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題名 A Game-based Augmented Reality Navigation System to Support Makerspace User Education in a University Library
作者 陳志銘
Chen, Chih-Ming;Hsieh, Ching-Yu;Yang, Ya-Chu
貢獻者 圖檔所
關鍵詞 Makerspace; Makerspace user education; Augmented reality; Game-based learning; Learning effectiveness
日期 2023-07
上傳時間 29-Apr-2024 14:51:39 (UTC+8)
摘要 In recent years, a makerspace has been regarded as an important learning field for cultivating students’ creative and thinking abilities. However, the diversified operations and applications of makerspace equipment may cause the librarians who are responsible for makerspace user education cannot burden their working load due to the limitation of manpower. Therefore, this study develops a game-based augmented reality navigation system (GARNS) to support makerspace user education by combining a game-based learning method and augmented reality (AR) tools, hoping to promote learners’ learning motivation and immersive experience, and enhances the learning performance of makerspace user education. Furthermore, this study also gathered learners’ learning behaviors for behavior analysis based on lag sequential analysis to understand the effective learning mode of learners using the GARNS. With a true experimental research method, a total of 24 Grade 11 students from a high school in Keelung City, Taiwan were recruited to participate in the makerspace user education. Among them, a total of 10 students were randomly assigned to the experimental group using the GARNS, the other 7 students were randomly assigned to control group 1 using the web navigation system, and the remaining 7 students were assigned to the control group 2 using the narrative guided tour with librarian to conduct makerspace user education. Analytical results show that learners can achieve significant learning effectiveness no matter using the GARNS, web navigation system, or traditional narrative guided tour with librarian for makerspace user education. There was no significant difference between the GARNS group and the narrative guided tour with librarian group, and between the web navigation system group and the narrative guided tour with librarian group. However, there was a significant difference between the GARNS group and the web navigation system group, and the GARNS group was significantly better than the web navigation system group.
關聯 2023 14th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), International Institute of Applied Informatics
資料類型 conference
DOI https://doi.org/10.1109/IIAI-AAI59060.2023.00052
dc.contributor 圖檔所
dc.creator (作者) 陳志銘
dc.creator (作者) Chen, Chih-Ming;Hsieh, Ching-Yu;Yang, Ya-Chu
dc.date (日期) 2023-07
dc.date.accessioned 29-Apr-2024 14:51:39 (UTC+8)-
dc.date.available 29-Apr-2024 14:51:39 (UTC+8)-
dc.date.issued (上傳時間) 29-Apr-2024 14:51:39 (UTC+8)-
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/151005-
dc.description.abstract (摘要) In recent years, a makerspace has been regarded as an important learning field for cultivating students’ creative and thinking abilities. However, the diversified operations and applications of makerspace equipment may cause the librarians who are responsible for makerspace user education cannot burden their working load due to the limitation of manpower. Therefore, this study develops a game-based augmented reality navigation system (GARNS) to support makerspace user education by combining a game-based learning method and augmented reality (AR) tools, hoping to promote learners’ learning motivation and immersive experience, and enhances the learning performance of makerspace user education. Furthermore, this study also gathered learners’ learning behaviors for behavior analysis based on lag sequential analysis to understand the effective learning mode of learners using the GARNS. With a true experimental research method, a total of 24 Grade 11 students from a high school in Keelung City, Taiwan were recruited to participate in the makerspace user education. Among them, a total of 10 students were randomly assigned to the experimental group using the GARNS, the other 7 students were randomly assigned to control group 1 using the web navigation system, and the remaining 7 students were assigned to the control group 2 using the narrative guided tour with librarian to conduct makerspace user education. Analytical results show that learners can achieve significant learning effectiveness no matter using the GARNS, web navigation system, or traditional narrative guided tour with librarian for makerspace user education. There was no significant difference between the GARNS group and the narrative guided tour with librarian group, and between the web navigation system group and the narrative guided tour with librarian group. However, there was a significant difference between the GARNS group and the web navigation system group, and the GARNS group was significantly better than the web navigation system group.
dc.format.extent 112 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) 2023 14th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), International Institute of Applied Informatics
dc.subject (關鍵詞) Makerspace; Makerspace user education; Augmented reality; Game-based learning; Learning effectiveness
dc.title (題名) A Game-based Augmented Reality Navigation System to Support Makerspace User Education in a University Library
dc.type (資料類型) conference
dc.identifier.doi (DOI) 10.1109/IIAI-AAI59060.2023.00052
dc.doi.uri (DOI) https://doi.org/10.1109/IIAI-AAI59060.2023.00052