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題名 創造力認知歷程之解構與重構:以數位遊戲為媒介(II) 其他題名 Deconstructing and Reconstructing the Cognitive Process of Creativity via Digital Games 作者 葉玉珠,賴桂珍 貢獻者 國立政治大學師資培育中心
行政院國家科學委員會關鍵詞 數位遊戲;工作記憶;創造力;情緒;壓力荷爾蒙;認知負荷 日期 2012 上傳時間 30-Nov-2012 10:44:59 (UTC+8) 摘要 本研究將結合神經科學與數位遊戲,探討數位遊戲導向的創意力表現之認知歷程及其影響因素。本研究為期三年,主要目的在(一)發展適用於大學生的工作記憶作業、數位遊戲導向的創造力作業、情緒狀態量表、情緒誘發影片、認知負荷干擾作業等數位學習評量工具,並進一步將其發展為三套數位遊戲導向之創造力評量系統;(二)探討大學生的情緒、壓力賀爾蒙、認知負荷及工作記憶與數位遊戲導向創造力表現之關係;(三)提出數位遊戲導向的創造力表現之認知歷程模式。本研究三年將發展三套不同的數位遊戲導向之創造力評量系統,並均將採實驗設計,進行不同的實驗操弄。第一年操弄的變項為壓力,有四組實驗組;第二年操弄的變項為情緒,有兩組實驗組和一組控制組;第三年操弄的變項為認知負荷,有兩組實驗組和一組控制組。因此,每一年將於第一階段徵求15或20位大學生(每一實驗操弄組5人)進行所發展評量系統的預試,並接受深度訪談,提供評量系統修正的建議;第二階段將徵求120位大學生(每一個實驗操弄組30或40人)參與實驗研究,研究過程中會同時收集參與者的唾液,進行壓力賀爾蒙的測試。
This study will integrate neuroscience and digital games to explore the cognitive process of digital game-based creativity and its influential factors. This is a three-year study and the main purposes of this study are: (1) developing e-learning instruments for undergraduates’ working memory, digital game-based creativity, emotional state, emotion induction, cognitive load, cognitive load intervention, and further, integrating these instruments into three evaluation systems of digital game-based creativity; (2) exploring the relationships among undergraduates’ emotion, hormone stress, cognitive load, working memory, and digital game-based creativity; (3) proposing a model of cognitive process of digital game-based creativity. This study will develop three evaluation systems of digital game-based creativity, and by which, experimental designs will be employed to conduct interventions. The intervention employed in the first year will be stress, and four experimental groups will be included. The intervention employed in the second year will be emotion, and two experimental group and one control group will be included. Finally, the intervention employed in the third year will be cognitive load, and two experimental group and one control group will be included. Therefore, in each year, we will include 15 or 20 undergraduates (5 undergraduates in each intervention group) to pretest the developed evaluation system in stage one. Meanwhile, interviews will be conducted to collect opinions for improving the evaluation system. In stage two, we will include 120 undergraduates (30 or 40 undergraduates in each intervention group) to participate the experiment. Meanwhile, the participants’ saliva will be collected for the measurement of hormone stress.關聯 應用研究
學術補助
研究期間:10108~ 10207
研究經費:1192仟元資料類型 report dc.contributor 國立政治大學師資培育中心 en_US dc.contributor 行政院國家科學委員會 en_US dc.creator (作者) 葉玉珠,賴桂珍 zh_TW dc.date (日期) 2012 en_US dc.date.accessioned 30-Nov-2012 10:44:59 (UTC+8) - dc.date.available 30-Nov-2012 10:44:59 (UTC+8) - dc.date.issued (上傳時間) 30-Nov-2012 10:44:59 (UTC+8) - dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/56176 - dc.description.abstract (摘要) 本研究將結合神經科學與數位遊戲,探討數位遊戲導向的創意力表現之認知歷程及其影響因素。本研究為期三年,主要目的在(一)發展適用於大學生的工作記憶作業、數位遊戲導向的創造力作業、情緒狀態量表、情緒誘發影片、認知負荷干擾作業等數位學習評量工具,並進一步將其發展為三套數位遊戲導向之創造力評量系統;(二)探討大學生的情緒、壓力賀爾蒙、認知負荷及工作記憶與數位遊戲導向創造力表現之關係;(三)提出數位遊戲導向的創造力表現之認知歷程模式。本研究三年將發展三套不同的數位遊戲導向之創造力評量系統,並均將採實驗設計,進行不同的實驗操弄。第一年操弄的變項為壓力,有四組實驗組;第二年操弄的變項為情緒,有兩組實驗組和一組控制組;第三年操弄的變項為認知負荷,有兩組實驗組和一組控制組。因此,每一年將於第一階段徵求15或20位大學生(每一實驗操弄組5人)進行所發展評量系統的預試,並接受深度訪談,提供評量系統修正的建議;第二階段將徵求120位大學生(每一個實驗操弄組30或40人)參與實驗研究,研究過程中會同時收集參與者的唾液,進行壓力賀爾蒙的測試。 en_US dc.description.abstract (摘要) This study will integrate neuroscience and digital games to explore the cognitive process of digital game-based creativity and its influential factors. This is a three-year study and the main purposes of this study are: (1) developing e-learning instruments for undergraduates’ working memory, digital game-based creativity, emotional state, emotion induction, cognitive load, cognitive load intervention, and further, integrating these instruments into three evaluation systems of digital game-based creativity; (2) exploring the relationships among undergraduates’ emotion, hormone stress, cognitive load, working memory, and digital game-based creativity; (3) proposing a model of cognitive process of digital game-based creativity. This study will develop three evaluation systems of digital game-based creativity, and by which, experimental designs will be employed to conduct interventions. The intervention employed in the first year will be stress, and four experimental groups will be included. The intervention employed in the second year will be emotion, and two experimental group and one control group will be included. Finally, the intervention employed in the third year will be cognitive load, and two experimental group and one control group will be included. Therefore, in each year, we will include 15 or 20 undergraduates (5 undergraduates in each intervention group) to pretest the developed evaluation system in stage one. Meanwhile, interviews will be conducted to collect opinions for improving the evaluation system. In stage two, we will include 120 undergraduates (30 or 40 undergraduates in each intervention group) to participate the experiment. Meanwhile, the participants’ saliva will be collected for the measurement of hormone stress. en_US dc.language.iso en_US - dc.relation (關聯) 應用研究 en_US dc.relation (關聯) 學術補助 en_US dc.relation (關聯) 研究期間:10108~ 10207 en_US dc.relation (關聯) 研究經費:1192仟元 en_US dc.subject (關鍵詞) 數位遊戲;工作記憶;創造力;情緒;壓力荷爾蒙;認知負荷 en_US dc.title (題名) 創造力認知歷程之解構與重構:以數位遊戲為媒介(II) zh_TW dc.title.alternative (其他題名) Deconstructing and Reconstructing the Cognitive Process of Creativity via Digital Games en_US dc.type (資料類型) report en