部分的人有極高的意願再次使用,但建議針對高齡者改善易用性和介面字體。
綜合上述,本研究資料可以證實在參與行為方面有效的能夠幫助學生,但是在動機與成效上並不顯著影響,這可能因為研究週期較短,自我調節能力的提升效果可能受到限制,未來應進行長期研究以及擴大樣本範圍,以全面了解虛擬寵物相關設計對自我調節的持續影響。
In today's world, the global population is rapidly aging, and Taiwan is on the brink of becoming a super-aged society. This makes healthy aging a crucial issue, with healthy eating being key to achieving it. However, with lifestyle changes and shifts in dietary habits, many elderly people face challenges in maintaining healthy eating, making self-regulation abilities extremely critical. This study aims to explore a virtual pet learning companion integrated with self-regulation theory and digital game-based learning strategies to enhance the participation behavior, motivation, and performance of elderly participants. It also seeks to evaluate the impact of this system design on the participation behavior, and motivation, self-regulation efficacy of elderly learners.
The study developed an application called "Healthy Companion," incorporating a theoretical framework of self-regulation into the app's processes, including: guiding goal setting with the pet, promoting monitoring and control with the pet, and obtaining feedback and reflection through the pet. The research involved 44 elderly students from a senior center in New Taipei City, with an average age of 68 years, over a two-week experimental period. Participants were divided into an experimental group (with virtual pets) and a control group (without virtual pets). Pre- and post-tests, along with system behavior data and questionnaires, were used to analyze the system's effectiveness in enhancing self-regulation abilities and learning motivation.
The research results are as follows: (1) In terms of participation behavior, the virtual pet nurturing game effectively helped elderly students establish good participation behaviors. (2) In terms of motivation impact, the effect on participation motivation was limited. The experimental group scored lower in relevance and satisfaction compared to the control group, indicating a need to improve the game's content relevance and satisfaction to better meet learners' needs. (3) In terms of effectiveness, the experimental group's self-regulation ability was not significantly higher than the control group, and post-test scores were not significantly higher than pre-test scores. In terms of user feedback, the virtual pet nurturing game was very popular, and participants liked the reward system. Most expressed a high willingness to use the game again but suggested improving usability and interface font size for older adults.
Based on the above, the study data confirm that the intervention effectively helped students in terms of participation behavior. However, it did not significantly impact motivation and effectiveness. This may be due to the short study period, which might have limited the improvement in self-regulation abilities. Future long-term studies and a larger sample size are necessary to fully understand the lasting impact of virtual pet-related designs on self-regulation.
王金國. (2002). 成功學習的關鍵-自我調整學習. 課程與教學, 5(1), 145-163+.
內政部. (2018年4月10日). 老年人口突破14% 內政部:臺灣正式邁入高齡社會. 內政部新聞. https://www.moi.gov.tw/News_Content.aspx?n=2&s=11663
葉建宏, & 葉貞妮. (2020). COVID-19 疫情下的遠距教育教學策略探討. 臺灣教育評論月刊, 9(11), 145-149.
林旻逸, & 成和正. (2009). 健走對樂齡族平衡能力與健康之探討. 嘉大體育健康休閒期刊, 8(3), 309-316.
盧婧宜. (2014). 以學習觀點探究中高齡者之未來準備. 福祉科技與服務管理學刊, 2(1).
劉宜君, & 陳啟清. (2015). 另類全球化議題-高齡者玩具需求與趨勢探討. 福祉科技與服務管理學刊, 3(4).
蔡福興, 游光昭, & 蕭顯勝. (2008). 從新學習遷移觀點發掘數位遊戲式學習之價值. 課程與教學, 11(4), 237-277.
簡淑超, & 吳正仲. (2008). 高齡化社會趨勢之玩具發展方向初探. 玩具與遊戲設計暨造形設計研討會, 台北市.
Bandura, A. (1986). Social foundations of thought and action. Englewood Cliffs, NJ, 1986(23-28), 2.
Bandura, A. (1991). Social cognitive theory of self-regulation. Organizational behavior and human decision processes, 50(2), 248-287.
Bekoff, M., Allen, C., & Burghardt, G. M. (Eds.). (2002). The cognitive animal: Empirical and theoretical perspectives on animal cognition. MIT press.
Brown, J. M., Miller, W. R., & Lawendowski, L. A. (1999). The Self-Regulation Questionnaire. In Vandecreek, L. & Jackson, T. L. (Eds.), Innovations in clinical practice: A source book. (Vol. 17., pp. 281–293). Sarasota. FL: Professional Resources Press.
Byun, J., & Loh, C. S. (2015). Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments. Computers in Human Behavior, 46, 129-138.
Chang, C. Y., Setiani, I., Darmawansah, D., & Yang, J. C. (2024). Effects of game-based learning integrated with the self-regulated learning strategy on nursing students' entrustable professional activities: A quasi-experimental study. Nurse Education Today, 139, 106213.
Chen, C. H., & Law, V. (2016). Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation. Computers in Human Behavior, 55, 1201-1212.
Chen, S. Y., & Chang, Y. M. (2020). The impacts of real competition and virtual competition in digital game-based learning. Computers in Human Behavior, 104, 106171.
Chen, Z. H., Chou, C. Y., Deng, Y. C., & Chan, T. W. (2007). Active open learner models as animal companions: Motivating children to learn through interacting with My-Pet and Our-Pet. International Journal of Artificial Intelligence in Education, 17(2), 145-167.
Chou, C. Y., Chan, T. W., & Lin, C. J. (2003). Redefining the learning companion: the past, present, and future of educational agents. Computers & Education, 40(3), 255-269.
Clements, P. T., Benasutti, K. M., & Carmone, A. (2003). Support for bereaved owners of pets. Perspectives in psychiatric care, 39(2), 49-54.
Cogliano, M., Bernacki, M. L., Hilpert, J. C., & Strong, C. L. (2022). A self-regulated learning analytics prediction-and-intervention design: Detecting and supporting struggling biology students. Journal of educational psychology, 114(8), 1801.
Costkyan, G. (2002, June). I have no words & I must design: toward a critical vocabulary for games. In Proceedings of the computer games and digital cultures conference, Finland (pp. 9-33).
Duncan, T. G., & McKeachie, W. J. (2005). The making of the motivated strategies for learning questionnaire. Educational psychologist, 40(2), 117-128.
Earle-Randell, T. V., Wiggins, J. B., Ma, Y., Celepkolu, M., Bounajim, D., Gao, Z., ... & Wiebe, E. (2024). The impact of near-peer virtual agents on computer science attitudes and collaborative dialogue. International Journal of Child-Computer Interaction, 40, 100646.
Edisherashvili, N., Saks, K., Pedaste, M., & Leijen, Ä. (2022). Supporting self-regulated learning in distance learning contexts at higher education level: systematic literature review. Frontiers in Psychology, 12, 792422.
Emmerich, K., Ring, P., & Masuch, M. (2018, October). I'm glad you are on my side: How to design compelling game companions. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (pp. 141-152).
Evans, N., & Gray, C. (2012). The practice and ethics of animal-assisted therapy with children and young people: Is it enough that we don't eat our co-workers?. British journal of social work, 42(4), 600-617.
Friedmann, E., & Gee, N. R. (2019). Critical review of research methods used to consider the impact of human–animal interaction on older adults’ health. The Gerontologist, 59(5), 964-972.
Friedmann, E., Gee, N. R., Simonsick, E. M., Studenski, S., Resnick, B., Barr, E., ... & Hackney, A. (2020). Pet ownership patterns and successful aging outcomes in community dwelling older adults. Frontiers in veterinary science, 7, 293.
Gambo, Y., & Shakir, M. Z. (2023). Evaluating students’ experiences in self-regulated smart learning environment. Education and Information Technologies, 28(1), 547-580.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20.
Grivokostopoulou, F., Paraskevas, M., Perikos, I., Nikolic, S., Kovas, K., & Hatzilygeroudis, I. (2018, December). Examining the impact of pedagogical agents on students learning experience in virtual worlds. In 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) (pp. 602-607). IEEE.
Gulz, A. (2004). Benefits of virtual characters in computer based learning environments: Claims and evidence. International Journal of Artificial Intelligence in Education, 14(3-4), 313-334.
He, W., Chen, H., & An, W. (2023, July). A Speculative Design Perspective on the Emotional Symbiosis of Virtual Pets and People. In International Conference on Human-Computer Interaction (pp. 527-540). Cham: Springer Nature Switzerland.
Holt-Lunstad, J., Smith, T. B., & Layton, J. B. (2010). Social relationships and mortality risk: a meta-analytic review. PLoS medicine, 7(7), e1000316.
Holzinger, A., Pichler, A., Almer, W., & Maurer, H. (2001). TRIANGLE: A Multi-Media test-bed for examining incidental learning, motivation and the Tamagotchi-Effect within a Game-Show like Computer Based Learning Module. In EdMedia+ Innovate Learning (pp. 766-771). Association for the Advancement of Computing in Education (AACE).
Huber, S. E., Cortez, R., Kiili, K., Lindstedt, A., & Ninaus, M. (2023). Game elements enhance engagement and mitigate attrition in online learning tasks. Computers in Human Behavior, 149, 107948.
Hunag, T. S. (2021). The Enlightenment of Organizational Trust to School Education in the Post-Pandemic Era. School Administrators, (135), 249-263.
Ingkavara, T., Panjaburee, P., & Wongkia, W. (2024). Design and Assessment of a Personalized Online Mathematics Learning System with Self-Regulated Learning Features: An Educational Design Research. International Journal of Information and Education Technology, 14(3), 464-475.
Jegundo, A. L., Dantas, C., Quintas, J., Dutra, J., Almeida, A. L., Caravau, H., ... & Pacheco Rocha, N. (2020). Perceived usefulness, satisfaction, ease of use and potential of a virtual companion to support the care provision for older adults. Technologies, 8(3), 42.
Johnsen, K., Ahn, S. J., Moore, J., Brown, S., Robertson, T. P., Marable, A., & Basu, A. (2014). Mixed reality virtual pets to reduce childhood obesity. IEEE transactions on visualization and computer graphics, 20(4), 523-530.
Kane, M., & Cook, L. (2013). Dementia 2013: The hidden voice of loneliness. London: Alzheimer’s Society.
Kao, C. W. (2020). The effect of a digital game-based learning task on the acquisition of the English Article System. System, 95, 102373.
Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: cooperative or not?. British journal of educational technology, 38(2), 249-259.
Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of instructional development, 10(3), 2-10.
Lapan, R. T., Kardash, C. M., & Turner, S. (2002). Empowering students to become self-regulated learners. Professional School Counseling, 5(4), 257.
Liao, C. C., Chen, Z. H., Cheng, H. N., Chen, F. C., & Chan, T. W. (2011). My‐Mini‐Pet: A handheld pet‐nurturing game to engage students in arithmetic practices. Journal of Computer Assisted Learning, 27(1), 76-89.
Lin, J. J., Mamykina, L., Lindtner, S., Delajoux, G., & Strub, H. B. (2006). Fish’n’Steps: Encouraging physical activity with an interactive computer game. In UbiComp 2006: Ubiquitous Computing: 8th International Conference, UbiComp 2006 Orange County, CA, USA, September 17-21, 2006 Proceedings 8 (pp. 261-278). Springer Berlin Heidelberg.
Lawton, L. (2017). Taken by the Tamagotchi: How a toy changed the perspective on mobile technology. The iJournal: Student Journal of the Faculty of Information, 2(2).
Min, D. A., Kim, Y., Jang, S. A., Kim, K. Y., Jung, S. E., & Lee, J. H. (2015, April). Pretty pelvis: A virtual pet application that breaks sedentary time by promoting gestural interaction. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1259-1264).
Mou, T. Y. (2023). Online learning in the time of the COVID-19 crisis: Implications for the self-regulated learning of university design students. Active Learning in Higher Education, 24(2), 185-205.
Neumann, I., Käthner, I., Gromer, D., & Pauli, P. (2023). Impact of perceived social support on pain perception in virtual reality. Computers in Human Behavior, 139, 107490.
Ocaña, J. M., Morales-Urrutia, E. K., Pérez-Marín, D., & Pizarro, C. (2023). About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students. Simulation & Gaming, 54(4), 402-426.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & education, 52(1), 1-12.
Pintrich, P. R. (1995). Understanding self‐regulated learning. New directions for teaching and learning, 1995(63), 3-12.
Pintrich, P. R. (2000). Multiple goals, multiple pathways: The role of goal orientation in learning and achievement. Journal of educational psychology, 92(3), 544.
Plass, J. L., Homer, B. D., MacNamara, A., Ober, T., Rose, M. C., Pawar, S., ... & Olsen, A. (2020). Emotional design for digital games for learning: The effect of expression, color, shape, and dimensionality on the affective quality of game characters. Learning and Instruction, 70, 101194.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30, 344-360.
Thomas, J. R., Salazar, W., & Landers, D. M. (1991). What is missing in p<.05? effect size. Research Quarterly for Exercise and Sport, 62, 344-348.
Tsai, Y. F., & Kaufman, D. (2014). Interacting with a computer-simulated pet: Factors influencing children's humane attitudes and empathy. Journal of Educational Computing Research, 51(2), 145-161.
Vallacher, R. R., & Wegner, D. M. (2012). Action identification theory. Handbook of theories of social psychology, 1, 327-348.
van Alebeek, H., Jones, C. M., Reichenberger, J., Pannicke, B., Schüz, B., & Blechert, J. (2024). Goal pursuit increases more after dietary success than after dietary failure: examining conflicting theories of self-regulation using ecological momentary assessment. International Journal of Behavioral Nutrition and Physical Activity, 21(1), 24.
Wang, H., & Sun, C. T. (2011, September). Game reward systems: Gaming experiences and social meanings. In DiGRA conference (Vol. 114).
Zimmerman, B. J. (2000). Attaining self-regulation: A social cognitive perspective. In Handbook of self-regulation (pp. 13-39). Academic press.
Zin, N. A. M., Jaafar, A., & Yue, W. S. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS transactions on computers, 8(2), 322-333.