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題名 悅趣化學習對於高齡者注意力之影響分析
Analysis of the Effect of a Serious Game on the Attention in the Elderly
作者 顧竣翔
Ku, Chun Hsiang
貢獻者 李蔡彥
Li, Tsai Yen
顧竣翔
Ku, Chun Hsiang
關鍵詞 遊戲式學習
認知能力
參數化
高齡
注意力
serious game
cognitive ability
Parameterization
elderly
aging
attention
日期 2012
上傳時間 1-十一月-2013 11:44:38 (UTC+8)
摘要 台灣目前已邁入高齡化社會,因高齡人口持續攀升,面對中高齡者認知能力衰退,我們提議利用遊戲的方式進行注意力訓練。相較於一般以娛樂為主要目的的遊戲,悅趣化學習遊戲(Serious Game)是在遊戲設計除時以娛樂為目的外,另附加學習目標,這種遊戲設計方式常廣泛運用於教育、軍事、健康、都市規劃、宗教、工程與政治等領域上,以達成某種訓練或觀察目的。我們以心理學理論為基礎,透過悅趣化學習遊戲在平板電腦上設計了一個系統,邀請年長者分為兩組來擔任此一系統的受試者,並觀察使用我們所設計的遊戲系統前後其注意力變化的狀況。我們在此系統上進行了視覺搜尋(Visual Search)和注意力網絡作業(Attention Network Task, ANT)的前後測驗,並加入了自適應性(Adaptive)及導入干擾(Interference)以觀察受試者排除干擾的狀態。我們觀察此系統是否能影響測試者的認知能力與其影響的程度,並比較受試者之注意力在實驗前後變化是否因遊戲系統而改變。而經過實驗後共有21位高齡受試者完成所有實驗流程,實驗組的受試者經過分析後發現他們在視覺搜尋的在正確率以及在注意力網絡作業中的正確率、警覺性分數和導向性分數皆有顯著的改變,而在實驗後透過問卷調查另可發現高齡受試者對於遊戲學習亦是給予正面的回饋且有意願繼續使用。因此我們認為我們所設計的悅趣化學習遊戲系統能提升高齡受試者的使用意願並進而有效提升其注意力。
Since the last decade, Taiwan has entered the aging society. However, the proportion of the elderly population has continued to increase in recent years. Our primary purpose is to use serious game as a means of training the attention of the elderly and delay the decline of cognition. Serious game has a primary purpose other than pure entertainment and has been used in the past for various applications such as national defense, education, scientific exploration, healthcare, emergency management, city planning, engineering, religion, and politics. Our goal in this work is to design a customizable serious game based on cognition psychology on the Android tablet PC platform for the elderly. We invited 21 elderly subjects to play the game and perform tests done before and after the playing. In the pre- and pro-tests, we adopted a Visual Search task and the Attention Network Task (ANT) tests to study how the proposed serious game can affect the cognition abilities, especially attention, of a subject. The experimental results reveal that the accuracy of visual search, accuracy of attention network test, scores of alerting and orienting of the participants in the experiment group have significantly improved after the trainings on the serious game system. We also have received positive feedback on the gameplay from the participants, which shows that the proposed system is well accepted and can serve as an effective means for cognition training.
參考文獻 [1] 林鋐宇與周台傑, 國小兒童注意力測驗之編製. 特殊教育研究學刊, 2010.
[2] Dismounted Soldier Training System. Available from: http://www.intelligent.net/news/dismounted-soldier-training-system-0812.
[3] Marks, S., J. Windsor, and B. Wünsche, Evaluation of game engines for simulated surgical training, in Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia2007, ACM: Perth, Australia. p. 273-280.
[4] Unity-Technologies Unity3d game engine. from: http://unity3d.com/.
[5] Hannah R. Marston and Stuart T. Smith, Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review. Games for Health Journal, 2012. 1(2).
[6] Huang, W.-H., Evaluating learners` motivational and cognitive processing in an online game-based learning environment. Comput. Hum. Behav., 2011. 27(2): p. 694-704.
[7] Siriaraya, Panote and Siang Ang, Chee, Age differences in the perception of social presence in the use of 3D virtual world for social interaction. Interacting with Computers, 2012. 24(4): p. 280-291.
[8] Berry, A.S., et al., The influence of perceptual training on working memory in older adults. PloS one, 2010. 5(7): p. e11537.
[9] Kostoulas, T., et al., Affective speech interface in serious games for supporting therapy of mental disorders. Expert Systems with Applications, 2012. 39(12): p. 11072-11079.
[10] Green, C.S. and D. Bavelier, Enumeration versus multiple object tracking: the case of action video game players. Cognition, 2006. 101(1): p. 217-245.
[11] Fan, J., et al., Testing the Efficiency and Independence of Attentional Networks. Journal of Cognitive Neuroscience, 2002. 14(3): p. 340-347.
[12] Barkley, R.A., et al., The Adolescent Outcome of Hyperactive Children Diagnosed by Research Criteria: I. An 8-Year Prospective Follow-up Study. Journal of the American Academy of Child and Adolescent Psychiatry, 1990. 29(4): p. 546-557.
[13] Posner, M.I. and M.K. Rothbart, Influencing brain networks: implications for education. Trends in Cognitive Sciences, 2005. 9(3): p. 99-103.
[14] Stevens, C. and D. Bavelier, The role of selective attention on academic foundations: A cognitive neuroscience perspective. Developmental Cognitive Neuroscience, 2012. 2, Supplement 1(0): p. S30-S48.
[15] Navarro, J.I., et al., Improving attention behaviour in primary and secondary school children with a Computer Assisted Instruction procedure. International Journal of Psychology, 2003. 38(6): p. 359-365.
[16] Slegers, K., M.P.J. van Boxtel, and J. Jolles, Computer use in older adults: Determinants and the relationship with cognitive change over a 6 year episode. Computers in Human Behavior, 2012. 28(1): p. 1-10.
[17] Clark, K., M.S. Fleck, and S.R. Mitroff, Enhanced change detection performance reveals improved strategy use in avid action video game players. Acta Psychologica, 2011. 136(1): p. 67-72.
[18] Dye, M.W.G., C.S. Green, and D. Bavelier, The development of attention skills in action video game players. Neuropsychologia, 2009. 47(8–9): p. 1780-1789.
[19] Sungur, H. and A. Boduroglu, Action video game players form more detailed representation of objects. Acta Psychologica, 2012. 139(2): p. 327-334.
[20] Wolinsky, F.D., et al., A Randomized Controlled Trial of Cognitive Training Using a Visual Speed of Processing Intervention in Middle Aged and Older Adults. PloS one, 2013. 8(5): p. e61624.
[21] Castel, A.D., J. Pratt, and E. Drummond, The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 2005. 119(2): p. 217-230.
[22] Dye, M.W.G. and D. Bavelier, Differential development of visual attention skills in school-age children. Vision Research, 2010. 50(4): p. 452-459.
[23] Bavelier, D., et al., Neural bases of selective attention in action video game players. Vision Research, 2012. 61(0): p. 132-143.
[24] Theeuwes, J.A.N., Cross-dimensional perceptual selectivity. 1991.
[25] Theeuwes, J., Perceptual selectivity for color and form. Perception & Psychophysics, 1992. 51(6): p. 599-606.
[26] 林宜親, 學齡前兒童之視覺注意力發展及電腦化注意力訓練效果之探討, 認知與神經科學研究所2008, 國立中央大學.
[27] 林宜親, 李冠慧, 宋玟欣, 柯華葳, 曾志朗, 洪蘭與阮啟弘, 以認知神經科學取向探討兒童注意力的發展和學習之關聯. 教育心理學報, 2011. 43(3).
描述 碩士
國立政治大學
資訊科學學系
99753012
101
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0997530121
資料類型 thesis
dc.contributor.advisor 李蔡彥zh_TW
dc.contributor.advisor Li, Tsai Yenen_US
dc.contributor.author (作者) 顧竣翔zh_TW
dc.contributor.author (作者) Ku, Chun Hsiangen_US
dc.creator (作者) 顧竣翔zh_TW
dc.creator (作者) Ku, Chun Hsiangen_US
dc.date (日期) 2012en_US
dc.date.accessioned 1-十一月-2013 11:44:38 (UTC+8)-
dc.date.available 1-十一月-2013 11:44:38 (UTC+8)-
dc.date.issued (上傳時間) 1-十一月-2013 11:44:38 (UTC+8)-
dc.identifier (其他 識別碼) G0997530121en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/61494-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 99753012zh_TW
dc.description (描述) 101zh_TW
dc.description.abstract (摘要) 台灣目前已邁入高齡化社會,因高齡人口持續攀升,面對中高齡者認知能力衰退,我們提議利用遊戲的方式進行注意力訓練。相較於一般以娛樂為主要目的的遊戲,悅趣化學習遊戲(Serious Game)是在遊戲設計除時以娛樂為目的外,另附加學習目標,這種遊戲設計方式常廣泛運用於教育、軍事、健康、都市規劃、宗教、工程與政治等領域上,以達成某種訓練或觀察目的。我們以心理學理論為基礎,透過悅趣化學習遊戲在平板電腦上設計了一個系統,邀請年長者分為兩組來擔任此一系統的受試者,並觀察使用我們所設計的遊戲系統前後其注意力變化的狀況。我們在此系統上進行了視覺搜尋(Visual Search)和注意力網絡作業(Attention Network Task, ANT)的前後測驗,並加入了自適應性(Adaptive)及導入干擾(Interference)以觀察受試者排除干擾的狀態。我們觀察此系統是否能影響測試者的認知能力與其影響的程度,並比較受試者之注意力在實驗前後變化是否因遊戲系統而改變。而經過實驗後共有21位高齡受試者完成所有實驗流程,實驗組的受試者經過分析後發現他們在視覺搜尋的在正確率以及在注意力網絡作業中的正確率、警覺性分數和導向性分數皆有顯著的改變,而在實驗後透過問卷調查另可發現高齡受試者對於遊戲學習亦是給予正面的回饋且有意願繼續使用。因此我們認為我們所設計的悅趣化學習遊戲系統能提升高齡受試者的使用意願並進而有效提升其注意力。zh_TW
dc.description.abstract (摘要) Since the last decade, Taiwan has entered the aging society. However, the proportion of the elderly population has continued to increase in recent years. Our primary purpose is to use serious game as a means of training the attention of the elderly and delay the decline of cognition. Serious game has a primary purpose other than pure entertainment and has been used in the past for various applications such as national defense, education, scientific exploration, healthcare, emergency management, city planning, engineering, religion, and politics. Our goal in this work is to design a customizable serious game based on cognition psychology on the Android tablet PC platform for the elderly. We invited 21 elderly subjects to play the game and perform tests done before and after the playing. In the pre- and pro-tests, we adopted a Visual Search task and the Attention Network Task (ANT) tests to study how the proposed serious game can affect the cognition abilities, especially attention, of a subject. The experimental results reveal that the accuracy of visual search, accuracy of attention network test, scores of alerting and orienting of the participants in the experiment group have significantly improved after the trainings on the serious game system. We also have received positive feedback on the gameplay from the participants, which shows that the proposed system is well accepted and can serve as an effective means for cognition training.en_US
dc.description.tableofcontents 第一章 1
導論 1
1.1 研究動機與目的 1
1.2 問題描述 4
1.3 論文貢獻 5
1.4 本論文之章節結構 7
1.5 名詞解釋 7
第二章 9
相關背景及研究 9
2.1 悅趣化學習的現況 9
2.2認知能力的相關研究現況 11
2.3 悅趣化學習對認知能力的影響 13
2.4問題與討論 14
第三章 16
悅趣化學習系統設計 16
3.1 以參數化程序產生遊戲關卡以及認知測驗的遊戲系統 18
3.2 悅趣化學習的遊戲系統之設計目標 25
第四章 27
系統實作與認知測驗產生 27
4.1系統架構設計 27
4.2注意力測驗之設計與檔案結構 28
4.2.1 一般關卡路線的測驗 29
4.2.2 麻將關卡中的測驗 31
4.3遊戲關卡與檔案結構 32
第五章 34
實驗設計 34
5.1. 實驗資訊 34
5.2. 受試者背景 36
5.3. 實驗流程 39
5.4. 視視覺搜尋與注意力網絡測驗 40
第六章 45
實驗結果與討論 45
6.1. 視覺搜尋結果與討論 45
6.2. 注意力網絡測驗分析與討論 49
6.3. 遊戲次數與皮爾森相關係數 53
6.4. 遊戲歷程 56
6.5. 遊戲系統使用次數與前後測的影響 64
6.6. 問卷資料 67
第七章 72
結論與未來展望 72
7.1. 結論 72
7.2. 未來展望 73
參考文獻 74
附錄一、實驗同意書 76
附錄二、關卡對照表 77
附錄三、遊戲素材表 78
附錄四、悅趣化學習系統實驗問卷 94
zh_TW
dc.format.extent 4353640 bytes-
dc.format.mimetype application/pdf-
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0997530121en_US
dc.subject (關鍵詞) 遊戲式學習zh_TW
dc.subject (關鍵詞) 認知能力zh_TW
dc.subject (關鍵詞) 參數化zh_TW
dc.subject (關鍵詞) 高齡zh_TW
dc.subject (關鍵詞) 注意力zh_TW
dc.subject (關鍵詞) serious gameen_US
dc.subject (關鍵詞) cognitive abilityen_US
dc.subject (關鍵詞) Parameterizationen_US
dc.subject (關鍵詞) elderlyen_US
dc.subject (關鍵詞) agingen_US
dc.subject (關鍵詞) attentionen_US
dc.title (題名) 悅趣化學習對於高齡者注意力之影響分析zh_TW
dc.title (題名) Analysis of the Effect of a Serious Game on the Attention in the Elderlyen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) [1] 林鋐宇與周台傑, 國小兒童注意力測驗之編製. 特殊教育研究學刊, 2010.
[2] Dismounted Soldier Training System. Available from: http://www.intelligent.net/news/dismounted-soldier-training-system-0812.
[3] Marks, S., J. Windsor, and B. Wünsche, Evaluation of game engines for simulated surgical training, in Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia2007, ACM: Perth, Australia. p. 273-280.
[4] Unity-Technologies Unity3d game engine. from: http://unity3d.com/.
[5] Hannah R. Marston and Stuart T. Smith, Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review. Games for Health Journal, 2012. 1(2).
[6] Huang, W.-H., Evaluating learners` motivational and cognitive processing in an online game-based learning environment. Comput. Hum. Behav., 2011. 27(2): p. 694-704.
[7] Siriaraya, Panote and Siang Ang, Chee, Age differences in the perception of social presence in the use of 3D virtual world for social interaction. Interacting with Computers, 2012. 24(4): p. 280-291.
[8] Berry, A.S., et al., The influence of perceptual training on working memory in older adults. PloS one, 2010. 5(7): p. e11537.
[9] Kostoulas, T., et al., Affective speech interface in serious games for supporting therapy of mental disorders. Expert Systems with Applications, 2012. 39(12): p. 11072-11079.
[10] Green, C.S. and D. Bavelier, Enumeration versus multiple object tracking: the case of action video game players. Cognition, 2006. 101(1): p. 217-245.
[11] Fan, J., et al., Testing the Efficiency and Independence of Attentional Networks. Journal of Cognitive Neuroscience, 2002. 14(3): p. 340-347.
[12] Barkley, R.A., et al., The Adolescent Outcome of Hyperactive Children Diagnosed by Research Criteria: I. An 8-Year Prospective Follow-up Study. Journal of the American Academy of Child and Adolescent Psychiatry, 1990. 29(4): p. 546-557.
[13] Posner, M.I. and M.K. Rothbart, Influencing brain networks: implications for education. Trends in Cognitive Sciences, 2005. 9(3): p. 99-103.
[14] Stevens, C. and D. Bavelier, The role of selective attention on academic foundations: A cognitive neuroscience perspective. Developmental Cognitive Neuroscience, 2012. 2, Supplement 1(0): p. S30-S48.
[15] Navarro, J.I., et al., Improving attention behaviour in primary and secondary school children with a Computer Assisted Instruction procedure. International Journal of Psychology, 2003. 38(6): p. 359-365.
[16] Slegers, K., M.P.J. van Boxtel, and J. Jolles, Computer use in older adults: Determinants and the relationship with cognitive change over a 6 year episode. Computers in Human Behavior, 2012. 28(1): p. 1-10.
[17] Clark, K., M.S. Fleck, and S.R. Mitroff, Enhanced change detection performance reveals improved strategy use in avid action video game players. Acta Psychologica, 2011. 136(1): p. 67-72.
[18] Dye, M.W.G., C.S. Green, and D. Bavelier, The development of attention skills in action video game players. Neuropsychologia, 2009. 47(8–9): p. 1780-1789.
[19] Sungur, H. and A. Boduroglu, Action video game players form more detailed representation of objects. Acta Psychologica, 2012. 139(2): p. 327-334.
[20] Wolinsky, F.D., et al., A Randomized Controlled Trial of Cognitive Training Using a Visual Speed of Processing Intervention in Middle Aged and Older Adults. PloS one, 2013. 8(5): p. e61624.
[21] Castel, A.D., J. Pratt, and E. Drummond, The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 2005. 119(2): p. 217-230.
[22] Dye, M.W.G. and D. Bavelier, Differential development of visual attention skills in school-age children. Vision Research, 2010. 50(4): p. 452-459.
[23] Bavelier, D., et al., Neural bases of selective attention in action video game players. Vision Research, 2012. 61(0): p. 132-143.
[24] Theeuwes, J.A.N., Cross-dimensional perceptual selectivity. 1991.
[25] Theeuwes, J., Perceptual selectivity for color and form. Perception & Psychophysics, 1992. 51(6): p. 599-606.
[26] 林宜親, 學齡前兒童之視覺注意力發展及電腦化注意力訓練效果之探討, 認知與神經科學研究所2008, 國立中央大學.
[27] 林宜親, 李冠慧, 宋玟欣, 柯華葳, 曾志朗, 洪蘭與阮啟弘, 以認知神經科學取向探討兒童注意力的發展和學習之關聯. 教育心理學報, 2011. 43(3).
zh_TW