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題名 元宇宙數位策展於歷史學習成效之影響研究—以二戰在香港台灣平民百姓被拘留之歷史為例
The Effects of Metaverse Digital Curation on History Learning Effectiveness: A Case Study of the History of Taiwan Civilians Cooped in Hong Kong in World War II作者 翁榮秀
Weng, Jung-Hsiu貢獻者 陳志銘<br>藍適齊
Chen, Chih-Ming<br>Lan, Shi-Chi
翁榮秀
Weng, Jung-Hsiu關鍵詞 元宇宙
數位策展
數位科技輔助學習
高中歷史課程
認知風格
學習成效
行為模式
滯後序列分析
二戰拘留歷史
在香港的台灣平民百姓
Metaverse
Digital Curation
Digital Technology-Assisted Learning
High School History Curriculum
Cognitive Style
Learning Effectiveness
Behavior Patterns
Lag Sequence Analysis
World War II Internment History
Taiwanese Civilians In Hong Kong日期 2023 上傳時間 2-八月-2023 14:28:22 (UTC+8) 摘要 元宇宙是一個融合實體和數位虛擬環境之虛實整合生態系統,具有類似人類實體生活世界之一切可能活動,為下一個世代的網際網路系統。本研究採用的「元宇宙數位策展平台」可以創建具有情境脈絡敘事的數位策展,且具有線上互動機制,可以營造共同觀展之合作學習模式,本研究將其應用於輔助歷史教學,讓學習者以第一人稱之身歷其境方式來進行歷史學習之探究,並探討相較於採用「合作閱讀標註系統」輔以歷史學習,此一學習模式是否有助於提升學習者的歷史學習成效、學習動機、學習滿意度,以及降低外在認知負荷,提升增生認知負荷。此外,也利用行為歷程分析方法,找出元宇宙數位策展有效的觀展行為模式。本研究採用準實驗研究法,以桃園市某高中一年級一個班級共33名學生為研究對象,並將其中17個學生及16個學生分別隨機分派為使用「元宇宙數位策展平台」及「合作閱讀標註系統」輔以進行「二戰在香港台灣平民百姓被拘留」之歷史學習的實驗組與控制組,探討這兩種學習模式在學習成效、學習動機、認知負荷,以及學習滿意度上是否具有顯著的差異。此外,也進一步探討使用這兩種不同學習模式的不同先備知識與認知風格學習者,在學習成效、學習動機、認知負荷,以及學習滿意度上是否具有顯著的差異。也以半結構式訪談了解學習者使用這兩種不同學習模式輔以歷史學習的想法、感受與建議。最後,本研究採用滯後序列分析進一步探討實驗組學習者於元宇宙數位策展平台之有效觀展行為模式。研究結果發現,在學習成效上,使用「元宇宙數位策展平台」的學習者在記憶和批判思考的學習成效上顯著優於使用「合作閱讀標註系統」的學習者,並能有效地促進學習者之整體、記憶、理解和批判思考面向的學習成效。此外,對於不同先備知識與認知風格的學習者而言,使用「元宇宙數位策展平台」能有效地促進高先備知識學習者在整體和記憶面向的學習成效,以及低先備知識學習者在整體、記憶、理解和批判思考面向的學習成效;並且有效促進文字型學習者在整體、記憶和批判思考面向的學習成效,以及圖像型學習者在整體、記憶、理解和批判思考面向的學習成效。再則,使用「元宇宙數位策展平台」的整體、不同先備知識或是認知風格學習者的學習動機,皆顯著優於採用「合作閱讀標註系統」的整體、不同先備知識或是認知風格學習者。在認知負荷方面,使用「元宇宙數位策展平台」有助於低先備知識和圖像型學習者產生增生認知負荷。另外,在學習滿意度上,相較於使用「合作閱讀標註系統」輔以歷史學習的整體、不同先備知識或是認知風格學習者,使用「元宇宙數位策展平台」的整體、不同先備知識或是認知風格學習者皆具有較佳的學習滿意度。在觀展行為模式方面,高分組學習者會更仔細一一探索策展中所放置的展覽物件,並多次來回與反覆查看以加深學習印象,以獲得更好的學習表現。最後基於研究結果,本研究提出元宇宙數位策展輔以歷史教學之實施與改善建議。在未來研究方向上,本研究建議加強「元宇宙數位策展平台」的遊戲和互動功能,並探討其對於學習成效的影響、先備的數位使用經驗對於學習者的學習成效、學習動機、認知負荷與學習滿意度的影響,以及教師在元宇宙數位策展中扮演的角色,並針對學習者在二戰在香港平民百姓被拘留之歷史測驗卷作答的內容進行質性的探討。整體而言,元宇宙是一個尚在發展中的新概念,目前尚未完全的發展成熟,未來還有很大的發展空間。本研究之研究結果顯示使用「元宇宙數位策展平台」輔以歷史教學,有助於提升學習者的學習表現,對於促進元宇宙結合歷史科學習的教學應用具有貢獻。
The metaverse is an integrated ecosystem that combines physical and digital virtual environments, encompassing all possible activities similar to those in the physical world. It represents the next generation of internet systems. In this study, the “Metaverse Digital Curation Platform” was utilized to create digital curation with storytelling narratives that accompanies online interactive mechanisms with peers to foster a collaborative learning mode in exploring a contextual history exhibition, enabling learners to immerse themselves in a first-person perspective to explore historical events. A comparison was made between this learning mode and the use of a “collaborative reading annotation system” as an assisted tool to history learning. The study aimed to investigate whether this learning mode enhances learners’ historical learning effectiveness, learning motivation, and satisfaction, reduces extraneous cognitive load and enhances germane cognitive load in comparison with “collaborative reading annotation system.” Additionally, behavioral process analysis methods were employed to identify effective exhibition viewing behavior patterns when using the metaverse digital curation platform to support history learning.This study employed a quasi-experimental research design and selected a class of 33 students from a first-grade high school in Taoyuan City, Taiwan as the research participants. Among them, 17 students were randomly assigned to the experimental group using the “Metaverse Digital Curation Platform,” while the remaining 16 students were assigned to the control group using the “Collaborative Reading Annotation System” to support history learning. The study aimed to investigate whether there were significant differences between these two learning modes in terms of learning effectiveness, learning motivation, cognitive load, and satisfaction in the context of learning about “History of Taiwan Civilians Cooped in Hong Kong in World War II.” Furthermore, the study explored whether there were significant differences in learning effectiveness, learning motivation, cognitive load, and satisfaction based on different prior knowledge and cognitive styles of learners using these two different learning modes. Additionally, this research adopts semi-structured interviews to understand learners’ thoughts, experiences, and suggestions regarding the use of these two learning modes for history learning. Finally, the study utilized Lag Sequential Analysis to further explore effective exhibition viewing behavior patterns of the learners in the experimental group when using the Metaverse Digital Curation Platform to support history learning.In terms of learning effectiveness, the research found that learners using the “Metaverse Digital Curation Platform” outperformed those using the “Collaborative Reading Annotation System” in memory and critical thinking aspects. Moreover, the “Metaverse Digital Curation Platform” effectively facilitated learners’ overall learning effectiveness and learning effectiveness in their memory, understanding, and critical thinking aspects. Furthermore, for learners with different prior knowledge and cognitive styles, using the “Metaverse Digital Curation Platform” effectively enhanced the overall and memory aspects of learning effectiveness for high prior knowledge learners, as well as the overall, memory, understanding, and critical thinking aspects for low prior knowledge learners. Additionally, it promoted the overall, memory, and critical thinking aspects of learning learning effectiveness for verbal-oriented learners, as well as the overall, memory, understanding, and critical thinking aspects for visual oriented learners. Regarding learning motivation, learners using the “Metaverse Digital Curation Platform,” regardless of their prior knowledge or cognitive styles, exhibited significantly higher motivation levels than those using the “Collaborative Reading Annotation System.” In terms of cognitive load, the use of the “Metaverse Digital Curation Platform” facilitated the generation of germane cognitive load for low prior knowledge and visual-oriented learners. For learning satisfaction, the overall, prior knowledge, and cognitive style learners using the “Metaverse Digital Curation Platform” reported higher satisfaction levels than those using the “Collaborative Reading Annotation System.” In terms of exhibition viewing behavior patterns, high-scoring learners had a more thorough exploration of the digital curation, engaging in multiple revisits and repeated viewings to deepen their learning impressions, thereby achieving better learning effectiveness.Overall, the metaverse is a developing concept that has not yet reached its full maturity, thus still leaving large room for future improvement. The results of this study shows that using the “Metaverse Digital Curation Platform” as a tool for history education contributes to enhancing learners’ learning effectiveness and has the potential to facilitate the integration of the metaverse into historical learning. 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國立政治大學
圖書資訊與檔案學研究所
110155010資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110155010 資料類型 thesis dc.contributor.advisor 陳志銘<br>藍適齊 zh_TW dc.contributor.advisor Chen, Chih-Ming<br>Lan, Shi-Chi en_US dc.contributor.author (作者) 翁榮秀 zh_TW dc.contributor.author (作者) Weng, Jung-Hsiu en_US dc.creator (作者) 翁榮秀 zh_TW dc.creator (作者) Weng, Jung-Hsiu en_US dc.date (日期) 2023 en_US dc.date.accessioned 2-八月-2023 14:28:22 (UTC+8) - dc.date.available 2-八月-2023 14:28:22 (UTC+8) - dc.date.issued (上傳時間) 2-八月-2023 14:28:22 (UTC+8) - dc.identifier (其他 識別碼) G0110155010 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/146676 - 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) 110155010 zh_TW dc.description.abstract (摘要) 元宇宙是一個融合實體和數位虛擬環境之虛實整合生態系統,具有類似人類實體生活世界之一切可能活動,為下一個世代的網際網路系統。本研究採用的「元宇宙數位策展平台」可以創建具有情境脈絡敘事的數位策展,且具有線上互動機制,可以營造共同觀展之合作學習模式,本研究將其應用於輔助歷史教學,讓學習者以第一人稱之身歷其境方式來進行歷史學習之探究,並探討相較於採用「合作閱讀標註系統」輔以歷史學習,此一學習模式是否有助於提升學習者的歷史學習成效、學習動機、學習滿意度,以及降低外在認知負荷,提升增生認知負荷。此外,也利用行為歷程分析方法,找出元宇宙數位策展有效的觀展行為模式。本研究採用準實驗研究法,以桃園市某高中一年級一個班級共33名學生為研究對象,並將其中17個學生及16個學生分別隨機分派為使用「元宇宙數位策展平台」及「合作閱讀標註系統」輔以進行「二戰在香港台灣平民百姓被拘留」之歷史學習的實驗組與控制組,探討這兩種學習模式在學習成效、學習動機、認知負荷,以及學習滿意度上是否具有顯著的差異。此外,也進一步探討使用這兩種不同學習模式的不同先備知識與認知風格學習者,在學習成效、學習動機、認知負荷,以及學習滿意度上是否具有顯著的差異。也以半結構式訪談了解學習者使用這兩種不同學習模式輔以歷史學習的想法、感受與建議。最後,本研究採用滯後序列分析進一步探討實驗組學習者於元宇宙數位策展平台之有效觀展行為模式。研究結果發現,在學習成效上,使用「元宇宙數位策展平台」的學習者在記憶和批判思考的學習成效上顯著優於使用「合作閱讀標註系統」的學習者,並能有效地促進學習者之整體、記憶、理解和批判思考面向的學習成效。此外,對於不同先備知識與認知風格的學習者而言,使用「元宇宙數位策展平台」能有效地促進高先備知識學習者在整體和記憶面向的學習成效,以及低先備知識學習者在整體、記憶、理解和批判思考面向的學習成效;並且有效促進文字型學習者在整體、記憶和批判思考面向的學習成效,以及圖像型學習者在整體、記憶、理解和批判思考面向的學習成效。再則,使用「元宇宙數位策展平台」的整體、不同先備知識或是認知風格學習者的學習動機,皆顯著優於採用「合作閱讀標註系統」的整體、不同先備知識或是認知風格學習者。在認知負荷方面,使用「元宇宙數位策展平台」有助於低先備知識和圖像型學習者產生增生認知負荷。另外,在學習滿意度上,相較於使用「合作閱讀標註系統」輔以歷史學習的整體、不同先備知識或是認知風格學習者,使用「元宇宙數位策展平台」的整體、不同先備知識或是認知風格學習者皆具有較佳的學習滿意度。在觀展行為模式方面,高分組學習者會更仔細一一探索策展中所放置的展覽物件,並多次來回與反覆查看以加深學習印象,以獲得更好的學習表現。最後基於研究結果,本研究提出元宇宙數位策展輔以歷史教學之實施與改善建議。在未來研究方向上,本研究建議加強「元宇宙數位策展平台」的遊戲和互動功能,並探討其對於學習成效的影響、先備的數位使用經驗對於學習者的學習成效、學習動機、認知負荷與學習滿意度的影響,以及教師在元宇宙數位策展中扮演的角色,並針對學習者在二戰在香港平民百姓被拘留之歷史測驗卷作答的內容進行質性的探討。整體而言,元宇宙是一個尚在發展中的新概念,目前尚未完全的發展成熟,未來還有很大的發展空間。本研究之研究結果顯示使用「元宇宙數位策展平台」輔以歷史教學,有助於提升學習者的學習表現,對於促進元宇宙結合歷史科學習的教學應用具有貢獻。 zh_TW dc.description.abstract (摘要) The metaverse is an integrated ecosystem that combines physical and digital virtual environments, encompassing all possible activities similar to those in the physical world. It represents the next generation of internet systems. In this study, the “Metaverse Digital Curation Platform” was utilized to create digital curation with storytelling narratives that accompanies online interactive mechanisms with peers to foster a collaborative learning mode in exploring a contextual history exhibition, enabling learners to immerse themselves in a first-person perspective to explore historical events. A comparison was made between this learning mode and the use of a “collaborative reading annotation system” as an assisted tool to history learning. The study aimed to investigate whether this learning mode enhances learners’ historical learning effectiveness, learning motivation, and satisfaction, reduces extraneous cognitive load and enhances germane cognitive load in comparison with “collaborative reading annotation system.” Additionally, behavioral process analysis methods were employed to identify effective exhibition viewing behavior patterns when using the metaverse digital curation platform to support history learning.This study employed a quasi-experimental research design and selected a class of 33 students from a first-grade high school in Taoyuan City, Taiwan as the research participants. Among them, 17 students were randomly assigned to the experimental group using the “Metaverse Digital Curation Platform,” while the remaining 16 students were assigned to the control group using the “Collaborative Reading Annotation System” to support history learning. The study aimed to investigate whether there were significant differences between these two learning modes in terms of learning effectiveness, learning motivation, cognitive load, and satisfaction in the context of learning about “History of Taiwan Civilians Cooped in Hong Kong in World War II.” Furthermore, the study explored whether there were significant differences in learning effectiveness, learning motivation, cognitive load, and satisfaction based on different prior knowledge and cognitive styles of learners using these two different learning modes. Additionally, this research adopts semi-structured interviews to understand learners’ thoughts, experiences, and suggestions regarding the use of these two learning modes for history learning. Finally, the study utilized Lag Sequential Analysis to further explore effective exhibition viewing behavior patterns of the learners in the experimental group when using the Metaverse Digital Curation Platform to support history learning.In terms of learning effectiveness, the research found that learners using the “Metaverse Digital Curation Platform” outperformed those using the “Collaborative Reading Annotation System” in memory and critical thinking aspects. Moreover, the “Metaverse Digital Curation Platform” effectively facilitated learners’ overall learning effectiveness and learning effectiveness in their memory, understanding, and critical thinking aspects. Furthermore, for learners with different prior knowledge and cognitive styles, using the “Metaverse Digital Curation Platform” effectively enhanced the overall and memory aspects of learning effectiveness for high prior knowledge learners, as well as the overall, memory, understanding, and critical thinking aspects for low prior knowledge learners. Additionally, it promoted the overall, memory, and critical thinking aspects of learning learning effectiveness for verbal-oriented learners, as well as the overall, memory, understanding, and critical thinking aspects for visual oriented learners. Regarding learning motivation, learners using the “Metaverse Digital Curation Platform,” regardless of their prior knowledge or cognitive styles, exhibited significantly higher motivation levels than those using the “Collaborative Reading Annotation System.” In terms of cognitive load, the use of the “Metaverse Digital Curation Platform” facilitated the generation of germane cognitive load for low prior knowledge and visual-oriented learners. For learning satisfaction, the overall, prior knowledge, and cognitive style learners using the “Metaverse Digital Curation Platform” reported higher satisfaction levels than those using the “Collaborative Reading Annotation System.” In terms of exhibition viewing behavior patterns, high-scoring learners had a more thorough exploration of the digital curation, engaging in multiple revisits and repeated viewings to deepen their learning impressions, thereby achieving better learning effectiveness.Overall, the metaverse is a developing concept that has not yet reached its full maturity, thus still leaving large room for future improvement. The results of this study shows that using the “Metaverse Digital Curation Platform” as a tool for history education contributes to enhancing learners’ learning effectiveness and has the potential to facilitate the integration of the metaverse into historical learning. This research provides valuable insights into the application of the metaverse in educational contexts and its potential contribution to the field of history education. en_US dc.description.tableofcontents 第一章 緒論 17第一節 研究背景與動機 17第二節 研究目的 23第三節 研究問題 24第四節 研究範圍與限制 25第五節 重要名詞解釋 27第二章 文獻探討 32第一節 數位科技輔助歷史學習 32第二節 元宇宙發展現況與數位學習應用 35第三節 數位策展於數位學習應用與影響數位策展學習成效之因素 40第三章 研究設計與實施 46第一節 研究設計與實施 46第二節 研究方法 50第三節 研究對象 51第四節 實驗設計與流程 52第五節 研究工具 58第六節 資料處理與分析 80第七節 研究實施步驟 83第四章 實驗結果分析 85第一節 使用兩種不同學習模式的兩組學習者在學習成效、學習動機、認知負荷以及學習滿意度之差異分析 85第二節 使用兩種不同學習模式的兩組不同先備知識學習者在學習成效、學習動機、認知負荷以及學習滿意度之差異分析 93第三節 使用兩種不同學習模式的不同認知風格學習者在學習成效、學習動機、認知負荷以及學習滿意度之差異分析 108第四節 實驗組學習者於元宇宙數位策展平台之觀展行為分析 124第五節 訪談質性資料分析 165第六節 綜合討論 172第五章 結論與建議 187第一節 結論 187第二節 元宇宙數位策展輔以歷史學習之實施與改善建議 193第三節 未來研究方向 195參考文獻 196附錄一 二戰在香港平台灣民百姓被拘留之歷史測驗卷 206附錄二 認知風格量表 209附錄三 學習動機量表 211附錄四 認知負荷量表 215附錄五 學習滿意度問卷 216附錄六 半結構式訪談大綱 221附錄七 受試者參與研究同意書 224 zh_TW dc.format.extent 7625615 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110155010 en_US dc.subject (關鍵詞) 元宇宙 zh_TW dc.subject (關鍵詞) 數位策展 zh_TW dc.subject (關鍵詞) 數位科技輔助學習 zh_TW dc.subject (關鍵詞) 高中歷史課程 zh_TW dc.subject (關鍵詞) 認知風格 zh_TW dc.subject (關鍵詞) 學習成效 zh_TW dc.subject (關鍵詞) 行為模式 zh_TW dc.subject (關鍵詞) 滯後序列分析 zh_TW dc.subject (關鍵詞) 二戰拘留歷史 zh_TW dc.subject (關鍵詞) 在香港的台灣平民百姓 zh_TW dc.subject (關鍵詞) Metaverse en_US dc.subject (關鍵詞) Digital Curation en_US dc.subject (關鍵詞) Digital Technology-Assisted Learning en_US dc.subject (關鍵詞) High School History Curriculum en_US dc.subject (關鍵詞) Cognitive Style en_US dc.subject (關鍵詞) Learning Effectiveness en_US dc.subject (關鍵詞) Behavior Patterns en_US dc.subject (關鍵詞) Lag Sequence Analysis en_US dc.subject (關鍵詞) World War II Internment History en_US dc.subject (關鍵詞) Taiwanese Civilians In Hong Kong en_US dc.title (題名) 元宇宙數位策展於歷史學習成效之影響研究—以二戰在香港台灣平民百姓被拘留之歷史為例 zh_TW dc.title (題名) The Effects of Metaverse Digital Curation on History Learning Effectiveness: A Case Study of the History of Taiwan Civilians Cooped in Hong Kong in World War II en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 一、 中文文獻吳紹群 (2018)。檔案數位互動展之觀眾滿意度與教育效果研究:以「同安潮新媒體藝術展」為例。圖書與資訊學刊,93,43-74。教育部 (2019)。「大學入學學科能力測驗」考試說明(社會)。台北市:大考中心。教育部 (2019)。十二年國民基本教育課程綱要(社會領域)。台北市:國家教育研究院。教育部 (2021)。十二年國民基本教育課程綱要(總綱)。台北市:國家教育研究院。教育部 (2022)。高級中等學校科技輔助自主學習計畫。教育部國民及學前教育署高中組、教育部資訊及科技教育司。【線上官網】。取自 https://tsrl.ntust.edu.tw/教育部 (2022)。數位學習平台+新興科技工具,打造特色課程,培養孩子自主學習力。未來Family。2022年12月08日,取自:https://futureparenting.cwgv.com.tw/family/content/index/20290教育部 (2022)。歷史學科—重要學習內涵及學習進程規劃。歷史學科中心。【線上官網】。取自 https://ghresource.mt.ntnu.edu.tw/nss/p/HistoryGuide02郭麗明、黎思岑、陳國陞 (2021)。東亞地區人民在二十世紀重大戰爭中的經歷。歷史學科中心。【線上官網】。取自 https://ghresource.mt.ntnu.edu.tw/nss/s/main/p/Resources?cga022_detail=5fe3087c36620d084348843b項潔、涂豐恩 (2011)。導論――什麼是數位人文。載於項潔(主編),從保存到創造: 開啟數位人文研究(9-28頁)。台北市:國立台灣大學出版中心。黃靖斐、陳志銘 (2018)。數位內容策展在大學校史館的協作與應用。圖書與資訊學刊,93,75-106。葉玉珠 (2002)。高層次思考教學設計的要素分析。中山通識教育學報,創刊號,頁75–101。藍適齊 (2015)。「帝國」(未盡)的殖民/戰爭責任:二戰後在香港被拘留遣返的台灣平民。載於呂芳上 (主編) ,在戰爭的歷史與記憶:戰後變局與戰爭記憶 (187–222頁)。台北市:國史館。二、 英文文獻Adams, W. 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