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題名 基於科學知識與工程技術之互動科技設計知能、想像力與學習成效評測 其他題名 Evaluation of Design Competence, Imagination and Learning Outcomes of Interactive Technology Based on Science Knowledge and Engineering 作者 陳聖智 貢獻者 數位內容碩士學位學程 關鍵詞 新興科技; 互動科技; 科學知識; 工程技術; 想像力; 數位內容; 核心素養; 學習成效; 產業經濟;Emerging Technology; Interactive Technology; Science Knowledge; Engineering Technology; Imagination; Digital Content; Core Competences; Learning Outcomes; Industrial Economics 日期 2014 上傳時間 17-七月-2017 16:37:49 (UTC+8) 摘要 本研究計畫成果發表於期刊及研討會有四個主軸,包含:1. 科學知識與工程技術之互動科技關鍵技術研發與設計建置;2. 設計知能、想像力與學習成效分析;3. 教學策略與課程教材設計;4. 運用科學知識與工程技術導入科技文創應用以服務學習做為學習策略、以服務設計概念進行實證。具體作法與研究成果,包含在開發端的關鍵技術研發與想像力教學實驗,將行動科技技術結合GPS, LBS, SOLOMO, AR, QRCode, AI, 無線網路技術等新興科技;並整合都會區傳統產業轉型區域為基地具有在地文化特色文創元素,成果產出「互動科技: 媒材、感知與設計」、「數位文創設計」教材,與創新技術研發產品(Apps)。 本研究計畫與研究產出強調在高科技產業的脈絡下,新興科技與互動設計的介入,透過科學知識與工程技術結合行動載具與數位內容設計,思考在地產業設計規劃與數位內容產製與為在地產業之人文歷史文化傳播延續。本研究計畫透過資通訊技術應用衍生開發app,進入實際場域,將以科技融入生活,並經由行動觀光導覽系統的建置,將傳統產業轉型後的過去歷史,文化地理與人文精神置入,精進服務設計流程,為在地文化產業植入新的傳播行銷與生活科技應用契機。在研究中透過「以技適地」與「以地適技」的概念,將資通訊科學知識與電訊工程技術,以傳播擴散創新的觀點檢視在地文化與連結年輕族群,期強化重視自己的文化,且透過親自踏查增進認同感;同時也嘗試結合商家,以在地服務創新設計的角度思考達到「三創」創意、創新與創業的模式,做為文化導向生活科技加值應用示範基礎發展策略,在開發端以大學、研究所概念作為衛星中心出發,藉由科技部計畫將社區學校與民眾緊密連結,未來可擴散到每一區域,每一城鄉。 本研究計畫為進入數位內容領域與新興科技互動設計與數位文創設計的課程基礎,課程架構建於互動感知設計上,以多元創新的互動教學模式提升學生學習動機與成效,目的在培養數位設計創意、想像力、科學知識與工程技術的能力養成。授課方式涵蓋科學知識講授+工程技術學習+理論脈絡+研究分析+設計知能+實作開發。本課程實驗的目標為透過數位學習與設計思考服務設計與服務學習方法論,結合在地場域進行設計規劃與科技實作。課程目的在於發展:1、成立課程發展及創意團隊。2、結合在地資源,發展具智慧科技行動平台。3、運用多元創意形式,針對不同對象來設計數位學習課程內容。4、運用平板電腦及互動程式技術,進行數位科技應用工學技術建置系統。5. 透過教材轉化資通訊科技之科學知識。執行成果包含技術創新與應用加值,並建立教學教材。執行成果回應將數位科技媒材導入生活創新策略,以智慧生活感知分析與內容導向設計思考方法構想發展,透過運用生活科技、行動載具與文化場域整合製作,並以文化導入生活科技之情境模擬與互動裝置設計,進而促進學術研究與產業連結在相關領域的關鍵技術發展與人才培育。是此科技部研究計畫所帶來的教學實驗、學習效益評估、與應用加值的後續影響力。 To enter the digital content field, interactive design of emerging technologies and curriculum fundament of digital cultural and creative design, this research project constructs the curriculum framework on interactive perception design, using multiple innovative interactive teaching models to enhance students’ learning motivation and outcomes. This study wishes to develop the competence of creativity, imagination, science knowledge and engineering technology in digital design. The instruction includes science knowledge instruction, engineering technology learning, theoretical context, research analysis, design competence and implememtation development. The goal of the curriculum experiment is through digital learning, thinking about service design and service learning methodology, combining local fields to conduct desin and planning and technology implementation. The goal of the curriculum is to: 1. establishing curriculum development and creative team.2. integrating with local resource to develop a smart technological mobile platform.3.adopting diverse and creative form to design digital curriculum content for various objectives.4. utilizing panel computers and interactive technology to establish system of digital technology by applying industrial technologies. 5. transforming the teaching materials through science knowledge of information and communication technology. The execution results include technology innovation, value-added applications, and the establishment of teaching materials. The execution results show introducing digital technological media into living innovation strategy, using smart living perception analysis and content-oriented design thinking method to configure the development. Through the integration of living technology, mobile devices and cultural space and introducing culture into scenario simulation and interactive device design of living technology, we can facilitate the linkage between academic research and industries and the development of key technologies and talents cultivation in related fields. This teaching experiment conducted in the research project of Ministry of Science and Technology has profound influence on learning outcome evaluation and value-added applications. 關聯 科技部
102-2511-S-004-003資料類型 report dc.contributor 數位內容碩士學位學程 dc.creator (作者) 陳聖智 zh-tw dc.date (日期) 2014 dc.date.accessioned 17-七月-2017 16:37:49 (UTC+8) - dc.date.available 17-七月-2017 16:37:49 (UTC+8) - dc.date.issued (上傳時間) 17-七月-2017 16:37:49 (UTC+8) - dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/111243 - dc.description.abstract (摘要) 本研究計畫成果發表於期刊及研討會有四個主軸,包含:1. 科學知識與工程技術之互動科技關鍵技術研發與設計建置;2. 設計知能、想像力與學習成效分析;3. 教學策略與課程教材設計;4. 運用科學知識與工程技術導入科技文創應用以服務學習做為學習策略、以服務設計概念進行實證。具體作法與研究成果,包含在開發端的關鍵技術研發與想像力教學實驗,將行動科技技術結合GPS, LBS, SOLOMO, AR, QRCode, AI, 無線網路技術等新興科技;並整合都會區傳統產業轉型區域為基地具有在地文化特色文創元素,成果產出「互動科技: 媒材、感知與設計」、「數位文創設計」教材,與創新技術研發產品(Apps)。 本研究計畫與研究產出強調在高科技產業的脈絡下,新興科技與互動設計的介入,透過科學知識與工程技術結合行動載具與數位內容設計,思考在地產業設計規劃與數位內容產製與為在地產業之人文歷史文化傳播延續。本研究計畫透過資通訊技術應用衍生開發app,進入實際場域,將以科技融入生活,並經由行動觀光導覽系統的建置,將傳統產業轉型後的過去歷史,文化地理與人文精神置入,精進服務設計流程,為在地文化產業植入新的傳播行銷與生活科技應用契機。在研究中透過「以技適地」與「以地適技」的概念,將資通訊科學知識與電訊工程技術,以傳播擴散創新的觀點檢視在地文化與連結年輕族群,期強化重視自己的文化,且透過親自踏查增進認同感;同時也嘗試結合商家,以在地服務創新設計的角度思考達到「三創」創意、創新與創業的模式,做為文化導向生活科技加值應用示範基礎發展策略,在開發端以大學、研究所概念作為衛星中心出發,藉由科技部計畫將社區學校與民眾緊密連結,未來可擴散到每一區域,每一城鄉。 本研究計畫為進入數位內容領域與新興科技互動設計與數位文創設計的課程基礎,課程架構建於互動感知設計上,以多元創新的互動教學模式提升學生學習動機與成效,目的在培養數位設計創意、想像力、科學知識與工程技術的能力養成。授課方式涵蓋科學知識講授+工程技術學習+理論脈絡+研究分析+設計知能+實作開發。本課程實驗的目標為透過數位學習與設計思考服務設計與服務學習方法論,結合在地場域進行設計規劃與科技實作。課程目的在於發展:1、成立課程發展及創意團隊。2、結合在地資源,發展具智慧科技行動平台。3、運用多元創意形式,針對不同對象來設計數位學習課程內容。4、運用平板電腦及互動程式技術,進行數位科技應用工學技術建置系統。5. 透過教材轉化資通訊科技之科學知識。執行成果包含技術創新與應用加值,並建立教學教材。執行成果回應將數位科技媒材導入生活創新策略,以智慧生活感知分析與內容導向設計思考方法構想發展,透過運用生活科技、行動載具與文化場域整合製作,並以文化導入生活科技之情境模擬與互動裝置設計,進而促進學術研究與產業連結在相關領域的關鍵技術發展與人才培育。是此科技部研究計畫所帶來的教學實驗、學習效益評估、與應用加值的後續影響力。 To enter the digital content field, interactive design of emerging technologies and curriculum fundament of digital cultural and creative design, this research project constructs the curriculum framework on interactive perception design, using multiple innovative interactive teaching models to enhance students’ learning motivation and outcomes. This study wishes to develop the competence of creativity, imagination, science knowledge and engineering technology in digital design. The instruction includes science knowledge instruction, engineering technology learning, theoretical context, research analysis, design competence and implememtation development. The goal of the curriculum experiment is through digital learning, thinking about service design and service learning methodology, combining local fields to conduct desin and planning and technology implementation. The goal of the curriculum is to: 1. establishing curriculum development and creative team.2. integrating with local resource to develop a smart technological mobile platform.3.adopting diverse and creative form to design digital curriculum content for various objectives.4. utilizing panel computers and interactive technology to establish system of digital technology by applying industrial technologies. 5. transforming the teaching materials through science knowledge of information and communication technology. The execution results include technology innovation, value-added applications, and the establishment of teaching materials. The execution results show introducing digital technological media into living innovation strategy, using smart living perception analysis and content-oriented design thinking method to configure the development. Through the integration of living technology, mobile devices and cultural space and introducing culture into scenario simulation and interactive device design of living technology, we can facilitate the linkage between academic research and industries and the development of key technologies and talents cultivation in related fields. This teaching experiment conducted in the research project of Ministry of Science and Technology has profound influence on learning outcome evaluation and value-added applications. dc.format.extent 930238 bytes - dc.format.mimetype application/pdf - dc.relation (關聯) 科技部 dc.relation (關聯) 102-2511-S-004-003 dc.subject (關鍵詞) 新興科技; 互動科技; 科學知識; 工程技術; 想像力; 數位內容; 核心素養; 學習成效; 產業經濟;Emerging Technology; Interactive Technology; Science Knowledge; Engineering Technology; Imagination; Digital Content; Core Competences; Learning Outcomes; Industrial Economics dc.title (題名) 基於科學知識與工程技術之互動科技設計知能、想像力與學習成效評測 zh-TW dc.title.alternative (其他題名) Evaluation of Design Competence, Imagination and Learning Outcomes of Interactive Technology Based on Science Knowledge and Engineering en-US dc.type (資料類型) report