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研究生: 張佳琪
Jhang, Jia-Ci
論文名稱: 成就情緒理論探討VR情境焦慮、VR情境興趣與學習遷移之相關研究
The Effect of Achievement Emotion on Interacting Anxiety and Learning Interest in Playing VR, and Learning Transfer
指導教授: 呂有豐
Lue, Yeou-Feng
洪榮昭
Hong, Jon-Chao
學位類別: 碩士
Master
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: 108
語文別: 中文
論文頁數: 131
中文關鍵詞: 虛擬實境VR操作自我效能VR情境興趣VR情境焦慮心流經驗學習遷移
英文關鍵詞: Virtual reality, VR self-efficacy, Learning interest with playing VR, Interacting anxiety with VR, Flow experience, Learning transfer
DOI URL: http://doi.org/10.6345/NTNU202000729
論文種類: 學術論文
相關次數: 點閱:313下載:29
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  • 科技的進步引領了教育變革,使新科技運用於教育現場,期望創造出 倍數效果,當虛擬實境不再只出現在生活娛樂當中,而是融入了教育系統中,同時開拓現代學生的眼界,更貼近當前趨勢脈動。過往研究較少針對VR做混成式學習並探討其實際操作的遷移效果,本研究以成就情緒理論以及驅動力理論作為立論基礎,探究技術型高中不同群科學生的自我效能是否驅使其面對VR設備輔助技能學習的情意層面有所不同,並且從「VR情境興趣」、「VR情境焦慮」以及「心流經驗」等情意層面探討學生從虛擬到實體的學習遷移效果。
    本研究採用「備料達人廚房助手」VR軟體輔助技能學習,並以立意取樣法,以新北市技術型高中電子科及餐飲科學生作為研究對象,實驗過程共進行三次VR輔助學習課程,後進行一次的實際切肉測驗,回收之有效樣本數據共143份,後透過結構方程模式進行驗證性分析。根據資料分析結果如下: (1)虛擬實境的操作自我效能與VR情境興趣呈現顯著正相關。(2)VR操作自我效能與VR情境焦慮呈現顯著負相關。(3)VR情境興趣與心流經驗呈現顯著正相關。(4)VR情境焦慮與心流經驗呈現顯著負相關。(5)心流經驗與學習遷移呈現顯著正相關。此外,本研究試比較不同群科的學生對於使用VR輔助學習上情意態度之差異,實證結果發現電子科學生的VR操作自我效能及心流經驗皆高於餐飲科學生且達顯著差異。
    本研究結果提供未來新科技融入技能學習課程上的實務建議與未來研究方面之參考。

    More advanced technologies are introduced into classrooms, and this evolutionary change is expected to be of benefit to students. However, rare research has been done by blending VR with real practice to explore its transfer effect. To address this gap, the present research, based on achievement emotion theory and drive theory, aimed to examine whether vocational high school students' trait would affect their learning of meat cutting skills with the assistance of VR, in terms to investigate how self-efficacy driving emotional effects on learning transfer from their virtual experience to real-world tasks.
    The research adopted the purposive sampling. Students from vocational high school in New Taipei City were targeted to practice VR meat cutting for three times, and real meat cutting for once. These students were from two different majors: Electronic and restaurant management, to practice meat cutting via VR and blended real cutting afterward. 143 data were collected and subjected to confirmatory factor analysis with structural equation modeling. The research showed that: (1)VR self-efficacy is positively associated with learning interest with playing VR; (2)VR self-efficacy is negatively associated with interacting anxiety; (3)there is a significant positive association between learning interest with playing VR and flow experience; (4)interacting anxiety is negatively associated with flow experience; and (5)the flow experience is positively associated with learning transfer.
    Additionally, this research would also like to know whether the difference in students’ departments would also have resulted in students’ divergent learning attitudes toward VR assist learning. The score of VR self-efficacy and flow experience from students from the major of Electrical and Electronics are significantly higher than students from the major of Restaurant Management.
    According to the results, this study provided practical suggestions and also provided some new insights for future research.

    目次 謝誌i 摘要ii Abstract iii 目次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 研究目的與問題 4 第三節 研究流程 6 第四節 名詞釋義 8 第二章 文獻探討 11 第一節 教學媒體 11 第二節 虛擬實境 16 第三節 自我效能 21 第四節 VR 情境興趣 26 第五節 VR 情境焦慮 32 第六節 心流經驗 37 第七節 學習遷移 44 第三章 研究設計與實施 51 第一節 研究方法與架構 51 第二節 研究對象及範圍 55 第三節 研究工具 55 第四節 實驗流程64 第四章 研究結果與分析 73 第一節 樣本特徵分析 73 第二節 學習遷移之成效 74 第三節 工具分析 76 第四節 信校度分析 85 第五節 相關分析 87 第六節 差異分析 96 第五章 結論 101 第一節 研究結論 101 第二節 實務建議 103 第三節 研究限制及未來研究建議 105 參考文獻 107 附錄 129

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