研究生: |
周孜恆 Chou, Tzu-Heng |
---|---|
論文名稱: |
以虛擬原鄉輔助傳統生態知識教學之研究 Virtual Indigenous Tribe for Teaching Traditional Ecological Knowledge |
指導教授: |
王聖鐸
Wang, Sen-Do |
學位類別: |
碩士 Master |
系所名稱: |
地理學系 Department of Geography |
論文出版年: | 2020 |
畢業學年度: | 108 |
語文別: | 中文 |
論文頁數: | 89 |
中文關鍵詞: | 虛擬實境 、傳統生態知識 、都市原住民 、數位學習 、全景像片 |
英文關鍵詞: | Virtual Reality, Traditional Ecological Knowledge, Urban Indigenous People, Digital Learning, Panoramic Image |
DOI URL: | http://doi.org/10.6345/NTNU202000821 |
論文種類: | 學術論文 |
相關次數: | 點閱:123 下載:17 |
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 |
原住民族長期與大自然互動,透過對自然環境和土地的認識,發展出一套包含經驗、實踐、社會與世界觀的傳統生態知識,與西方科學教育相比,原住民族對於環境知識的建構與傳承有著截然不同的理解。在國家治理與現代科學知識的強勢之下,原住民族與大自然、土地日漸疏離,代代相傳的經驗與價值在無形之中逐漸消失。特別是由於現代化的經濟發展,原住民族大量外移至都市求職、求學與生活,導致遷入都市的原住民族學童自小脫離部落,隨長輩以身體力行的方式學習農耕、狩獵、採集等各項與自然環境資源互動的機會大幅降低,其族群的傳統環境智慧也因而逐漸流失。所幸目前國內逐漸重視原住民族文化與教育,傳統文化的教學已投入許多資源,除原住民族實驗學校外,在都市中也設立了原住民族專班,然而,都市學生欲回到部落學習傳統生態知識仍會面臨到時間、距離等種種障礙。
基於此認知,本研究提出「虛擬原鄉(Virtual Indigenous Tribe)」,希望透過沉浸式虛擬實境(Immersive Virtual Reality)技術,重現原鄉的環境,並融入傳統生態知識,讓搬離原生部落的都市原住民族學生,以更具臨場感的方式認識部落的環境與知識。
本研究以臺東成功重安部落作為虛擬原鄉建置對象,以耆老訪談與導覽的方式蒐集重安部落傳統生態知識,將其融入利用無人飛行載具(Unmanned Aerial Vehicle, UAV)所拍攝之像片和360°全景相機所拍攝的全景像片和全景影片,以Unity軟體開發沉浸式虛擬原鄉APP。
本研究與樹林高中原住民族專班合作進行虛擬原鄉教學實測,以認知試題和情意量表前後測問卷作為評量工具,評估虛擬原鄉之教學成效。研究結果顯示,虛擬原鄉教學相較於一般教學更能明顯提升學生對於傳統生態知識的認知程度。情意態度方面,前測時學生對於自己部落的傳統生態知識已有一定的認同感,因此虛擬原鄉教學和一般教學皆沒有顯著提升學生對於傳統生態知識的學習態度,但學生們皆表示,有了虛擬原鄉後,會讓他們更想回去部落學習。
本研究期望虛擬原鄉能夠作為輔助教學的工具,讓都市原住民族學生突破時空的限制,以最貼近原住民族人學習的方式學習傳統生態知識,提升學生對自身部落歷史文化的好奇與求知動力。在未來有機會時,學生還是要回到部落實地學習,獲得更完整的知識與技能。
The indigenous peoples have been living in Taiwan for thousands of years. Comparing to the western-style science education, they have completely different pedagogy to establish and to pass their own environmental knowledge, living styles, and cultures. However, the young generation of the indigenous people is losing their traditional point of view to their environment under current western-style science education system. Especially for the indigenous peoples who moved to cities for living, their young generation even barely recognize their original home tribes. The opportunities for them to learn how to interact with natural environmental resources, such as farming and hunting, with their parents are significantly decreased. Fortunately, our country is gradually paying attention to the education of indigenous peoples. Many resources have been invested in the teaching of traditional culture. In addition to indigenous experimental schools, indigenous classes have also been set up in cities. However, urban indigenous students still face difficulties to go back to their home tribes for learning due to the limitations of time and space.
Based on the above, we proposed a concept called “Virtual Indigenous Tribe” in this study. We integrate traditional ecological knowledge into Immersive Virtual Reality to let urban indigenous youths learn the knowledge in a more intuitive way. We choose“Tomiyac” as our Virtual Tribe case. We collected traditional ecological knowledge through the interviews with elders, integrating it into panoramic videos and images taken by 360° panoramic cameras and the Unmanned Aerial Vehicle (UAV) to build Virtual Indigenous Tribe. Finally, we use Unity to develop immersive virtual tribe APP.
In this study, we cooperate with urban indigenous class of Shulin Senior High School to conduct Virtual Indigenous Tribe teaching. We use before and after questionnaires to measure cognitive and affective questions as assessment tools to evaluate the effectiveness of Virtual Indigenous Tribe teaching. The results show that Virtual Indigenous Tribe teaching can significantly improve more students' cognition of traditional ecological knowledge than general teaching. In terms of learning attitudes towards traditional ecological knowledge, students had a high sense of identification during the pretest. Therefore, neither Virtual Indigenous Tribe teaching nor general teaching significantly enhanced students’ learning attitude towards traditional ecological knowledge, but all the students said that Virtual Indigenous Tribe made them want to go back to their tribes to learn more.
In this study, we hope that “Virtual Indigenous Tribe” can be used as an auxiliary teaching tool to enable urban indigenous students to break through the limitations of time and space to learn traditional ecological knowledge in a more authentic way, and increase students’ curiosity about their own tribal history, culture and knowledge. When students have the opportunity in the future, they still have to go back to their home tribes to learn complete knowledge and skills.
Berkes, F., Colding, J., and Folke, C. (2000). Rediscovery of Traditional Ecological Knowledge as Adaptive Management. Ecological Applications, 10(5), 1251-1262.
Brown, A., and Green, T. (2016). Virtual Reality: Low-Cost Tools and Resources for the Classroom. TechTrends, 60(5), 517-519. doi:10.1007/s11528-016-0102-z
Brown, J. S., Collins, A., and Duguid, P. (1989). Situated Cognition and the Culture of Learning. Educational Researcher, 18(1), 32-42.
Burdea, G. C., and Coiffet, P. (2003). Virtual reality technology: John Wiley and Sons.
Cajete, G. A. (1999). Igniting the Sparkle: An Indigenous Science Education Model: Kivaki Press.
Cajete, G. A. (2000). Native science: Natural laws of interdependence.
Costello, P. (1997). Health and Safety Issues associated with Virtual Reality - A Review of Current Literature. Retrieved from
Eck, R. V. (2006). Digital Game Based LEARNING It's Not Just the Digital Natives Who Are Restless. EDUCAUSE review, 41(2), 16.
Google. (2019a). Google Cardboard. Retrieved from https://vr.google.com/cardboard/
Google. (2019b). What is Expeditions?. Retrieved from https://support.google.com/edu/expeditions/answer/6335093?hl=en
Lee, S. H., Sergueeva, K., Catangui, M., and Kandaurova, M. (2017). Assessing Google Cardboard virtual reality as a content delivery system in business classrooms. Journal of Education for Business, 92(4), 153-160. doi:10.1080/08832323.2017.1308308
Lin, W.-C., and Yang, S.-C. (2015). Effects of Online Culturally Responsive Pedagogy: Collaborative Learning Between College Tutors and Indigenous High School Students. Journal of Research in Education Sciences, 60(4), 223-253. doi:10.6209/JORIES.2015.60(4).08
Madden, J., Pandita, S., Schuldt, J. P., Kim, B., Won, A. S., and Holmes, N. G. (2020). Ready Student One: Exploring the predictors of student learning in virtual reality. PLOS ONE, 15(3).
McLellan, H. (1996). Situated learning perspectives: Educational Technology.
Parrot. (2019). ANAFI. Retrieved from https://www.parrot.com/global/drones/anafi
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
Ricoh. (2019). RICOH THETA V. Retrieved from https://theta360.com/ct/about/theta/v.html
Shukla, C., Vazquez, M., and Chen, F. F. (1996). Virtual manufacturing:An overview. Computers and Industrial Engineering, 31(1-2), 79-82.
Sutherland, I. E. (1969). A head-mounted three dimensional display. Paper presented at the Proceedings of the December 9-11, 1968, fall joint computer conference, part I.
Wilson, J. R. (1999). Virtual environments applications and applied ergonomics. Applied Ergonomics, 30, 3-9.
Woerner, J. J. (1999). Virtual Field Trips in the Earth Science Classroom.
Wyeld, T. G., Carroll, J., Gibbons, C., Ledwich, B., Leavy, B., Hills, J., and Docherty, M. J. (2007). Doing Cultural Heritage Using the Torque Game Engine: Supporting Indigenous Storytelling in a 3D Virtual Environment. International Journal of Architectural Computing, 5(2), 418-435.
尤信福. (2011). 結合互動式電子白板及融入原住民文化之課程設計對原住民國小三年級學童在數學解題成效之研究. (碩士), 國立屏東教育大學,
呂慈慧. (2019). 潮間共生: 重安部落潮間帶的採集知識與性別區辨的意義, 國立臺東大學,
吳雪月. (1999). 吃草的民族-阿美族飲食文化的認識. 中國飲食文化基金會會訊, 5(2), 21-25. doi:10.6644/QFCDCB.1999.05.02.04
吳雪月. (2006). 台灣新野菜主義. 天下遠見.
卓石能. (2004). 都市原住民學童族群認同與生活適應之關係研究-以高雄市原住民國小學生為例. 原住民教育季刊, 35, 77-108. doi:10.6779/AEQ.200408.0077
官大偉. (2013). 原住民生態知識與流域治理-以泰雅族Mrqwang群之人河關係為例. 地理學報, 70, 69-105. doi:10.6161/jgs.2013.70.04
林宜蓁. (2009). 原住民學生族語數位學習之研究. 中華印刷科技年報, 595-607.
郭玉婷. (2001). 泰雅族青少年學習式態之質的研究. (碩士), 國立臺灣師範大學,
郭祐慈. (2009). 阿美族傳統農業知識. 台灣原住民研究論叢, 5, 99-124. doi:10.29763/TISR.200906.0004
國立臺灣科學教育館. (2020). 展區配置-B1實驗室與劇場. Retrieved from https://www.ntsec.gov.tw/User/FloorPlan.aspx?a=55
陳伯璋. (1998). 原住民課程發展模式及其應用. 課程與教學, 1(2), 1-14. doi:10.6384/CIQ.199804.0001
陳哲銘. (2003). 「虛擬」野外實察- 讓野外實察更「真實」? 中等教育, 54(5), 110-123.
黃宣衛. (2016). 阿美人的kawas觀念與宗教生活. 原住民族文獻, 26, 4-13.
傅麗玉. (2003). 誰的生活經驗?九年一貫課程“自然與生活科技”領域原住民生活經驗教材探討. 原住民教育季刊, 31, 5-26.
傅麗玉. (2004). 誰的科學教育?中小學科學教育的多元文化觀點. 課程與教學, 7(1). doi:10.6384/CIQ.200401.0091
曾聖慈. (2019). 公眾參與式地理資訊系統於海岸阿美族傳統領域劃設之研究. (碩士)國立東華大學,
黃學仁. (2008). 資訊融入原住民五年級學生數學補救教學成效之研究. (碩士) 國立臺北教育大學,
楊懷恩. (2015). 比哨的獵人學校:數位遊戲式學習輔助太魯閣族傳統狩獵文化教育.(碩士), 國立臺灣師範大學,
董恩慈及汪明輝. (2016). 達悟族傳統生態知識與其永續性價值. 地理研究, 65, 143-167. doi:10.6234/JGR.2016.65.06
劉春榮,吳清山及陳明終. (1995). 都會原住民兒童生活適應與學習適應及其關聯研究. 初等教育學刊, 4.
賴崇閔,黃秀美,廖述盛及黃雯雯.(2009). 3D虛擬實境應用於醫學教育接受度之研究. 教育心理學報, 40(3), 341-362.
謝美璇. (2009). 應用IRS提升原住民國小學生數學學習興趣與成就之行動研究. (碩士), 國立台東大學,
譚光鼎及林明芳. (2002). 原住民學童學習式態的特質-花蓮縣秀林鄉泰雅族學童之探討. 教學研究集刊, 48(2), 233-261.
羅素玫. (2010). 文化認同、生態衝突與族群關係:由阿美族都蘭部落的傳統領域論述談起. 考古人類學刊,72, 1-33. doi:10.6152/jaa.2010.06.0001