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題名 智慧桌遊— 運用數據記錄與分析瞭解使用者體驗與學習歷程
Intelligent Board Game : Applying Data Analysis in understanding User Experience and Learning Progress作者 宋如泰
Soong, Ru Tai貢獻者 陳聖智<br>李蔡彥
Chen, Sheng Chih<br>Li, Tsai Yen
宋如泰
Soong, Ru Tai關鍵詞 數位桌遊
數位學習
數據分析
遊戲式學習
大數據
使用者經驗
Digital Boardgame
Digital Learning
Data Analytic
Game-based Learning
Big Data
User Experience日期 2017 上傳時間 1-Mar-2017 17:35:14 (UTC+8) 摘要 桌上遊戲從休閒娛樂逐漸融入到學校教育,運用巧妙設計的遊戲機制引發學生遊玩意願,進而在愉悅中學習。數位桌遊,一個透過結合數位科技的優勢輔助學習與娛樂的概念隨著教育型桌遊而崛起;然而從產業、學習、娛樂等角度來思考,數位桌遊究竟應具何特性?其體驗是否良好?學習是否有效?透過這些問題,本研究旨在(1)瞭解桌遊產業與玩家對數位桌遊的需求,(2)設計一款體驗供需法則的數位桌遊,(3)評估數位桌遊的遊戲性與學習效益。首先,本研究運用體驗式學習圈與建構主義等學習理論設計出桌遊《寶島建設》,接著透過訪談桌遊產業各利害關係人了解產業對數位桌遊的想像與需求,透過彙整訪談內容建立數位桌遊的設計指標,最後本研究投入研發數位桌遊與數據分析系統,用以分析學習者的學習歷程與經驗。本研究共有32位參與者,在進行遊戲期間會採集參與者的操作行為和遊戲資料作為分析,遊戲後會填寫含有心流經驗和遊戲接受度的問卷,並接受遊戲性與學習內容相關的訪談。實驗結果顯示,參與者普遍對《寶島建設》感到滿意,從競標的數據上顯示參與者逐漸掌握資源的價格區間;所開發的數據分析系統亦能發現參與者未達表現的原因,進而對學習者提出有效建議。總結,本研究成果為(1)透過訪談瞭解桌遊產業對數位桌遊的需求與想像。(2)設計出能體驗與學習供需法則的數位桌遊《寶島建設》,並獲得遊戲參與者們對遊戲體驗正向的回饋。(3)數據分析系統能透過歷程分析了解學習者的困難與障礙,從數據分析圖表裡也可發現學習者逐漸掌握價格區間,這顯示透過數位桌遊《寶島建設》的競標機制能有效學習掌握需求與價格的關係。
Board games in Taiwan has risen from leisure and entertainment towards teachings in schools, by introducing fascinating game mechanism and theme to enhance student motivation makes learning more fun. Digital board games, a concept combining the advantages of digital technologies to enhance learning and entertaining arose with the rise of educational board games; however, from the aspect of industry, learning and entertainment, what characteristic should digital board game have? Does it create good experience? Is learning effective? Through these question, this research aims to (1) Understand the visions and needs of industry towards digital board game, (2) Design a digital board game to learn the law of supply & demand, (3) Evaluate the learning effectiveness and gameplay.First, the research uses the experiential cycle and constructism learning theory to design the board game Formosa Construction Ltd, then interview several industrial stakeholders to understand the needs and visions of digital board game, through the interviews concluded a design guidelines, finally the digital version of Formosa Consturction Ltd was built along with the data analysis program use to evaluate user experience and learning portfolio in game.Experiments was conducted with 32 participants, gameplay data are collected during gameplay, participants was asked to fill in a questionnaire with flow experience and acceptance, an interview session regarding gameplay and learning will be held after the questionnaire. Results indicate that participants are satisfy with the game, and data collected from auction showed that participants were progressively mastering the price range; The data analysis program was able to find reasons for participants that did not perform well, having chance to provide advice to learners.In conclusion, the research results are (1) Understand the needs and visions of digital board game through interviewing The Taiwan Board Game Industry. (2) Design Formosa Construction Ltd and obtain positive feedback. 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國立政治大學
數位內容碩士學位學程
103462014資料來源 http://thesis.lib.nccu.edu.tw/record/#G0103462014 資料類型 thesis dc.contributor.advisor 陳聖智<br>李蔡彥 zh_TW dc.contributor.advisor Chen, Sheng Chih<br>Li, Tsai Yen en_US dc.contributor.author (Authors) 宋如泰 zh_TW dc.contributor.author (Authors) Soong, Ru Tai en_US dc.creator (作者) 宋如泰 zh_TW dc.creator (作者) Soong, Ru Tai en_US dc.date (日期) 2017 en_US dc.date.accessioned 1-Mar-2017 17:35:14 (UTC+8) - dc.date.available 1-Mar-2017 17:35:14 (UTC+8) - dc.date.issued (上傳時間) 1-Mar-2017 17:35:14 (UTC+8) - dc.identifier (Other Identifiers) G0103462014 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/106991 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 數位內容碩士學位學程 zh_TW dc.description (描述) 103462014 zh_TW dc.description.abstract (摘要) 桌上遊戲從休閒娛樂逐漸融入到學校教育,運用巧妙設計的遊戲機制引發學生遊玩意願,進而在愉悅中學習。數位桌遊,一個透過結合數位科技的優勢輔助學習與娛樂的概念隨著教育型桌遊而崛起;然而從產業、學習、娛樂等角度來思考,數位桌遊究竟應具何特性?其體驗是否良好?學習是否有效?透過這些問題,本研究旨在(1)瞭解桌遊產業與玩家對數位桌遊的需求,(2)設計一款體驗供需法則的數位桌遊,(3)評估數位桌遊的遊戲性與學習效益。首先,本研究運用體驗式學習圈與建構主義等學習理論設計出桌遊《寶島建設》,接著透過訪談桌遊產業各利害關係人了解產業對數位桌遊的想像與需求,透過彙整訪談內容建立數位桌遊的設計指標,最後本研究投入研發數位桌遊與數據分析系統,用以分析學習者的學習歷程與經驗。本研究共有32位參與者,在進行遊戲期間會採集參與者的操作行為和遊戲資料作為分析,遊戲後會填寫含有心流經驗和遊戲接受度的問卷,並接受遊戲性與學習內容相關的訪談。實驗結果顯示,參與者普遍對《寶島建設》感到滿意,從競標的數據上顯示參與者逐漸掌握資源的價格區間;所開發的數據分析系統亦能發現參與者未達表現的原因,進而對學習者提出有效建議。總結,本研究成果為(1)透過訪談瞭解桌遊產業對數位桌遊的需求與想像。(2)設計出能體驗與學習供需法則的數位桌遊《寶島建設》,並獲得遊戲參與者們對遊戲體驗正向的回饋。(3)數據分析系統能透過歷程分析了解學習者的困難與障礙,從數據分析圖表裡也可發現學習者逐漸掌握價格區間,這顯示透過數位桌遊《寶島建設》的競標機制能有效學習掌握需求與價格的關係。 zh_TW dc.description.abstract (摘要) Board games in Taiwan has risen from leisure and entertainment towards teachings in schools, by introducing fascinating game mechanism and theme to enhance student motivation makes learning more fun. Digital board games, a concept combining the advantages of digital technologies to enhance learning and entertaining arose with the rise of educational board games; however, from the aspect of industry, learning and entertainment, what characteristic should digital board game have? Does it create good experience? Is learning effective? Through these question, this research aims to (1) Understand the visions and needs of industry towards digital board game, (2) Design a digital board game to learn the law of supply & demand, (3) Evaluate the learning effectiveness and gameplay.First, the research uses the experiential cycle and constructism learning theory to design the board game Formosa Construction Ltd, then interview several industrial stakeholders to understand the needs and visions of digital board game, through the interviews concluded a design guidelines, finally the digital version of Formosa Consturction Ltd was built along with the data analysis program use to evaluate user experience and learning portfolio in game.Experiments was conducted with 32 participants, gameplay data are collected during gameplay, participants was asked to fill in a questionnaire with flow experience and acceptance, an interview session regarding gameplay and learning will be held after the questionnaire. Results indicate that participants are satisfy with the game, and data collected from auction showed that participants were progressively mastering the price range; The data analysis program was able to find reasons for participants that did not perform well, having chance to provide advice to learners.In conclusion, the research results are (1) Understand the needs and visions of digital board game through interviewing The Taiwan Board Game Industry. (2) Design Formosa Construction Ltd and obtain positive feedback. (3) The data analysis program showed the obstacles learners met through portfolio analysis, auction data analysis also showed participants was progressively mastering the price range, showing that Formosa Contruction Ltd is effective in learning the relation between needs and price. en_US dc.description.tableofcontents 中文摘要 I英文摘要 II謝誌 III第一章、緒論 1第一節、緣起 1第二節、研究背景與動機 2第三節、研究問題 7第四節、研究目的 8第五節、研究流程 9第二章、文獻探討 10第一節、遊戲式學習與桌遊 10一、數位原生與遊戲式學習 10二、遊戲式學習與想像力研究 11三、遊戲式學習的評估與實踐 13四、教育桌遊與數位桌遊 14第二節、資料分析 15一、學習分析與嚴肅遊戲分析 15二、資料收集 16三、序列分析 17第三節、桌遊案例分析與介紹 18一、桌遊案例一「地產大亨」 19二、桌遊案例二「現金流101」 22三、桌遊案例三「卡坦島」 24四、小結—資訊經濟 26第三章、研究方法與操作步驟 27第一節、研究架構與方法 27一、桌遊設計與測試 27二、數位桌遊需求分析 28三、數位桌遊系統開發與建置 30四、遊戲評估分析與討論 31第二節、桌遊設計與測試 34一、經濟學與供需法則 34二、遊戲核心機制與設計原理 36三、遊戲情境與流程設計 40四、遊戲邏輯與基本觀念 42五、桌遊測試與改版 45六、桌遊設計與測試心得與建議 49第三節、數位桌遊需求分析 52一、數位桌遊的定義 52二、數位桌遊之市場定位 53三、數位桌遊之開發與設計建議 58四、桌遊數位化的反思 62五、小結 63第四節、數位桌遊系統開發與建置 65一、技術應用與系統架構 65二、桌遊數位化流程 75三、遊戲流程與介面設計 77四、數位桌遊系統測試 90第四章、遊戲評估分析與討論 91第一節、遊戲實驗設計 91一、受測者資訊 91二、實驗流程 91第二節、心流經驗與遊戲接受度 94一、心流經驗之總體評估 94二、心流經驗之促成與干擾 96三、遊戲接受度之分析 97四、供需法則之概念相關操作 97第三節、遊戲性之評估 98一、遊戲規則與機率 98二、資訊結構與介面操作 99三、音效的作用 103四、小結 104第四節、供需法則之概念掌握 104一、決策的關鍵因素 105二、體驗式學習的脈絡 108三、個案探討 115第五節、數據分析系統之檢討 122一、數據傳輸與穩定性 122二、數據分析之圖表製作 122三、學習歷程的脈絡需多角度切入 122四、數位桌遊的數據特性 123第五章、結論與未來展望 124第一節、結論與貢獻 124第二節、研究建議 126一、桌遊設計與測試之研究建議 126二、桌遊產業採訪之研究建議 127三、數位桌遊系統開發之研究建議 128四、實驗設計之研究建議 128第三節、研究限制 129一、實驗對象與環境限制 129二、技術限制 129三、美術限制 129第四節、未來展望 130一、遊戲的簡化與包裝 130二、自動化教學與人工智慧 130三、客製視覺化圖表 130四、教學回饋與決策支援 131參考文獻 132附錄一、桌遊產業訪談綱要 140附錄二、寶島建設遊戲規則 142附錄三、遊戲參與者調查問卷 146附錄四、遊戲參與者訪談綱要 149附錄五、產業訪談記錄(T) 150附錄六、實驗訪談記錄(第六組) 153附錄七、決策與操作記錄(第8組P2) 155中文履歷 159英文履歷 162 zh_TW dc.format.extent 7898844 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0103462014 en_US dc.subject (關鍵詞) 數位桌遊 zh_TW dc.subject (關鍵詞) 數位學習 zh_TW dc.subject (關鍵詞) 數據分析 zh_TW dc.subject (關鍵詞) 遊戲式學習 zh_TW dc.subject (關鍵詞) 大數據 zh_TW dc.subject (關鍵詞) 使用者經驗 zh_TW dc.subject (關鍵詞) Digital Boardgame en_US dc.subject (關鍵詞) Digital Learning en_US dc.subject (關鍵詞) Data Analytic en_US dc.subject (關鍵詞) Game-based Learning en_US dc.subject (關鍵詞) Big Data en_US dc.subject (關鍵詞) User Experience en_US dc.title (題名) 智慧桌遊— 運用數據記錄與分析瞭解使用者體驗與學習歷程 zh_TW dc.title (題名) Intelligent Board Game : Applying Data Analysis in understanding User Experience and Learning Progress en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文文獻大前研一(2002)。工作雞湯,縱橫二十一世紀職場的成功秘訣。陳進盛譯,臺北:天下雜誌。朱慶雄(2012)。結合數位學習與桌上遊戲對國小海洋教育學習興趣影響之研究-以天才小釣手之開發設計為例(未出版碩士論文)。國立臺北教育大學,臺北市。呂宗昕(2009)。π型人:職場必勝成功術。臺北:商周出版。李慧卿(2011)。Using Digital Board Game to Enhance Student Engagement in Learning(未出版碩士論文)。國立中央大學,桃園市。宋如泰、陳聖智、李蔡彥(2016)。運用數據記錄了解數位桌遊之體驗式學習歷程—以《寶島建設》為例。全球華人探究學習創新應用大會,2016年7月12日。許育齡、陳聖智、許明潔(2011)。促發數位設計學生想像的心理因素及其影響。教學科技與媒體,98,16-31。許育齡、梁朝雲(2012)。探究想像力的意涵與特徵:探索性與驗證性因素分析之發現。教育心理學報,44(2),349-374。周家興(2013)。結合擴增實境與桌上遊戲對台灣地名學習之影響(未出版碩士論文)。國立臺北教育大學,臺北市。林生傳(2003)。教育研究法—全方位的統整與分析。臺北:心理。林昌頡(2014)。無線低耗能藍芽動物方塊遊戲之設計研究(未出版碩士論文)。國立臺北教育大學,臺北市。翁哲川(2014)。基於實體互動的擴增實境遊戲之創作與評估(未出版碩士論文)。國立臺北科技大學,臺北市。張恬君(2004)。數位時代遊戲美學之教育意義。數位藝術教育網路期刊,5。陳文烽(2013)。從思考風格探討一般桌上遊戲與數位桌上遊戲的互動策略—以卡坦島為例(未出版碩士論文)。國立交通大學,新竹市。陳秋伶(2014)。桌上的遨遊與想像:台灣桌遊的發展現況(未出版碩士論文)。國立高雄應用科技大學,高雄市。陳聖智(2011)。數位藝術互動設計應用之想像力建構分析—概念、操作化與實施策略。國立政治大學文化創意產業發展研討會,2011年12月5日。黃柏翔(2012)。可整合教科書內容之教室內數位桌遊學習系統提昇學生學習動機之成效分析(未出版碩士論文)。國立中央大學,桃園市。蔡福興、游光昭、蕭顯勝(2010)。影響數位遊戲式學習行為與學習遷移成效之因素探討。教育科學研究期刊,5(2),167-206。葉憶萍(1998)。萬用的電腦網路桌上遊戲系統之設計(未出版碩士論文)。國立交通大學,新竹市。英文文獻Alexander, C. 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