研究生: |
李承蓉 Li, Cheng-Rong |
---|---|
論文名稱: |
虛實融入感於行動擴增實境教學之影響因素探討 Factors Influencing Learner Presence in Mix-Reality Instruction |
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: | 2016 |
畢業學年度: | 104 |
語文別: | 中文 |
論文頁數: | 97 |
中文關鍵詞: | 行動式擴增實境 、虛實融入感 、學習體驗 、碳足跡 |
英文關鍵詞: | mobile augmented reality, learner presence in mix-reality, learning experience, carbon footprint |
DOI URL: | https://doi.org/10.6345/NTNU202204790 |
論文種類: | 學術論文 |
相關次數: | 點閱:191 下載:18 |
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 |
過去多項研究證實應用行動擴增實境進行教學,可以增加學生的學習成效、學習動機;後有學者卻認為這樣的方式難以取代自然經驗,部分學生也有可能過度專注虛擬內容,忽略真實環境;因此有學者提出 ,應該先了解受試者在虛擬環境中的存在感(presence),受試者很可能因為個人經驗和個人特質的不同,而影響學習成效。因此本研究提出可以更加符合行動擴增實境的存在感測量方式,稱之虛實融入感;為了解學生的學習經驗和滿意度對虛實融入感的相關影響,本研究將學生的學習體驗和互動經驗合稱為AR學習體驗。以目前國內急待提升的科學教育主題之一的碳足跡為教學活動作為教學科目。
本研究所提出之虛實融入感,用以測量學生之實體存在感、社會存在感、時間存在感以及使用者與虛實互動情形。本研究假設學習者在使用行動擴增實境的學習成效,會因虛實融入感的不同而受到影響,也會影響使用者的AR學習體驗。本研究募集對象新北市國小五、六年級學生,共計60名,進行行動擴增實境學習活動後,透過問卷量表了解國受試者虛實融入感程度現況,探討學生的虛實融入感與學習成效的關聯性,並探討虛實融入感與AR學習體驗之相關影響。
研究結果發現高年級國小學童之虛實融入感有程度上的差異情形,而大部分受試學生在運用行動式擴增實境進行學習活動後,能有效地提升了碳足跡單元的學習成效。結果顯示虛實融入感與學習成效整體是有顯著相關。虛實融入感與AR學習體驗及各構面也都呈現顯著相關,顯示出受試者的學習經驗會對虛實融入感產生影響。整體結論具體建議教育工作者未來在運行行動式擴增實境進行教學時,應考慮虛實融入感、AR學習體驗對學習成效之影響。
Many researches have proved that applying mobile augmented reality (MAR) in education can enhance learners’ learning efficiency and learning motivation, but some researches have debated that the students who deeply immerse in the virtual learning materials might pay little attention to the authentic surroundings. Researchers previously claimed that the subjective degree of presence in virtual environment should be evaluated in advance because learning effect might be affected by personal experience and individual characteristics. To better evaluate level of presence in MAR surroundings, this study suggests a series of evaluation methodology, so called “learner presence in mix-reality instruction”, along with the “augmented reality (AR) learning experience” including learning experience and interactive experience for exploring the influences on learner presence. Carbon footprint calculation, one of the general scientific topics advocated in Taiwan recently, was selected as the learning content.
In this study, the learner presence in mix-reality instruction was evaluated by physical presence, social presence, temporal presence and learner’s interaction in mix-reality. The learning effect and AR learning experience were assumed to be sensitive to the degrees of learner presence in mix-reality. The study recruited 60 elementary school students of 5th- and 6th-grade in New Taipei City. After a MAR learning activity, the questionnaires were applied to measure learner presence and to investigate the learning effect and AR learning experience under the influence of learner presence.
The results showed that there are different levels of learner presence in mix-reality between target learners. Most of the learners had great improvement on learning effects after the MAR learning activity. The level of learner presence in mix-reality is significantly related to the learning effect. The results also showed that the learner presence in mix-reality is related to the AR learning experience. Moreover, the learner presence in mix-reality is related to interactive experience and learning experience respectively. This indicated that the levels of learner presence in mix-reality were affected by learners’personal experience. The results suggested that educators should take the effect of learner presence in mix-reality and AR learning experiences into consideration while adopting MAR learning activities.
一、 中文文獻
行政院環保署台灣產品碳足跡資訊網(2015)。何謂碳足跡。取自: http://cfp.epa.gov.tw/carbon/ezCFM/Function/PlatformInfo/FLConcept/FLFootIntroduction.aspx
李婉芬(2006)。九年一貫課程自然與生活科技領域運用電腦輔助空間概念教學之應用-以磁場為例(碩士論文)。取自台灣博碩士論文系統。(系統編號 095NHCT5115013)
朱乙仲(2010)。擴增實境介紹與應用於數位學習環境分析。數位典藏與學習電子報,9(1)。取自於:http://newsletter.teldap.tw/news/HaveYourSayContent_en.php?nid=2876&lid=341
呂智惠(2014)。科普閱讀指導。取自: http://140.122.127.190/vjs/vj-attachment/103advanced_e/1-2-4%E5%91%82%E6%99%BA%E6%83%A0%E5%B8%AB(%E6%9B%B4%E6%96%B0).pdf
余國頌(2010)。臺北縣國小五年級學童碳足跡相關概念認知與態度之研究(未出版之碩士論文)。 臺北市立教育大學。臺北市。
林欣玫(2007)。影響數位學習學習成效之相關因素探討。台北市資訊教育人員國際交流論文集,台北:臺北市教師研習中心。
邱美虹(2013)。科學教學的新典範—行動科技、擴增實境與 3D 實驗影片教學。台灣化學教育,取自: http://chemed.chemistry.org.tw/?p=3267
洪浩耀、孫惠民(2012)。在虛擬環境下體感控制因素對臨場感之影響(未出版之碩士論文)。長榮大學。台南市。
康國裕(2001)。落實能源教育的重要性。技術及職業教育,62,2-4。
教育部(2009)。九年一貫課程學生基本能力。取自http://teach.eje.edu.tw/9CC/brief/brief4.php 九年一貫課程與教學網
翁千惠(2006) 虛擬空間之空間感與存在感探討 (博士論文)。取自國立交通大學碩博士論文系統。
孫維新、張俊彥、劉德祥、卓詠欽(2013)。科學素養白皮書。教育部提升國民素養專案辦公室。
莊順凱(2006)。以概念圖法建構擴增實境教育系統(碩士論文)。取自台灣博碩士論文系統。(系統編號 094NCKU5038005)
陳年興、楊錦潭(2006)。數位學習理論與實務,博碩文化公司,台北市。
鄒壯翼、王燕超(2009)。影視科技之創新與發展:擴增實境應用與評析。在銘傳大學傳播學院/銘報新聞社主辦,2009傳播管理學術研討會:數位傳播產業創新與挑戰,台北市。
廖詠年(2010年4月)。擴增實境在科學教育領域中學習與應用之評析。「2010電腦與網路科技在教育上的應用研討會」發表之論文,國立新竹教育大學資訊科學研究所。
劉正達、李孝先(2010)。國中小教師資訊素養與數位落差現況之研究。學校行政,(66),61-83。
劉世鼎(2005)。遙距臨場感對網路服務品質及網站忠誠度的影響(未出版之碩士論文)。國立政治大學。台北市。
劉俊庚、邱美虹(2012)。我國小學科學課程演進與回顧(上)。科學教育月刊,351,2-14。
蔡穎(2015)。環署長:台灣科普教育出問題 民眾要有警覺性。自由時報。生活版。取自: http://news.ltn.com.tw/news/life/breakingnews/1362707
簡佑任(2015)。使用者虛擬化身之客製化對於虛擬世界中社會臨場感的影響(碩士論文)。取自國立交通大學碩博士論文系統。
薛文珍(2002)。實則虛、虛則實。科學人雜誌,4,45。
鍾聖校(1990)。認知心理學。台北:心理。
二、 英文文獻
AAAS 2061 (1989). Science for all Americans online Retrieved from http://www.project2061.org/publications/sfaa/online/sfaatoc.htm
Asai, K., Kobayashi, H., & Kondo, T. (2005, July). Augmented instructions-a fusion of augmented reality and printed learning materials. In Advanced Learning Technologies,2005. ICALT 2005. Fifth IEEE International Conference on (pp. 213-215). IEEE.
Azuma, R. T. (1997). A survey of augmented reality. Teleoperators and Virtual Environments, 6(4), 355-385.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. Computer Graphics and Applications, IEEE, 21(6), 34-47.
Bailenson, J. N., Blascovich, J., Beall, A. C., & Loomis, J. M. (2001). Equilibrium theory revisited: Mutual gaze and personal space in virtual environments.Presence, 10(6), 583-598.
Bente, G., Rüggenberg, S., Krämer, N. C., & Eschenburg, F. (2008). Avatar-Mediated Networking: Increasing Social Presence and Interpersonal Trust in Net-Based Collaborations. Human Communication Research, 34(2), 287-318.
Billinghurst, M. (2002). Augmented reality in education. New Horizons for Learning, 12.
Billinghurst, M., & Dünser, A. (2012). Augmented reality in the classroom. Computer, (7), 56-63.doi:10.1109/MC.2912.111.
Binks, T. (2003). The impact and potential future impact of augmented reality on education.
Biocca, F., Burgoon, J., Harms, C., & Stoner, M. (2001). Criteria and scope conditions for a theory and measure of social presence. Presence: Teleoperators and virtual environments.
Bujak, K. R., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536-544.doi:10.1016/j.compedu.2013.02.017
Burgoon, J.K., Buller, B., Hale, J.L., deTurck, M. (1984). Relational messages associated with nonverbal behaviors. Human communication research, 10(3), 351-378.
Chang, H. -Y., Wu, H. -K., & Hsu, Y. -S. (2013). Integrating a mobile augmented reality activity to contextualize student learning of a socioscientific issue. British Journal of Educational Technology, 44(3), 95-99.doi:10.1111/j.1467-8535.2012.01379.
Chen, C. H., Howard, B. (2010). Effect of live simulation on middle school students' attitudes and learning toward science. Journal of Educational Technology & Society, 13(1), 133-139.
Cheng, K. -H., & Tsai, C. -C. (2013). Affordances of augmented reality in science learning: suggestions for future research. Journal of Science Education and Technology, 22, 449–462.
Chen, C. P., Shih, J. L., & Ma, Y. C. (2014). Using Instructional Pervasive Game for School Children's Cultural Learning. Educational Technology & Society, 17(2), 169-182.
Cho, Y. H., Yim, S. Y., & Paik, S. (2015). Physical and social presence in 3D virtual
role-play for pre-service teachers.The Internet and Higher Education, 25(0), 70-77.
Chou, C. (2003). Interactivity and interactive functions in web‐based learning systems: a technical framework for designers. British Journal of Educational Technology, 34(3), 265-279.
Chu, H. C., Hwang, G. J., Tsai, C. C., & Tseng, J. C. (2010). A two-tier test approach to developing location-aware mobile learning systems for natural science courses. Computers & Education, 55(4), 1618-1627.doi: 10.1016/j.compedu.2010.07.004
Cicognani, A. (1998). On the linguistic nature of cyberspace and virtual communities. Virtual reality, 3(1), 16-24.
Cocciolo, A. & Rabina, D. (2013). Does place affect user engagement and understanding? Mobile learner perceptions on the streets of New York. Journal of Documentation, 69(1), 98-120.doi:10.1108/00220411311295342
Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience (Vol. 41). New York: HarperPerennial.
Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented reality for the classroom. Computers & Education, 68, 557-569.doi:10.1016/j.compedu.2013.02.015
DeBoer, G. E. (2000). Scientific literacy: Another look at its historical and contemporary meanings and its relationship to science education reform. Journal of Research in Science Teaching, 37(6), 582-601.
Edwards, R. (2003). GNS and other matters of role-playing theory. retrieved from: http://www.indie-rpgs.com/articles/3/.
El Sayed, N. A., Zayed, H. H., & Sharawy, M. I. (2011). ARSC: Augmented reality student card. Computers & Education, 56(4), 1045-1061.
Fonseca, D., Martí, N., Redondo, E., Navarro, I., & Sánchez, A. (2014). Relationship between student profile, tool use, participation, and academic performance with the use of Augmented Reality technology for visualized architecture models. Computers in Human Behavior, 31, 434-445.
Gentes, A., Guyot-Mbodji, A., & Demeure, I. (2010). Gaming on the move: urban experience as a new paradigm for mobile pervasive game design. Multimedia Systems, 16(1), 43-55.
Gibson, J. J. (2014). The Ecological Approach to Visual Perception: Classic Edition. Psychology Press.
Giglioli, I. A. C., Pallavicini, F., Pedroli, E., Serino, S., & Riva, G. (2005). Augmented reality: A brand new challenge for the assessment and treatment of psychological. IEEE Transactions on Medical Imaging, 24, 1512-1524.
Heeter, C. (2003). Reflections on real presence by a virtual person. Presence: Teleoperators and Virtual Environments, 12(4), 335-345.
Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of sport and exercise psychology, 18, 17-35.
Juan, C., Beatrice, F., & Cano, J. (2008, July). An augmented reality system for learning the interior of the human body. In Advanced Learning Technologies, 2008. ICALT'08. Eighth IEEE International Conference on (pp. 186-188)
Kelley, T, L. (1939). The selection of upper and lower groups for the validation of test items. Journal of Educational Psychology, 30(1),17–24.
Khan, T. M., Mitchell, J. E., Brown, K. E., & Leitch, R. R. (1998). Situated learning using descriptive models. International journal of human-computer studies, 49(6), 771-796.
Kesim, M., & Ozarslanb, Y. (2012). Augmented reality in education: current technologies and the potential for education. Procedia - Social And Behavioral Sciences. doi: 10.1016/j.sbspro.2012.06.654
Laine, T. H., Sedano, C. A. I., Joy, M., & Sutinen, E. (2010). Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces. Ieee Transactions on Learning Technologies, 3(4), 294-306. doi: 10.1109/tlt.2010.16
Lee, K. M. (2004). Presence, explicated. Communication theory, 14(1), 27-50
Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence.Journal of Computer‐Mediated Communication, 3(2), 0-0.
Lowenthal, P., & Wilson, B. (2010). Labels do matter! A critique of AECT’s redefinition of the field. TechTrends, 54(1), 38-46.
Mantovani, G., & Riva, G. (1999). “Real” presence: how different ontologies generate different criteria for presence, telepresence, and virtual presence.Presence: Teleoperators and Virtual Environments, 8(5), 540-550.
Mason, J., & Pillay, H. (2015). Opening Digital Learning for Deeper Inquiry. Retrieved from https://books.google.com.tw/books?id=zHnABgAAQBAJ&lr=&hl=zh-TW
Matsutomo, S., Miyauchi, T., Noguchi, S., & Yamashita, H. (2012). Real-time visualization system of magnetic field utilizing augmented reality technology for education. Magnetics, IEEE Transactions on, 48(2), 531-534.
McCall, R., Wetzel, R., Löschner, J., & Braun, A. K. (2011). Using presence to evaluate an augmented reality location aware game. Personal and Ubiquitous Computing, 15(1), 25-35.
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays.IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
Minsky, M. (1980). Telepresence.
Montola, M., (2005). Exploring the edge of the magic circle. Defining pervasive games. DAC 2005 conference, December 3. IT University of Copenhagen
Pea, R. D., & Maldonado, H. (2006). WILD for learning: Interacting through new computing devices anytime, anywhere. The Cambridge handbook of the learning sciences, 852-886.
Relph, E. (1976). Place and placelessness (Vol. 67). London: Pion.
Riva, G., Davide, F., & IJsselsteijn, W. A. (2003). Being there: The experience of presence in mediated environments. Being there: Concepts, effects and measurement of user presence in synthetic environments, 5.
Sas, C., & O'Hare, G. M. (2003). Presence equation: An investigation into cognitive factors underlying presence. Presence: Teleoperators and Virtual Environments, 12(5), 523-537.
Sema Altun-Yalçln, Sibel AçıŞlı, Ümit Turgut. (2011). Determining the levels of pre-service science teachers’ scientific literacy and investigating effectuality of the education faculties about developing scientific literacy. Procedia - Social and Behavioral Sciences, 15, 783-787.doi:10.1016/j.sbspro.2011.03.185.
Shelton, B. E., & Hedley, N. R. (2002). Using augmented reality for teaching earth-sun relationships to undergraduate geography students. Proceedings of The First IEEE International Augmented Reality Toolkit Workshop, 1-8, Darmstadt, Germany.
Sheridan, T. B. (2000, October). Interaction, imagination and immersion some research needs. In Proceedings of the ACM symposium on Virtual reality software and technology. (pp. 1-7). ACM.
Solak, E., & Cakır, R. (2015). Exploring the effect of materials designed with augmented reality on language learners’ vocabulary learning. Journal of Educators Online, 12(2).
Steuer, J., Biocca, F., & Levy, M. R. (1995). Defining virtual reality: Dimensions determining telepresence. Communication in the age of virtual reality, 33-56.
Visser, L., Plomp, T., Amirault, R. J., & Kuiper, W. (2002). Motivating students at a distance: The case of an international audience. Educational Technology Research and Development, 50(2), 94-110.
Wei, C. W., & Chen, N. S. (2012). A model for social presence in online classrooms. Educational Technology Research and Development, 60(3), 529-545.
Witmer, B. G., & Singer, M. F. (1994). Measuring presence in virtual environments (No. ARI-TR-1014). ARMY RESEARCH INST FOR THE BEHAVIORAL AND SOCIAL SCIENCES ALEXANDRIA VA.