學術產出-學位論文

文章檢視/開啟

書目匯出

Google ScholarTM

政大圖書館

引文資訊

TAIR相關學術產出

題名 遊戲式擴增實境導覽系統支援創客空間利用教育之研究
A Game-based Augmented Reality Navigation System to Support MakerSpace User Education
作者 楊雅竹
Yang, Ya-Chu
貢獻者 陳志銘
Chen, Chih-Ming
楊雅竹
Yang, Ya-Chu
關鍵詞 創客空間
創客空間利用教育
擴增實境
遊戲式學習
另類實境遊戲
行為分析
滯後序列分析
學習成效
學習動機
沉浸經驗
Makerspace
Makerspace user educatio
Augmented reality
Game-based learning
Alternate reality game
Learning process analysis
Lag sequential analysis
Learning performance
Learning motivation
Immersive experience
日期 2021
上傳時間 2-九月-2021 16:36:17 (UTC+8)
摘要 近年來創客空間(Makerspace)被視為充實創意思維的重要場域,然而,創客空間設備的多元應用性,可能會使圖書館面臨館員人力不足且無法完整介紹的狀況。因此,若能將基本的創客空間導覽教學活動數位化,將可能有效節省圖書館教學人力,同時提升使用者的使用意願。本研究設計「遊戲式AR導覽系統」輔助學習者進行創客空間利用教育,透過結合遊戲式教學模式與AR工具輔助學習,進而促進學習者的學習動機及沉浸經驗,提升創客空間利用教育的學習成效。此外,亦蒐集學習者的學習歷程行為進行行為分析,藉此了解學習者在使用「遊戲式AR導覽系統」學習過程中的有效學習模式。
本研究採用真實驗研究法,隨機選取參加國立政治大學達賢圖書館創客空間導覽之學生7名以及基隆市某高中之學生17名,合計共24名學生為研究對象,隨機進行不同學習模式的創客空間利用教育。其中10名學生分派為使用「遊戲式AR導覽系統」的遊戲組,另外7名學生分派為使用「網頁導覽系統」的網頁組,其餘7名學生則分派為「講述式館員導覽」的導覽組,以探討三組學習者在學習成效及學習動機上是否具有有顯著的差異,並探討遊戲組及網頁組學習者在沉浸經驗上是否有顯著的差異。另外,也以先備知識能力為背景變項,探討不同背景之三組學習者的學習成效、學習動機,以及沉浸經驗是否具有顯著的差異。此外,透過訪談資料探討三組學習者的學習行為模式。最後,根據學習歷程數據分析,探討高低不同學習成效的學習者以及學習者挑戰不同任務時運用「遊戲式AR導覽系統」進行創客空間利用教育時,是否具有不同的操作行為模式。
研究結果發現,使用「遊戲式AR導覽系統」進行創客空間利用教育的整體學習者,以及高低不同先備知識學習者的學習成效皆顯著優於使用「網頁導覽系統」的學習者。在學習動機方面,使用「遊戲式AR導覽系統」進行創客空間利用教育的整體學習者,以及低先備知識學習者的學習動機價值與期望面向皆顯著優於使用「網頁導覽系統」的學習者。在沉浸經驗方面,「遊戲式AR導覽系統」進行創客空間利用教育的整體學習者,以及高先備知識學習者的沉浸經驗投入向度皆顯著優於「網頁導覽系統」的學習者,但學習動機及沉浸經驗總分上則沒有達到統計上的顯著差異。此外,從行為分析結果來看,使用「遊戲式AR導覽系統」的高學習成效者更能夠透過吸收學習內容與線索後,再經過推理找出答案;而低學習成效者則更常依靠運氣及嘗試次數來完成學習任務。而學習者挑戰到任務序三跟四時比起挑戰任務序一跟二時,整體學習行為模式更加精簡,對於遊戲的掌握度有明顯提升。
最後基於研究結果,本研究提出「遊戲式AR導覽系統」應用於教學場域之教學建議以及系統改善建議,以及未來可以進一步探討的研究方向。整體而言,本研究將遊戲式學習模式結合AR工具發展「遊戲式AR導覽系統」,提供一個適合創客空間特性的創新有效學習工具,對於促進創客空間利用教育的推廣及多元學習模式上具有貢獻。
In recent years, makerspace has been regarded as an important learning field for cultivating students’ creative and thinking abilities. However, the diversified applications of makerspace equipment may cause that the librarians who are responsible for makerspace user education cannot burden their working load due to limitation of manpower. Therefore, if the basic makerspace user education can be supported by digital tools in an appropriate way, it will be possible to effectively save librarians’ working load and at the same time increase the willingness of users to use. This research designed a game-based augmented reality navigation system to support makerspace user education. Through the combination of game-based learning method and AR tools to assist makerspace user education, it aims to promote learners’ learning motivation and immersive experience, and enhances the learning performance of makerspace user education. Furthermore, this study also collected learners’ learning behaviors for behavior analysis to understand the effective learning mode of learners using the game-based augmented reality navigation system.
With a true experimental research method, 7 students who participated in the makerspace guide of Dah Hsian Seetoo Library of National Chengchi University and 17 students from a high school in Keelung City were randomly selected as the research subjects. These 24 research subjects were randomly assigned with different learning models of makerspace user education. Among them, 10 students were assigned to the game-based learning group using the game-based augmented reality navigation system, the other 7 students were assigned to the web-based learning group using the web navigation system, and the remaining 7 students were assigned to the traditional librarian tour-based learning group using the narrative guided tour with librarian to conduct makerspace user education. An instruction experiment was conducted in order to examine whether the three learning groups’ learners and learners with different prior knowledge levels have significant differences in learning performance and learning motivation, and to examine whether there are significant differences in immersion experience between the game-based learning group and the web-based learning group’s learners, as well as the interview data was used to explore the behavior patterns of the three groups’ learners. Finally, based on the analysis of the learning process data, this study explored whether learners with different operating behavior patterns when using the game-based augmented reality navigation system will lead to having different learning performance and passing different numbers of challenge tasks.
Research results show that overall learners, learners with different levels of prior knowledge in the game-based learning group had significantly better learning performance than those of the web-based learning group. Overall learners and learners with low prior knowledge in the game-based learning group had significantly better value component and expectancy components of learning motivation than those of the web-based learning group. In terms of immersive experience, overall learners and learners with high prior knowledge in the game-based learning group had significantly better engagement level of immersive experience than those of the web-based learning group, but not in engrossment level and total immersion level. In addition, from the results of behavioral analysis, learners with high learning performance who use the game-based augmented reality navigation system were more able to find the answer through reasoning after absorbing the learning contents and clues, and those with low learning performance relied more on luck and the number of attempts to complete the learning tasks. Compared the challenge task three with four, the learners’ overall learning behavior model is more streamlined, and the mastery of using the game is significantly improved.
Based on the results, several suggestions for the application of game-based augmented reality navigation system to teaching and the future development direction are eventually proposed in this study. Overall speaking, this research combines game-based learning mode and AR tools to develop a game-based augmented reality navigation system. It provides an innovative and effective learning tool that is suitable for the characteristics of the makerspace. It would contribute to the improvement of traditional learning models with librarians’ instruction for innovative makerspace user education.
參考文獻 一、中文文獻
侯惠澤(2018)。寓教於樂知識主題桌上遊戲設計:含118人力銀行桌遊包。台北市:國立台灣科技大學。
吳中盛(2020)。擴增實境教育遊戲編輯工具之發展與評估:運用於高中化學科之學習成效與行為分析。國立台灣科技大學未出版碩士論文,台北市。
城市尋寶(2021)。城市尋寶:景點旅遊×實境解謎遊戲。檢索自https://riddlecity.cc/

二、英文文獻
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. Retrieved from https://doi.org/10.1016/j.edurev.2016.11.002
Amon, T. (2004). Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. Educational Technology & Society, 7, 149-150.
Bakeman, R., & Gottman, J. M. (1997). Observing Interaction: An Introduction to Sequential Analysis ,2nd ed. New York: Cambridge University Press.doi:10.1017/cbo9780511527685
Battles, J., Glenn, V., & Shedd, L. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Librarianship, 5(2), 114-131. https://doi.org/10.1080/19322909.2011.569922
Bowler, L. (2014). Creativity through “Maker” experiences and design thinking in the education of librarians. Knowledge Quest, 42.
Branston, C. (2006) From game studies to bibliographic gaming: Libraries tap into the video game culture.Bulletin of the American Society for Information Science and Technology, 32 (4) , pp. 24-26
Bressler, D. & Bodzin, A. (2013). A mixed methods assessment of students` flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29 (6) , pp. 505-517
Britton, L. (2012). The makings of maker spaces. Library Journal, 137(16), 20-23.
Brown, E. (2004). A grounded investigation of game immersion. 1297-1300. Retrieved from https://doi.org/10.1145/985921.986048
Bulu, S.T. & Pedersen, S. (2012). Supporting problem-solving performance in a hypermedia learning environment: the role of students` prior knowledge and metacognitive skills. Computers in Human Behavior, 28 (4) , pp. 1162-1169
Burke, J. (2015). Making sense: can makerspaces work in academic libraries? Retrieved from http://sc.lib.miamioh.edu/handle/2374.MIA/5212
Chen, C. M., Li, M. C., & Chen, T. C. (2018). A collaborative reading annotation system with gamification mechanisms to improve reading performance, 7th International Congress on Advanced Applied Informatics (IIAI-AAI), Yonago, Japan, pp. 188-193, doi: 10.1109/IIAI-AAI.2018.00044.
Chen, C. M., & Tsai, Y. N. (2012). Interactive augmented reality system for enhancing library instruction in elementary schools. Computers & Education, 59(2), 638–652. Retrieved from https://doi.org/10.1016/j.compedu.2012.03.001
Chen, S. Y., & Huang, P. R. (2013). The comparisons of the influences of prior knowledge on two game-based learning systems. Computers & Education, 68, 177-186. Retrieved from https://doi.org/10.1016/j.compedu.2013.05.005
Cheng, C. H., & Su, C. H. (2012). A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences, 31, 669-675. Retrieved from https://doi.org/10.1016/j.sbspro.2011.12.122
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: Its hierarchical structure and impact on game-based science learning: Impact of immersion on learning. Journal of Computer Assisted Learning, 31(3), 232–253. Retrieved from https://doi.org/10.1111/jcal.12066
Chiang, T. H. C., Yang, S. J. H., & Hwang, G.-J. (2014a). An Augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Journal of Educational Technology & Society, 17(4), 352-365.
Chiang, T.H., Yang, S.J. & Hwang, G.-J. (2014). Students` online interactive patterns in augmented reality-based inquiry activities. Computers & Education, 78, pp. 97-108
Chong, J. W. S., Ong, S. K., Nee, A. Y. C., & Youcef-Youmi, K. (2009). Robot programming using augmented reality: An interactive method for planning collision-free paths. Robotics and Computer-Integrated Manufacturing, 25(3), 689-701.
Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARG using for multilingual motivation. Computers & Education, 57(1), 1389-1415. Retrieved from https://doi.org/10.1016/j.compedu.2011.01.009
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: The experience of play in work and games. San Francisco: Jossey-Bass.
Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323 (5910) , pp. 66-69
Dempsey, J. V., Haynes, L. L., Lucassen, B. A. & Casey, M. S. (2002). Forty simple computer games and what they could mean to educators. Simulation & Gaming, 33(2): 157-168.
Dewald, N. H. (1999). Web-based library instruction: What is good pedagogy? Information Technology and Libraries, 18(1), 26-31.
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. Retrieved from https://doi.org/10.1016/j.compedu.2012.12.020
Donald, J. (2008). The 「Blood on the Stacks」 ARG: Immersive marketing meets library new student orientation. gaming in academic libraries: collections, marketing, Information Literacy, 189-211.
Dormann, C., & Biddle, R. (2006). Humour in game‐based learning. Learning, Media and Technology, 31(4), 411-424. Retrieved from https://doi.org/10.1080/17439880601022023
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7-22. Retrieved from https://doi.org/10.1007/s10956-008-9119-1
Erbas, C., & Demirer, V. (2019). The effects of augmented reality on students’ academic achievement and motivation in a biology course. Journal of Computer Assisted Learning. doi:10.1111/jcal.12350
Evans, G. (2012). Emerging technologies: How do we know what`s happening “on the ground”? Public Services Quarterly, 8(2), 164-170. doi:10.1080/15228959.2012.675284
Feiz, P., Hooman, H. A., & kooshki, S. (2013). Assessing the motivated strategies for learning questionnaire (MSLQ) in Iranian students: construct validity and reliability. Procedia - Social and Behavioral Sciences, 84, 1820–1825. Retrieved from https://doi.org/10.1016/j.sbspro.2013.07.041
Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition.
Good, T. (2013), “Three makerspace models that work”, American Libraries, 44, 45-47.
Gregor, M. (2018). Campus clue: habituating students to the information search process via gaming. pennsylvania libraries: Research & Practice, 6, 86-92. Retrieved from https://doi.org/10.5195/PALRAP.2018.172
Gregory, A. S., & Broussard, M. J. S. (2011). Unraveling the “Mystery” of the Library: A “Big Games” Approach to Library Orientation. 6.
Henrysson, A., Billinghurst, M., & Ollila, M. (2005). Face to face collaborative AR on mobile phones. Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR’05), 80-89. Retrieved from https://doi.org/10.1109/ISMAR.2005.32
Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. ten. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344. Retrieved from https://doi.org/10.1111/j.1365-2729.2009.00316.x
Hwang, G. J., Tsai, C. C., Chu, Kinshuk, H. C., & Chen, K. C. Y. (2012) A context-aware ubiquitous learning approach to conducting scientific inquiry activities in a science park. Australasian Journal of Educational Technology, 28 (5) , pp. 931-947
Ibáñez, M. B., Di Serio, Á., Villarán, D., & Delgado Kloos, C. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13. Retrieved from https://doi.org/10.1016/j.compedu.2013.09.004
Ibáñez, M.-B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109-123. Retrieved from https://doi.org/10.1016/j.compedu.2018.05.002
IFLA (2018). MakerSpaces: new tradition in context. Retrieved from https://www.ifla.org/node/9625
Johnson, E. D. M. (2016). The right place at the right time: Creative spaces in libraries, Advances in Library Administration and Organization, 36, p. 1-35. Retrieved from https://doi.org/10.1108/S0732-067120160000036001
Jong, B., Lai, C., Hsia, Y., Lin, T., & Lu, C. (2013). Using game-based cooperative learning to improve learning motivation: A study of online game use in an operating systems course. IEEE Transactions on Education, 56(2), 183-190. Retrieved from https://doi.org/10.1109/TE.2012.2207959
Kallio, H., Pietilä, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954-2965. Retrieved from https://doi.org/10.1111/jan.13031
Kaneko, K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M. (2018). Does physical activity enhance learning performance?: Learning effectiveness of game-based experiential learning for university library instruction. The Journal of Academic Librarianship, 44(5), 569-581. Retrieved from https://doi.org/10.1016/j.acalib.2018.06.002
Kiili, K. (2005). Participatory multimedia learning: Engaging learners. Australasian Journal of Educational Technology, 21(3). Retrieved from https://doi.org/10.14742/ajet.1322
Knibbe, J., Grossman, T., & Fitzmaurice, G. (2015). Smart Makerspace: An immersive instructional space for physical tasks. Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 83-92. Retrieved from https://doi.org/10.1145/2817721.2817741
Kurti, R. S., Kurti, D., & Fleming, L. (2014). Practical implementation of an educational makerspace. Teacher Librarian, 42(2), 20-24.
Li, L.-Y. (2019). Effect of Prior Knowledge on Attitudes, Behavior, and Learning Performance in Video Lecture Viewing. International Journal of Human–Computer Interaction, 35(4–5), 415–426. https://doi.org/10.1080/10447318.2018.1543086
Lu, S. J. & Liu, Y. C. (2015). Integrating augmented reality technology to enhance children`s learning in marine education. Environmental Education Research, 21 (4), pp. 525-541
Maceli, M. G. (2019). Making the future makers: Makerspace curriculum in library and information science graduate programs and continuing education. Library Hi Tech, 37(4), 781-793. Retrieved from https://doi.org/10.1108/LHT-01-2019-0005
Mann, L. (2019). Information literacy and instruction: making a place for makerspaces in information literacy. Reference & User Services Quarterly, 58(2), 82-86. Retrieved from https://doi.org/10.5860/rusq.58.2.6927
Marcus, S. & Beck, S. (2003). A library adventure: Comparing a treasure hunt with a traditional freshman orientation tour. College and Research Libraries, 64 , pp. 23-44
Martinez, S. L., & Stager, G. (2013). Invent to learn: making, tinkering, and engineering in the classroom. Torrance, CA: Constructing Modern Knowledge .
McComas, W. F. (2014). The language of science education: An expanded glossary of key terms and concepts in science teaching and learning. Sense Publishers. Retrieved from https://doi.org/10.1007/978-94-6209-497-0
Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers & Education, 59(2), 497-504. Retrieved from https://doi.org/10.1016/j.compedu.2011.12.019
Mohd Yusof, A., Daniel, E. G. S., Low, W. Y., & Ab. Aziz, K. (2014). Teachers’ perception of mobile edutainment for special needs learners: The Malaysian case. International Journal of Inclusive Education, 18(12), 1237-1246. Retrieved from https://doi.org/10.1080/13603116.2014.885595
Noh, Y. (2015). Imagining library 4.0: Creating a model for future libraries. Journal of Academic Librarianship, 41(6), 786-797. Retrieved from https://doi.org/10.1016/j.acalib.2015.08.020
Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2019). Augmenting the learning experience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning. Virtual Reality, 23(4), 329-346. Retrieved from https://doi.org/10.1007/s10055-018-0347-2
Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). National Center for Research to Improve Postsecondary Teaching and Learning. Ann Arbor: University of Michigan.
Phipps, L., Alvarez, V., de Freitas, S., Wong, K., Baker, M., & Pettit, J. (2016). Conserv-AR: A virtual and augmented reality mobile game to enhance students` awareness of wildlife conservation in western australia. 15th Worid Conference on Mobile and Contextual Learning(mLearn 2016), 1, 214-217.
Pivec, M. (2007).Editorial: play and learn: potentials of game-based learning.British Journal of Educational Technology, 38 (3) , pp. 387-393
Prensky M. (2001). Digital Game‐Based Learning. McGraw‐Hill, New York.
Rastegarpour, H., & Marashi, P. (2012). The effect of card games and computer games on learning of chemistry concepts. Procedia - Social and Behavioral Sciences, 31, 597-601. Retrieved from https://doi.org/10.1016/j.sbspro.2011.12.111
Reade, T. (2017). The Clock Is Ticking: Library orientation as puzzle room. Knowledge Quest, 45(5), 48-53.
Shaffer D. (2006) How computer games help children learn. Palgrave Macmillan, New York.
Shen, Y., Ong, S. K., & Nee, A. Y. C. (2010). Augmented reality for collaborative product design and development. Design Studies, 31(2), 118-145.
Sheridan, K., Halverson, E., Litts, B., Brahms, L., Jacobs-Priebe, L., & Owens, T. (2014). Learning in the making: a comparative case study of three makerspaces. Harvard Educational Review, 84, 505-531. Retrieved from https://doi.org/10.17763/haer.84.4.brr34733723j648u
Sotiriou, S., & Bogner, F. (2008). Visualizing the invisible: augmented reality as an innovative science education scheme. Advanced Science Letters, 1, 114-122. Retrieved from https://doi.org/10.1166/asl.2008.012
Spyridakis, J. H. & Isakson, C. S. (1991). Hypertext: a new tool and its effect on audience comprehension. IEEE International Professional Communication Conference, 91 , pp. 37-44
Squire, K. (2005). Game-based learning: Present and future of state of the field.
Stylianidou, N., Sofianidis, A., Manoli, E., & Meletiou-Mavrotheris, M. (2020). “Helping Nemo!”-Using augmented reality and alternate reality games in the context of universal design for learning. Education Sciences, 10. Retrieved from https://doi.org/10.3390/educsci10040095
Szulborski, D. (2005). This is not a game: A guide to alternate reality gaming. Macungie: New-Fiction Publishing
Tan, M. (2019). When makerspaces meet school: negotiating tensions between instruction and construction. Journal of Science Education and Technology, 28(2), 75-89. Retrieved from https://doi.org/10.1007/s10956-018-9749-x
Trevino, A. & Redfield, C. (2009). Unpredicted educational uses of video games. Proceedings of society for information technology & teacher education international conference , AACE, Chesapeake, VA, pp. 1582-1586
Van Blankenstein, F. M., Dolmans, D. H. J. M., Van der Vleuten, C. P. M., & Schmidt, H. G. (2013). Relevant prior knowledge moderates the effect of elaboration during small group discussion on academic achievement. Instructional Science, 41(4), 729–744. https://doi.org/10.1007/s11251-012-9252-3
Van Eck R. (2006). It`s not just the digital natives who are restless. Available at: http://net.educause.edu/ir/library/pdf/erm0620.pdf.
White House. (2014). Presidential proclamation—national day of making. Retrieved from http://www.whitehouse.gov/the-press-office/2014/06/17/presidential-proclamation-national-day-making-2014
Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365–377. Retrieved from https://doi.org/10.1016/j.compedu.2012.01.012
Young, H. (1983). ALA Lorssary of Library and Information Science, 132.
描述 碩士
國立政治大學
圖書資訊與檔案學研究所
108155018
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108155018
資料類型 thesis
dc.contributor.advisor 陳志銘zh_TW
dc.contributor.advisor Chen, Chih-Mingen_US
dc.contributor.author (作者) 楊雅竹zh_TW
dc.contributor.author (作者) Yang, Ya-Chuen_US
dc.creator (作者) 楊雅竹zh_TW
dc.creator (作者) Yang, Ya-Chuen_US
dc.date (日期) 2021en_US
dc.date.accessioned 2-九月-2021 16:36:17 (UTC+8)-
dc.date.available 2-九月-2021 16:36:17 (UTC+8)-
dc.date.issued (上傳時間) 2-九月-2021 16:36:17 (UTC+8)-
dc.identifier (其他 識別碼) G0108155018en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/136928-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 圖書資訊與檔案學研究所zh_TW
dc.description (描述) 108155018zh_TW
dc.description.abstract (摘要) 近年來創客空間(Makerspace)被視為充實創意思維的重要場域,然而,創客空間設備的多元應用性,可能會使圖書館面臨館員人力不足且無法完整介紹的狀況。因此,若能將基本的創客空間導覽教學活動數位化,將可能有效節省圖書館教學人力,同時提升使用者的使用意願。本研究設計「遊戲式AR導覽系統」輔助學習者進行創客空間利用教育,透過結合遊戲式教學模式與AR工具輔助學習,進而促進學習者的學習動機及沉浸經驗,提升創客空間利用教育的學習成效。此外,亦蒐集學習者的學習歷程行為進行行為分析,藉此了解學習者在使用「遊戲式AR導覽系統」學習過程中的有效學習模式。
本研究採用真實驗研究法,隨機選取參加國立政治大學達賢圖書館創客空間導覽之學生7名以及基隆市某高中之學生17名,合計共24名學生為研究對象,隨機進行不同學習模式的創客空間利用教育。其中10名學生分派為使用「遊戲式AR導覽系統」的遊戲組,另外7名學生分派為使用「網頁導覽系統」的網頁組,其餘7名學生則分派為「講述式館員導覽」的導覽組,以探討三組學習者在學習成效及學習動機上是否具有有顯著的差異,並探討遊戲組及網頁組學習者在沉浸經驗上是否有顯著的差異。另外,也以先備知識能力為背景變項,探討不同背景之三組學習者的學習成效、學習動機,以及沉浸經驗是否具有顯著的差異。此外,透過訪談資料探討三組學習者的學習行為模式。最後,根據學習歷程數據分析,探討高低不同學習成效的學習者以及學習者挑戰不同任務時運用「遊戲式AR導覽系統」進行創客空間利用教育時,是否具有不同的操作行為模式。
研究結果發現,使用「遊戲式AR導覽系統」進行創客空間利用教育的整體學習者,以及高低不同先備知識學習者的學習成效皆顯著優於使用「網頁導覽系統」的學習者。在學習動機方面,使用「遊戲式AR導覽系統」進行創客空間利用教育的整體學習者,以及低先備知識學習者的學習動機價值與期望面向皆顯著優於使用「網頁導覽系統」的學習者。在沉浸經驗方面,「遊戲式AR導覽系統」進行創客空間利用教育的整體學習者,以及高先備知識學習者的沉浸經驗投入向度皆顯著優於「網頁導覽系統」的學習者,但學習動機及沉浸經驗總分上則沒有達到統計上的顯著差異。此外,從行為分析結果來看,使用「遊戲式AR導覽系統」的高學習成效者更能夠透過吸收學習內容與線索後,再經過推理找出答案;而低學習成效者則更常依靠運氣及嘗試次數來完成學習任務。而學習者挑戰到任務序三跟四時比起挑戰任務序一跟二時,整體學習行為模式更加精簡,對於遊戲的掌握度有明顯提升。
最後基於研究結果,本研究提出「遊戲式AR導覽系統」應用於教學場域之教學建議以及系統改善建議,以及未來可以進一步探討的研究方向。整體而言,本研究將遊戲式學習模式結合AR工具發展「遊戲式AR導覽系統」,提供一個適合創客空間特性的創新有效學習工具,對於促進創客空間利用教育的推廣及多元學習模式上具有貢獻。
zh_TW
dc.description.abstract (摘要) In recent years, makerspace has been regarded as an important learning field for cultivating students’ creative and thinking abilities. However, the diversified applications of makerspace equipment may cause that the librarians who are responsible for makerspace user education cannot burden their working load due to limitation of manpower. Therefore, if the basic makerspace user education can be supported by digital tools in an appropriate way, it will be possible to effectively save librarians’ working load and at the same time increase the willingness of users to use. This research designed a game-based augmented reality navigation system to support makerspace user education. Through the combination of game-based learning method and AR tools to assist makerspace user education, it aims to promote learners’ learning motivation and immersive experience, and enhances the learning performance of makerspace user education. Furthermore, this study also collected learners’ learning behaviors for behavior analysis to understand the effective learning mode of learners using the game-based augmented reality navigation system.
With a true experimental research method, 7 students who participated in the makerspace guide of Dah Hsian Seetoo Library of National Chengchi University and 17 students from a high school in Keelung City were randomly selected as the research subjects. These 24 research subjects were randomly assigned with different learning models of makerspace user education. Among them, 10 students were assigned to the game-based learning group using the game-based augmented reality navigation system, the other 7 students were assigned to the web-based learning group using the web navigation system, and the remaining 7 students were assigned to the traditional librarian tour-based learning group using the narrative guided tour with librarian to conduct makerspace user education. An instruction experiment was conducted in order to examine whether the three learning groups’ learners and learners with different prior knowledge levels have significant differences in learning performance and learning motivation, and to examine whether there are significant differences in immersion experience between the game-based learning group and the web-based learning group’s learners, as well as the interview data was used to explore the behavior patterns of the three groups’ learners. Finally, based on the analysis of the learning process data, this study explored whether learners with different operating behavior patterns when using the game-based augmented reality navigation system will lead to having different learning performance and passing different numbers of challenge tasks.
Research results show that overall learners, learners with different levels of prior knowledge in the game-based learning group had significantly better learning performance than those of the web-based learning group. Overall learners and learners with low prior knowledge in the game-based learning group had significantly better value component and expectancy components of learning motivation than those of the web-based learning group. In terms of immersive experience, overall learners and learners with high prior knowledge in the game-based learning group had significantly better engagement level of immersive experience than those of the web-based learning group, but not in engrossment level and total immersion level. In addition, from the results of behavioral analysis, learners with high learning performance who use the game-based augmented reality navigation system were more able to find the answer through reasoning after absorbing the learning contents and clues, and those with low learning performance relied more on luck and the number of attempts to complete the learning tasks. Compared the challenge task three with four, the learners’ overall learning behavior model is more streamlined, and the mastery of using the game is significantly improved.
Based on the results, several suggestions for the application of game-based augmented reality navigation system to teaching and the future development direction are eventually proposed in this study. Overall speaking, this research combines game-based learning mode and AR tools to develop a game-based augmented reality navigation system. It provides an innovative and effective learning tool that is suitable for the characteristics of the makerspace. It would contribute to the improvement of traditional learning models with librarians’ instruction for innovative makerspace user education.
en_US
dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 5
第三節 研究問題 6
第四節 研究範圍與限制 7
第五節 重要名詞解釋 8
第二章 文獻探討 10
第一節 創客空間利用教育 10
第二節 遊戲式學習 13
第三節 擴增實境 16
第三章 研究設計與實施 18
第一節 研究架構 18
第二節 研究方法 22
第三節 研究對象 23
第四節 實驗設計與流程 23
第五節 研究工具 26
第六節 資料處理與分析 43
第七節 研究實施步驟 45
第四章 實驗結果分析 47
第一節 使用不同學習模式進行創客空間利用教育之三組學習者在學習成效、學習動機以及沉浸經驗之差異分析 47
第二節 使用三種不同學習模式進行創客空間利用教育之不同先備知識學習者在學習成效、學習動機以及沉浸經驗之差異分析 54
第三節 不同高低學習成效之學習者使用「遊戲式AR導覽系統」輔以進行創客空間利用教育的系統操作行為分析 65
第四節 使用「遊戲式AR導覽系統」輔以進行創客空間利用教育的學習者挑戰不同任務之系統操作行為分析 76
第五節 訪談質性資料分析 96
第六節 綜合討論 104
第五章 結論與建議 113
第一節 結論 113
第二節 「遊戲式AR導覽系統」應用於教學的建議 119
第三節 未來研究方向 121
參考文獻 123
附錄一 創客空間利用教育測驗卷 130
附錄二 學習動機量表 136
附錄三 沉浸經驗感受問卷 140
附錄四 半結構式訪談大綱 145
附錄五 參與研究同意書 147
zh_TW
dc.format.extent 6168468 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108155018en_US
dc.subject (關鍵詞) 創客空間zh_TW
dc.subject (關鍵詞) 創客空間利用教育zh_TW
dc.subject (關鍵詞) 擴增實境zh_TW
dc.subject (關鍵詞) 遊戲式學習zh_TW
dc.subject (關鍵詞) 另類實境遊戲zh_TW
dc.subject (關鍵詞) 行為分析zh_TW
dc.subject (關鍵詞) 滯後序列分析zh_TW
dc.subject (關鍵詞) 學習成效zh_TW
dc.subject (關鍵詞) 學習動機zh_TW
dc.subject (關鍵詞) 沉浸經驗zh_TW
dc.subject (關鍵詞) Makerspaceen_US
dc.subject (關鍵詞) Makerspace user educatioen_US
dc.subject (關鍵詞) Augmented realityen_US
dc.subject (關鍵詞) Game-based learningen_US
dc.subject (關鍵詞) Alternate reality gameen_US
dc.subject (關鍵詞) Learning process analysisen_US
dc.subject (關鍵詞) Lag sequential analysisen_US
dc.subject (關鍵詞) Learning performanceen_US
dc.subject (關鍵詞) Learning motivationen_US
dc.subject (關鍵詞) Immersive experienceen_US
dc.title (題名) 遊戲式擴增實境導覽系統支援創客空間利用教育之研究zh_TW
dc.title (題名) A Game-based Augmented Reality Navigation System to Support MakerSpace User Educationen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 一、中文文獻
侯惠澤(2018)。寓教於樂知識主題桌上遊戲設計:含118人力銀行桌遊包。台北市:國立台灣科技大學。
吳中盛(2020)。擴增實境教育遊戲編輯工具之發展與評估:運用於高中化學科之學習成效與行為分析。國立台灣科技大學未出版碩士論文,台北市。
城市尋寶(2021)。城市尋寶:景點旅遊×實境解謎遊戲。檢索自https://riddlecity.cc/

二、英文文獻
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. Retrieved from https://doi.org/10.1016/j.edurev.2016.11.002
Amon, T. (2004). Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. Educational Technology & Society, 7, 149-150.
Bakeman, R., & Gottman, J. M. (1997). Observing Interaction: An Introduction to Sequential Analysis ,2nd ed. New York: Cambridge University Press.doi:10.1017/cbo9780511527685
Battles, J., Glenn, V., & Shedd, L. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Librarianship, 5(2), 114-131. https://doi.org/10.1080/19322909.2011.569922
Bowler, L. (2014). Creativity through “Maker” experiences and design thinking in the education of librarians. Knowledge Quest, 42.
Branston, C. (2006) From game studies to bibliographic gaming: Libraries tap into the video game culture.Bulletin of the American Society for Information Science and Technology, 32 (4) , pp. 24-26
Bressler, D. & Bodzin, A. (2013). A mixed methods assessment of students` flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29 (6) , pp. 505-517
Britton, L. (2012). The makings of maker spaces. Library Journal, 137(16), 20-23.
Brown, E. (2004). A grounded investigation of game immersion. 1297-1300. Retrieved from https://doi.org/10.1145/985921.986048
Bulu, S.T. & Pedersen, S. (2012). Supporting problem-solving performance in a hypermedia learning environment: the role of students` prior knowledge and metacognitive skills. Computers in Human Behavior, 28 (4) , pp. 1162-1169
Burke, J. (2015). Making sense: can makerspaces work in academic libraries? Retrieved from http://sc.lib.miamioh.edu/handle/2374.MIA/5212
Chen, C. M., Li, M. C., & Chen, T. C. (2018). A collaborative reading annotation system with gamification mechanisms to improve reading performance, 7th International Congress on Advanced Applied Informatics (IIAI-AAI), Yonago, Japan, pp. 188-193, doi: 10.1109/IIAI-AAI.2018.00044.
Chen, C. M., & Tsai, Y. N. (2012). Interactive augmented reality system for enhancing library instruction in elementary schools. Computers & Education, 59(2), 638–652. Retrieved from https://doi.org/10.1016/j.compedu.2012.03.001
Chen, S. Y., & Huang, P. R. (2013). The comparisons of the influences of prior knowledge on two game-based learning systems. Computers & Education, 68, 177-186. Retrieved from https://doi.org/10.1016/j.compedu.2013.05.005
Cheng, C. H., & Su, C. H. (2012). A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences, 31, 669-675. Retrieved from https://doi.org/10.1016/j.sbspro.2011.12.122
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: Its hierarchical structure and impact on game-based science learning: Impact of immersion on learning. Journal of Computer Assisted Learning, 31(3), 232–253. Retrieved from https://doi.org/10.1111/jcal.12066
Chiang, T. H. C., Yang, S. J. H., & Hwang, G.-J. (2014a). An Augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Journal of Educational Technology & Society, 17(4), 352-365.
Chiang, T.H., Yang, S.J. & Hwang, G.-J. (2014). Students` online interactive patterns in augmented reality-based inquiry activities. Computers & Education, 78, pp. 97-108
Chong, J. W. S., Ong, S. K., Nee, A. Y. C., & Youcef-Youmi, K. (2009). Robot programming using augmented reality: An interactive method for planning collision-free paths. Robotics and Computer-Integrated Manufacturing, 25(3), 689-701.
Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARG using for multilingual motivation. Computers & Education, 57(1), 1389-1415. Retrieved from https://doi.org/10.1016/j.compedu.2011.01.009
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: The experience of play in work and games. San Francisco: Jossey-Bass.
Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323 (5910) , pp. 66-69
Dempsey, J. V., Haynes, L. L., Lucassen, B. A. & Casey, M. S. (2002). Forty simple computer games and what they could mean to educators. Simulation & Gaming, 33(2): 157-168.
Dewald, N. H. (1999). Web-based library instruction: What is good pedagogy? Information Technology and Libraries, 18(1), 26-31.
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. Retrieved from https://doi.org/10.1016/j.compedu.2012.12.020
Donald, J. (2008). The 「Blood on the Stacks」 ARG: Immersive marketing meets library new student orientation. gaming in academic libraries: collections, marketing, Information Literacy, 189-211.
Dormann, C., & Biddle, R. (2006). Humour in game‐based learning. Learning, Media and Technology, 31(4), 411-424. Retrieved from https://doi.org/10.1080/17439880601022023
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7-22. Retrieved from https://doi.org/10.1007/s10956-008-9119-1
Erbas, C., & Demirer, V. (2019). The effects of augmented reality on students’ academic achievement and motivation in a biology course. Journal of Computer Assisted Learning. doi:10.1111/jcal.12350
Evans, G. (2012). Emerging technologies: How do we know what`s happening “on the ground”? Public Services Quarterly, 8(2), 164-170. doi:10.1080/15228959.2012.675284
Feiz, P., Hooman, H. A., & kooshki, S. (2013). Assessing the motivated strategies for learning questionnaire (MSLQ) in Iranian students: construct validity and reliability. Procedia - Social and Behavioral Sciences, 84, 1820–1825. Retrieved from https://doi.org/10.1016/j.sbspro.2013.07.041
Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition.
Good, T. (2013), “Three makerspace models that work”, American Libraries, 44, 45-47.
Gregor, M. (2018). Campus clue: habituating students to the information search process via gaming. pennsylvania libraries: Research & Practice, 6, 86-92. Retrieved from https://doi.org/10.5195/PALRAP.2018.172
Gregory, A. S., & Broussard, M. J. S. (2011). Unraveling the “Mystery” of the Library: A “Big Games” Approach to Library Orientation. 6.
Henrysson, A., Billinghurst, M., & Ollila, M. (2005). Face to face collaborative AR on mobile phones. Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR’05), 80-89. Retrieved from https://doi.org/10.1109/ISMAR.2005.32
Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. ten. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344. Retrieved from https://doi.org/10.1111/j.1365-2729.2009.00316.x
Hwang, G. J., Tsai, C. C., Chu, Kinshuk, H. C., & Chen, K. C. Y. (2012) A context-aware ubiquitous learning approach to conducting scientific inquiry activities in a science park. Australasian Journal of Educational Technology, 28 (5) , pp. 931-947
Ibáñez, M. B., Di Serio, Á., Villarán, D., & Delgado Kloos, C. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13. Retrieved from https://doi.org/10.1016/j.compedu.2013.09.004
Ibáñez, M.-B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109-123. Retrieved from https://doi.org/10.1016/j.compedu.2018.05.002
IFLA (2018). MakerSpaces: new tradition in context. Retrieved from https://www.ifla.org/node/9625
Johnson, E. D. M. (2016). The right place at the right time: Creative spaces in libraries, Advances in Library Administration and Organization, 36, p. 1-35. Retrieved from https://doi.org/10.1108/S0732-067120160000036001
Jong, B., Lai, C., Hsia, Y., Lin, T., & Lu, C. (2013). Using game-based cooperative learning to improve learning motivation: A study of online game use in an operating systems course. IEEE Transactions on Education, 56(2), 183-190. Retrieved from https://doi.org/10.1109/TE.2012.2207959
Kallio, H., Pietilä, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954-2965. Retrieved from https://doi.org/10.1111/jan.13031
Kaneko, K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M. (2018). Does physical activity enhance learning performance?: Learning effectiveness of game-based experiential learning for university library instruction. The Journal of Academic Librarianship, 44(5), 569-581. Retrieved from https://doi.org/10.1016/j.acalib.2018.06.002
Kiili, K. (2005). Participatory multimedia learning: Engaging learners. Australasian Journal of Educational Technology, 21(3). Retrieved from https://doi.org/10.14742/ajet.1322
Knibbe, J., Grossman, T., & Fitzmaurice, G. (2015). Smart Makerspace: An immersive instructional space for physical tasks. Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 83-92. Retrieved from https://doi.org/10.1145/2817721.2817741
Kurti, R. S., Kurti, D., & Fleming, L. (2014). Practical implementation of an educational makerspace. Teacher Librarian, 42(2), 20-24.
Li, L.-Y. (2019). Effect of Prior Knowledge on Attitudes, Behavior, and Learning Performance in Video Lecture Viewing. International Journal of Human–Computer Interaction, 35(4–5), 415–426. https://doi.org/10.1080/10447318.2018.1543086
Lu, S. J. & Liu, Y. C. (2015). Integrating augmented reality technology to enhance children`s learning in marine education. Environmental Education Research, 21 (4), pp. 525-541
Maceli, M. G. (2019). Making the future makers: Makerspace curriculum in library and information science graduate programs and continuing education. Library Hi Tech, 37(4), 781-793. Retrieved from https://doi.org/10.1108/LHT-01-2019-0005
Mann, L. (2019). Information literacy and instruction: making a place for makerspaces in information literacy. Reference & User Services Quarterly, 58(2), 82-86. Retrieved from https://doi.org/10.5860/rusq.58.2.6927
Marcus, S. & Beck, S. (2003). A library adventure: Comparing a treasure hunt with a traditional freshman orientation tour. College and Research Libraries, 64 , pp. 23-44
Martinez, S. L., & Stager, G. (2013). Invent to learn: making, tinkering, and engineering in the classroom. Torrance, CA: Constructing Modern Knowledge .
McComas, W. F. (2014). The language of science education: An expanded glossary of key terms and concepts in science teaching and learning. Sense Publishers. Retrieved from https://doi.org/10.1007/978-94-6209-497-0
Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers & Education, 59(2), 497-504. Retrieved from https://doi.org/10.1016/j.compedu.2011.12.019
Mohd Yusof, A., Daniel, E. G. S., Low, W. Y., & Ab. Aziz, K. (2014). Teachers’ perception of mobile edutainment for special needs learners: The Malaysian case. International Journal of Inclusive Education, 18(12), 1237-1246. Retrieved from https://doi.org/10.1080/13603116.2014.885595
Noh, Y. (2015). Imagining library 4.0: Creating a model for future libraries. Journal of Academic Librarianship, 41(6), 786-797. Retrieved from https://doi.org/10.1016/j.acalib.2015.08.020
Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2019). Augmenting the learning experience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning. Virtual Reality, 23(4), 329-346. Retrieved from https://doi.org/10.1007/s10055-018-0347-2
Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). National Center for Research to Improve Postsecondary Teaching and Learning. Ann Arbor: University of Michigan.
Phipps, L., Alvarez, V., de Freitas, S., Wong, K., Baker, M., & Pettit, J. (2016). Conserv-AR: A virtual and augmented reality mobile game to enhance students` awareness of wildlife conservation in western australia. 15th Worid Conference on Mobile and Contextual Learning(mLearn 2016), 1, 214-217.
Pivec, M. (2007).Editorial: play and learn: potentials of game-based learning.British Journal of Educational Technology, 38 (3) , pp. 387-393
Prensky M. (2001). Digital Game‐Based Learning. McGraw‐Hill, New York.
Rastegarpour, H., & Marashi, P. (2012). The effect of card games and computer games on learning of chemistry concepts. Procedia - Social and Behavioral Sciences, 31, 597-601. Retrieved from https://doi.org/10.1016/j.sbspro.2011.12.111
Reade, T. (2017). The Clock Is Ticking: Library orientation as puzzle room. Knowledge Quest, 45(5), 48-53.
Shaffer D. (2006) How computer games help children learn. Palgrave Macmillan, New York.
Shen, Y., Ong, S. K., & Nee, A. Y. C. (2010). Augmented reality for collaborative product design and development. Design Studies, 31(2), 118-145.
Sheridan, K., Halverson, E., Litts, B., Brahms, L., Jacobs-Priebe, L., & Owens, T. (2014). Learning in the making: a comparative case study of three makerspaces. Harvard Educational Review, 84, 505-531. Retrieved from https://doi.org/10.17763/haer.84.4.brr34733723j648u
Sotiriou, S., & Bogner, F. (2008). Visualizing the invisible: augmented reality as an innovative science education scheme. Advanced Science Letters, 1, 114-122. Retrieved from https://doi.org/10.1166/asl.2008.012
Spyridakis, J. H. & Isakson, C. S. (1991). Hypertext: a new tool and its effect on audience comprehension. IEEE International Professional Communication Conference, 91 , pp. 37-44
Squire, K. (2005). Game-based learning: Present and future of state of the field.
Stylianidou, N., Sofianidis, A., Manoli, E., & Meletiou-Mavrotheris, M. (2020). “Helping Nemo!”-Using augmented reality and alternate reality games in the context of universal design for learning. Education Sciences, 10. Retrieved from https://doi.org/10.3390/educsci10040095
Szulborski, D. (2005). This is not a game: A guide to alternate reality gaming. Macungie: New-Fiction Publishing
Tan, M. (2019). When makerspaces meet school: negotiating tensions between instruction and construction. Journal of Science Education and Technology, 28(2), 75-89. Retrieved from https://doi.org/10.1007/s10956-018-9749-x
Trevino, A. & Redfield, C. (2009). Unpredicted educational uses of video games. Proceedings of society for information technology & teacher education international conference , AACE, Chesapeake, VA, pp. 1582-1586
Van Blankenstein, F. M., Dolmans, D. H. J. M., Van der Vleuten, C. P. M., & Schmidt, H. G. (2013). Relevant prior knowledge moderates the effect of elaboration during small group discussion on academic achievement. Instructional Science, 41(4), 729–744. https://doi.org/10.1007/s11251-012-9252-3
Van Eck R. (2006). It`s not just the digital natives who are restless. Available at: http://net.educause.edu/ir/library/pdf/erm0620.pdf.
White House. (2014). Presidential proclamation—national day of making. Retrieved from http://www.whitehouse.gov/the-press-office/2014/06/17/presidential-proclamation-national-day-making-2014
Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365–377. Retrieved from https://doi.org/10.1016/j.compedu.2012.01.012
Young, H. (1983). ALA Lorssary of Library and Information Science, 132.
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU202101196en_US