Please use this identifier to cite or link to this item: https://ah.nccu.edu.tw/handle/140.119/128646


Title: 虛擬實境技術在中國大陸中學古詩文教學的應用研究—以《天淨沙·秋思》為例
The Study of Virtual Reality in the Teaching of Ancient Literature and Poetry in High Schools of Mainland China  - Take Tianjinsha·Qiusi as an example
Authors: 黃玉明
Huang, Yu-Ming
Contributors: 陳聖智
廖峻鋒

Chen, Sheng-Chih
Liao, Chun-Feng

黃玉明
Huang, Yu-Ming
Keywords: 虛擬實境
古詩文教學
數位學習
體驗式學習
數據分析
Virtual Reality
Chinese ancient literature and poetry teaching
Digital Learning
Experiential learning
Data Analyse
Date: 2020
Issue Date: 2020-02-05 18:30:37 (UTC+8)
Abstract: 近年來,古詩文教學在中國大陸語文教學中的地位與日俱升,舉足輕重,但中小學教師的古詩文教學模式卻沒有太大突破。與此同時,虛擬實境技術逐漸從休閒娛樂擴展融入到學習教育中,并運用巧妙設計的體驗機制引發學生的體驗意願,進而在愉悅的學習態度中學習。虛擬實境古詩文教學輔助作品——這個結合虛擬實境技術與古詩文教學的概念也隨著虛擬實境教學輔助產業的發展應運而出;但從產業、學習、體驗等角度來思考,虛擬實境古詩文教學輔助作品應具何特征?其體驗是否良好?學習是否有效?這些問題亟待解決。本研究旨在(1)瞭解虛擬現實教學輔助設計產業和學校古詩文教學教師、學生對虛擬現實古詩文教學輔助作品的需求;(2)設計一款虛擬實境古詩文教學輔助作品;(3)評估虛擬實境古詩文教學輔助作品的體驗與學習效益。
首先,本研究訪談虛擬現實教學輔助設計產業各利害關係人和中國大陸中學古詩文教學教師,了解他們對虛擬實境古詩文教學輔助設計的想像與需求;接著,本研究運用體驗式學習圈與建構主義等學習理論,透過彙整訪談內容和相關文獻的分析,提出虛擬實境古詩文教學輔助作品的設計路徑;之後,本研究根據彙整歸納的設計路徑,設計出虛擬實境古詩文教學輔助作品《VR天淨沙·秋思》。
最後,本研究通過實驗與問卷的設計,邀請共計三十四位普通中學學生進行虛擬實境古詩文教學輔助作品的課堂實驗,收集他們的古詩文學習態度、學習效果、心流體驗與和作品評價數據,經過SPSS統計分析,驗證本研究所設計的虛擬實境古詩文教學輔助作品對學生古詩文學習(學習態度、學習效果等維度)有顯著的正向影響。
In recent years, the teaching of Chinese ancient literature and poetry in high schools of mainland China has played an increasingly important role in language education in China, but hardly any breakthroughs have been achieved in the instruction methodologies. At the same time, the application of Virtual Reality (VR) technology has expanded from entertainments into learning and education. With lively graphic designs in 3-dimensional spaces, VR can produce experiences that trigger students’ interests, thereby allowing students to learn in a relaxing and delighting environment.VR-assisted Chinese ancient literature and poetry instruction, a concept that combines VR technology with Chinese ancient literature and poetry education, is a natural extension of the VR application in education.
To further this concept, we need to define features of VR-assisted Chinese ancient literature and poetry instruction from the perspectives of education industry and learning experiences. How can the instruction materials and processes be designed? Can this approach lead to better experiences? Will it produce great teaching results with efficiency and quality? These questions need to be answered. Therefore, it is the intention of this thesis to (1) understand the requirements of VR-assisted Chinese ancient literature and poetry instruction from the perspective of education industry, teachers and students; (2) design an application as an example of VR-assisted Chinese ancient literature and poetry instruction; and (3) examine the experience and learning efficiency of such application.
First of all, this study conducted interviews with various stakeholders, including representatives from VR-assisted education industry and high school language teachers of Chinese ancient literature and poetry in Mainland China, to understand their vision and requirements in regards to application of VR in teaching classic poems. Secondly, based on the results of these interviews, the study applied learning theories Experiential Learning Cycle and Constructivism as the framework of summary and analysis. The findings laid the path to the design of VR-assisted Chinese ancient literature and poetry instruction and the choice of “Tianjinsha·Qiusi” by Yuan Dynasty poet Ma Zhiyuan as the theme of the VR application.
At the end, using the VR application as the learning material, the author conducted a classroom experiment, with participation of 34 high school students, and collected data regarding learning efficiency, learning experiences, appraisal of the material, and attitude towards classic poems. Results from statistical data analysis indicated that VR-assisted Chinese ancient literature and poetry instruction designed for this study produced a significant and positive outcome, enhancing student’s attitude and learning efficiency.
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電子網路資料
Hand, R. Infinite Z Launches zSpace Virtual Holographic 3D Display for Designers; VizWorld. com; Dec. 13, 2011. from https://zspace.com/
The SPSSAU project (2019). SPSSAU. (Version 20.0)[Online Application Software]. Retrieved from https://www.spssau.com.
Description: 碩士
國立政治大學
數位內容碩士學位學程
106462016
Source URI: http://thesis.lib.nccu.edu.tw/record/#G0106462016
Data Type: thesis
Appears in Collections:[數位內容碩士學位學程] 學位論文
[數位內容碩士學位學程] 學位論文

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