學術產出-學位論文
文章檢視/開啟
書目匯出
-
題名 於行動平台之多媒體學習遊戲化之研究
Research into Gamification in E-Learning with Mobile Multimedia Platform作者 江佩珊
PeiShan, Chiang貢獻者 姜國輝
江佩珊
PeiShan, Chiang關鍵詞 數位學習
擴增實境
智慧型行動裝置
遊戲化
冒險遊戲
E-Learning
Augmented Reality
Smart Mobile device
Gamification
Adventure Game日期 2014 上傳時間 2-三月-2015 10:09:15 (UTC+8) 摘要 對於某些人而言,學習是一件非常枯燥乏味的一件事,尤其是當他們總是必需坐在教室中上課,到了近幾年有人提出將學習與遊戲結合,可以促進學習的動機,而遊戲化(Gamification)的加入更是改變了學習與遊戲之間的關係,它將遊戲元素加入整個學習模式,並且重新設計出新的學習模式,除此之外,隨著科技的發展,有些人認為智慧型行動裝置與學習的結合可以達到隨時隨地學習的概念,藉此來增加學習的成效。 本研究試圖找出一個新的學習模式來結合數位學習與遊戲化,藉由遊戲化來促進學習動機與學習成效,改善目前的學習狀況,因此本研究將傳統的教科書改編成遊戲劇本,運用於冒險遊戲(Adventure Game)中,利用冒險遊戲的學習特性來訓練學習者的邏輯、記憶力、問題解決能力,再加入積分、排名、獎牌等遊戲元素建立遊戲化的學習環境,再於此環境中加入多媒體學習概念,像是影片、聲音、互動程式、3D 模型、虛擬實境等來增加學習的吸引力。最後本研究利用此原理所設計出的系統,實作於智慧型行動裝置上,讓學習不再受時間、地點的限制,並藉此裝置來提高學習遊戲化系統的使用率。 本研究之成果為結合遊戲化產生一個新的遊戲化之學習模式,讓學習這件是不再無聊,不再受限於時間、地點,並且改善學習者與指導者之間的學習關係,對於學習者,使用此學習遊戲化之系統的方式進行學習,可以提升學習的動機,並由於有了學習的自主性,學習者也可以獲得較佳的學習效果;對於指導者,可以藉由學習遊戲化之系統來即時得知學習者的學習狀況,並且藉由此系統特有的分析技術,來幫助指導者制定學習方針。
For some people, learning is boring if they always study in the classroom. Until recent years, a scholar proposes combining learning with games to promote the motivation of learning. The word “Gamification” entails change learning through games. It advocates the importance of game elements. It redesigns the way of learning and joins game elements to get a new way of learning. Besides, on the development of technology, some people think combining the smart mobile device with learning to achieve learning anytime and everywhere and to increase learning performance. This research tries to find a new learning models to merge E-learning and Gamification to promote the motivation of learning. I change the traditional textbooks into the stories for Adventure Game to train learner’s logic, memory, visualization, and problem solving. Then, I join levels, leaderboards, or badges to make learning with Gamification and combine many kinds of multimedia with learning such as 3D models, video, music, or interactive programs to increase the attractiveness of learning. Finally, to increase the use rate of system, I set the result in the smart mobile device. Let many people have a chance to learn by smart mobile device. This research contributes a new learning models by using Gamification. Learning is not boring or limited by time and place anymore. Both learners and instructors have great interactive in the learning. For learners, they can promote the motivation of learning and get good scores. For instructors, they can know how the learner’s learning situation is and have automatic analysis system about the learners.參考文獻 [1] 4Gamer. (2013). イシイジロウ氏ら第一線で活躍するクリエイターがアドベンチャーゲームを語り尽くす!――「弟切草」「かまいたちの夜」から始まった僕らのアドベンチャーゲーム開発史(前編) - 4Gamer.net. Retrieved from http://www.4gamer.net/games/074/G007427/20131108107/ [2] A taxonomy of motivation and game design. (2011). Retrieved from http://instructionaldesignfusions.wordpress.com/2011/08/20/a-taxonomy-of-motivation-and-game-design/ [3] Amory, A. (2001). Building an Educational Adventure Game: Theory, Design, and Lessons. Journal of Interactive Learning Research, Vol. 12 Issue2/3, Pages 249–263. [4] Azuma, R. (1997). A Survey of Augmented Reality. Teleoperators and Virtual Environments 6, 4, Pages 355–385. [5] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent Advances in Augmented Reality. IEEE Computer Graphics and Applications, Vol 21, Pages 34–47. [6] Burdea, G. C., & Coiffet, P. (2003). Virtual Reality Technology. New York: Wiley-Interscience. [7] Camelot Galway - City Of The Tribes. (n.d.). Retrieved from http://camelotgalway.com/page/media [8] Charland, A., & LeRoux, B. (2011). Mobile Application Development: Web vs. Native. Communications of the ACM; May2011, Vol. 54 Issue 5, Pages 49–53. [9] Chen, H. (2013). 如何設計遊戲化的行動學習(Mobile Game-Based Learning). Retrieved from http://chinese.classroom-aid.com/2013/10/mobile-game-based-learning.html [10] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Pages 9–15. [11] Fitz-Walter, Z. (2012). Gamification: Thoughts on definition and design. Retrieved from http://zefcan.com/2012/04/gamification-thoughts-on-definition-and-design/ [12] Hung, M. (2013). 【遊戲化應用】玩樂的四種動機. Retrieved from http://blog.fourdesire.com/2014/12/11/you-xi-hua-ying-yong-wan-le-de-si-zhong-dong-ji/ [13] Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Proceeding of the 16th International Academic MindTrek Conference, Pages 17–22. [14] Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. John Wiley & Sons. [15] Lamb, P. R. (2007). ARToolKit. Retrieved from http://www.hitl.washington.edu/artoolkit/ [16] Lin, T.-M., Chen, S.-C., & Kuo, P.-J. (2011). Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example. Edutainment 2011, LNCS 6872, Pages 101–105. [17] Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning | Mendeley. Aptitude Learning and Instruction, Vol 3 Issue3, Pages 223–253. [18] Martin, J. (2012). Second Life: How Companies are Using the Popular Virtual World to Conduct Meetings. Retrieved from http://nvate.com/5381/second-life-meetings/ [19] Medved, J.P. (2014). Gamification vs Games-Based Learning: What’s the Difference? Retrieved from http://blog.capterra.com/gamification-vs-games-based-learning [20] Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies, SPIE Vol. 2351, Pages 282–292. [21] Miller, A. (2012). Gamification vs. Game Based Learning in Education. Retrieved from http://www.gamification.co/2012/01/13/gamification-vs-game-based-learning-in-education/ [22] Mobile/Tablet Operating System Market Share. (2014). Retrieved from http://www.netmarketshare.com/operating-system-market-share.aspx?qprid=8&qpcustomd=1&qpsp=189&qpnp=1&qptimeframe=M [23] Nakamura, J., & Csikszentmihalyi, M. (2005). The concept of flow. In Handbook of positive psychology (p. Pages 89–105). Retrieved from http://myweb.stedwards.edu/michaelo/2349/paper1/ConceptOfFlow.pdf [24] Pastore, S. (2013). Mobile operating systems and apps development strategies. Proceedings of the 2013 International Conference on Systems, Control and Informatics, Pages 358–350. [25] PhoneGap | Home. (n.d.). Retrieved from http://phonegap.com/ [26] Rolland, J. P., Baillot, Y., & Goon, A. A. (2001). A Survey of Tracking Technologies for Virtual Environments. Center for Research and Education in Optics and Lasers (CREOL), University of Central Florida. [27] Second Life Official Site. (n.d.). Retrieved from http://secondlife.com/?lang=en-US [28] Sutherland, I. E. (1968). A Head-Mounted Three-Dimensional Display. Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I, Pages 757–764. [29] Terill, B. (2008). My Coverage of Lobby of the Social Gaming Summit. Retrieved from http://www.bretterrill.com/2008/06/my-coverage-of-lobby-of-social-gaming.html [30] Urdan, T. A., Weggen, C. C., & W.R. Hambrecht & Co. (2000). Corporate e-learning: Exploring a new frontier. W.R. Hambrecht. Retrieved from http://www.internettime.com/Learning/articles/hambrecht.pdf.pdf [31] Vallino, J. R. (1998). Interactive augmented reality. University of Rochester Rochester, New York. [32] VIRTUAL REALITY – History. (1995). Retrieved from http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html [33] Wang, L., Wang, X., Ju, Q., Li, Q., Li, M., & Zhang, W. (2011). Game-Based Mobile Learning System for Campus on Android Platform. Edutainment 2011, LNCS 6872, Pages 5–62. [34] Zichermann, G., & Cunningham, C. (2011). Gamification by Design Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media. [35] 丁鴻裕. (2013). 全球行動遊戲市場發展現況與趨勢. 資訊工業策進會. [36] 中正紀念堂360度環景. (2009). Retrieved from http://blog.pmes.tyc.edu.tw /user1/ueng8084/archives/2009/2769.html [37] 王炫智. (2010). 「虛擬實境」在體育教學中之應用. 學校體育, (第116期), 頁81–86. [38] 王燕超. (2006). 從擴增實境觀點論數位學習之創新. 空中教學論叢第20集, 頁40–63. [39] 吳世賢. (2008). 支援RFID定位之3D虛擬導覽系統. 真理大學數理科學研究所碩士論文. [40] 吳美美. (2004). 數位學習現況與未來發展. Journal of Library and Information Science 30, 頁92 – 106. [41] 卓進成. (1993). 電腦多媒體發展概況. 倚天雜誌, 70, 頁49–56. [42] 周慶祥. (2007). 網路多媒體新聞學習成效之研究. 文化大學新聞系. [43] 林宜樺. (2009). 華語文教與學的未來教室-3D虛擬世界. 資訊工業策進會. [44] 林調風. (2003). e-Learning 多媒體教材之實作研究. 國立中央大學電機工程研究所碩士論文. [45] 信義房屋 iPhone App. (2012). Retrieved from http://cloudonline.com.tw/ %E4%BF%A1%E7%BE%A9%E6%88%BF%E5%B1%8B-iphone-app/ [46] 徐文杰, & 金承慧. (2000). 多媒體內容的應用與展望. 電子出版與圖書館學術研討 會論文集, 頁103–125. [47] 翁偉修. (2012). 智慧型行動裝置之嵌入式軟體市場趨勢與商機. 資訊工業策進會. [48] 馬儀純. (2012). 以教學式隨境遊戲為行動學習策略模式之成效探討. 國立台南大學數位學習科技學系碩士論文. [49] 高易中. (2013). 以Web技術建立跨行動平台APP. Retrieved from http://www.runpc.com.tw/content/content.aspx?id=109324 [50] 基於遊戲的學習. (2012). Retrieved from http://chinese.classroom-aid.com/p/blog-page_2.html [51] 郭安勝. (2013). 虛擬實境體驗對觀光旅遊動機之影響-以苗栗縣勝興車站為例. 國立聯合大學資訊與社會研究所碩士論文. [52] 陳正萍. (2013). 結構式隨境遊戲於傳播基礎技術課程學習成效之影響. 國立臺南大學數位學習科技學系博士論文. [53] 陳永隆. (2000). 企業員工 e-Learning 的發展趨勢. Retrieved from http://www.hope.com.tw/art/print.asp?O=HJL4182J46EAR-STD3 [54] 陳泰穎. (2011). 嚴肅遊戲(Serious Game)與文化知識傳播推廣. Retrieved from http://newsletter.teldap.tw/news/NewsContent.php?nid=4438&lid=510 [55] 董基良, & 黃維信. (2006). 認識虛擬實境. 新北: 全華圖書股份有限公司. [56] 資訊工業策進會. (2008a). 第二章 全球數位學習市場發展趨勢 (數位學習市場趨勢與創新服務模式研究). [57] 資訊工業策進會. (2008b). 第四章 新型態數位學習模式研究 (數位學習市場趨勢與創新服務模式研究). [58] 資訊工業策進會. (2013). 第四章 數位遊戲發展現況與趨勢 (資通訊服務產業年鑑-數位媒體篇). [59] 遊戲化學習. (2013). Retrieved from http://kan.weibo.com/con/36422753 43775100?sharetime=2013112114&sudaref=www.knoviagroup.com [60] 劉彥辰. (2010). 建構一以 RFID 定位之擴增實境系統. 國立政治大學資訊管理研究所碩士論文. [61] 數位媒體研究群. (2013). 行動遊戲創新應用需求分析. 資訊工業策進會. [62] 魏愉真. (2004). 虛擬實境於空間設計之應用. Retrieved from http://teacher.yuntech.edu.tw/yangyf/hh/hhc307.html 描述 碩士
國立政治大學
資訊管理研究所
101356037
103資料來源 http://thesis.lib.nccu.edu.tw/record/#G0101356037 資料類型 thesis dc.contributor.advisor 姜國輝 zh_TW dc.contributor.author (作者) 江佩珊 zh_TW dc.contributor.author (作者) PeiShan, Chiang en_US dc.creator (作者) 江佩珊 zh_TW dc.creator (作者) PeiShan, Chiang en_US dc.date (日期) 2014 en_US dc.date.accessioned 2-三月-2015 10:09:15 (UTC+8) - dc.date.available 2-三月-2015 10:09:15 (UTC+8) - dc.date.issued (上傳時間) 2-三月-2015 10:09:15 (UTC+8) - dc.identifier (其他 識別碼) G0101356037 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/73543 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 資訊管理研究所 zh_TW dc.description (描述) 101356037 zh_TW dc.description (描述) 103 zh_TW dc.description.abstract (摘要) 對於某些人而言,學習是一件非常枯燥乏味的一件事,尤其是當他們總是必需坐在教室中上課,到了近幾年有人提出將學習與遊戲結合,可以促進學習的動機,而遊戲化(Gamification)的加入更是改變了學習與遊戲之間的關係,它將遊戲元素加入整個學習模式,並且重新設計出新的學習模式,除此之外,隨著科技的發展,有些人認為智慧型行動裝置與學習的結合可以達到隨時隨地學習的概念,藉此來增加學習的成效。 本研究試圖找出一個新的學習模式來結合數位學習與遊戲化,藉由遊戲化來促進學習動機與學習成效,改善目前的學習狀況,因此本研究將傳統的教科書改編成遊戲劇本,運用於冒險遊戲(Adventure Game)中,利用冒險遊戲的學習特性來訓練學習者的邏輯、記憶力、問題解決能力,再加入積分、排名、獎牌等遊戲元素建立遊戲化的學習環境,再於此環境中加入多媒體學習概念,像是影片、聲音、互動程式、3D 模型、虛擬實境等來增加學習的吸引力。最後本研究利用此原理所設計出的系統,實作於智慧型行動裝置上,讓學習不再受時間、地點的限制,並藉此裝置來提高學習遊戲化系統的使用率。 本研究之成果為結合遊戲化產生一個新的遊戲化之學習模式,讓學習這件是不再無聊,不再受限於時間、地點,並且改善學習者與指導者之間的學習關係,對於學習者,使用此學習遊戲化之系統的方式進行學習,可以提升學習的動機,並由於有了學習的自主性,學習者也可以獲得較佳的學習效果;對於指導者,可以藉由學習遊戲化之系統來即時得知學習者的學習狀況,並且藉由此系統特有的分析技術,來幫助指導者制定學習方針。 zh_TW dc.description.abstract (摘要) For some people, learning is boring if they always study in the classroom. Until recent years, a scholar proposes combining learning with games to promote the motivation of learning. The word “Gamification” entails change learning through games. It advocates the importance of game elements. It redesigns the way of learning and joins game elements to get a new way of learning. Besides, on the development of technology, some people think combining the smart mobile device with learning to achieve learning anytime and everywhere and to increase learning performance. This research tries to find a new learning models to merge E-learning and Gamification to promote the motivation of learning. I change the traditional textbooks into the stories for Adventure Game to train learner’s logic, memory, visualization, and problem solving. Then, I join levels, leaderboards, or badges to make learning with Gamification and combine many kinds of multimedia with learning such as 3D models, video, music, or interactive programs to increase the attractiveness of learning. Finally, to increase the use rate of system, I set the result in the smart mobile device. Let many people have a chance to learn by smart mobile device. This research contributes a new learning models by using Gamification. Learning is not boring or limited by time and place anymore. Both learners and instructors have great interactive in the learning. For learners, they can promote the motivation of learning and get good scores. For instructors, they can know how the learner’s learning situation is and have automatic analysis system about the learners. en_US dc.description.tableofcontents 致謝............................................ i 摘要........................................... ii Abstract ..................................... iii 目錄........................................... iv 圖次.......................................... vii 表次........................................... xi 第一章 緒論.................................... 1 第一節 研究背景與動機.......................... 1 第二節 研究目的................................ 2 第三節 研究架構與流程.......................... 3 第四節 研究範圍與限制.......................... 4 一、 研究對象.................................. 4 二、 腳本設計限制.............................. 4 三、 研究目的範圍.............................. 4 第二章 文獻探討................................ 5 第一節 數位學習( E-learning ) ................. 5 一、 E-learning 定義 .......................... 5 二、 多媒體學習................................ 6 第二節 擴增實境................................ 8 一、 真實-虛擬的世界........................... 8 二、 虛擬實境的定義與應用...................... 9 三、 擴增實境的定義與應用..................... 13 第三節 智慧型行動裝置......................... 19 一、 智慧型行動裝置發展現況................... 19 二、 App 開發種類 ............................ 21 三、 數位遊戲於行動裝置發展與吸引力........... 25 第四節 遊戲化( Gamification ) ................ 29 一、 遊戲化( Gamification )定義 .............. 29 二、 遊戲化與遊戲式學習 .......................32 三、 遊戲動機................................. 33 四、 學習的遊戲化要素......................... 36 五、 冒險遊戲( Adventure Game )概述 .......... 36 第五節 小結................................... 39 第三章 研究方法............................... 40 第一節 研究發展架構........................... 40 第二節 研究規劃與分析......................... 40 一、 使用者需求分析........................... 41 二、 遊戲腳本規劃............................. 43 三、 虛擬建模的呈現方式....................... 44 第三節 實作平台及工具......................... 45 第四章 系統設計與建置......................... 48 第一節 系統分析與設計......................... 48 一、 資料流程設計............................. 48 二、 資料庫設計............................... 50 三、 系統環境................................. 53 第二節 遊戲化平台之實作....................... 54 一、 劇本讀取方式............................. 54 二、 劇本遊戲化之 3D 地圖 .................... 56 三、 3D 角色與場景模型設計 ................... 58 四、 3D 模型與劇本的整合 ..................... 62 五、 小遊戲之設計............................. 64 六、 遊戲化平台資料傳遞....................... 72 七、 遊戲化平台機制設計與介面呈現............. 74 第三節 遊戲化學習成果管理系統之實作........... 81 一、 圖形化管理............................... 81 二、 員工資料維護............................. 84 三、 遊戲化平台使用之學習狀況................. 88 四、 訓練成果排名............................. 92 五、 訊息..................................... 95 第四節 小結................................... 99 第五章 結論與建議............................ 101 第一節 研究結論.............................. 101 第二節 未來研究方向與建議.................... 103 參考文獻...................................... 104 附錄一:雛形法討論表.......................... 110 zh_TW dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0101356037 en_US dc.subject (關鍵詞) 數位學習 zh_TW dc.subject (關鍵詞) 擴增實境 zh_TW dc.subject (關鍵詞) 智慧型行動裝置 zh_TW dc.subject (關鍵詞) 遊戲化 zh_TW dc.subject (關鍵詞) 冒險遊戲 zh_TW dc.subject (關鍵詞) E-Learning en_US dc.subject (關鍵詞) Augmented Reality en_US dc.subject (關鍵詞) Smart Mobile device en_US dc.subject (關鍵詞) Gamification en_US dc.subject (關鍵詞) Adventure Game en_US dc.title (題名) 於行動平台之多媒體學習遊戲化之研究 zh_TW dc.title (題名) Research into Gamification in E-Learning with Mobile Multimedia Platform en_US dc.type (資料類型) thesis en dc.relation.reference (參考文獻) [1] 4Gamer. (2013). イシイジロウ氏ら第一線で活躍するクリエイターがアドベンチャーゲームを語り尽くす!――「弟切草」「かまいたちの夜」から始まった僕らのアドベンチャーゲーム開発史(前編) - 4Gamer.net. Retrieved from http://www.4gamer.net/games/074/G007427/20131108107/ [2] A taxonomy of motivation and game design. (2011). Retrieved from http://instructionaldesignfusions.wordpress.com/2011/08/20/a-taxonomy-of-motivation-and-game-design/ [3] Amory, A. (2001). Building an Educational Adventure Game: Theory, Design, and Lessons. Journal of Interactive Learning Research, Vol. 12 Issue2/3, Pages 249–263. [4] Azuma, R. (1997). A Survey of Augmented Reality. Teleoperators and Virtual Environments 6, 4, Pages 355–385. [5] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent Advances in Augmented Reality. IEEE Computer Graphics and Applications, Vol 21, Pages 34–47. [6] Burdea, G. C., & Coiffet, P. (2003). Virtual Reality Technology. New York: Wiley-Interscience. [7] Camelot Galway - City Of The Tribes. (n.d.). Retrieved from http://camelotgalway.com/page/media [8] Charland, A., & LeRoux, B. (2011). Mobile Application Development: Web vs. Native. Communications of the ACM; May2011, Vol. 54 Issue 5, Pages 49–53. [9] Chen, H. (2013). 如何設計遊戲化的行動學習(Mobile Game-Based Learning). Retrieved from http://chinese.classroom-aid.com/2013/10/mobile-game-based-learning.html [10] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Pages 9–15. [11] Fitz-Walter, Z. (2012). Gamification: Thoughts on definition and design. Retrieved from http://zefcan.com/2012/04/gamification-thoughts-on-definition-and-design/ [12] Hung, M. (2013). 【遊戲化應用】玩樂的四種動機. Retrieved from http://blog.fourdesire.com/2014/12/11/you-xi-hua-ying-yong-wan-le-de-si-zhong-dong-ji/ [13] Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Proceeding of the 16th International Academic MindTrek Conference, Pages 17–22. [14] Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. John Wiley & Sons. [15] Lamb, P. R. (2007). ARToolKit. Retrieved from http://www.hitl.washington.edu/artoolkit/ [16] Lin, T.-M., Chen, S.-C., & Kuo, P.-J. (2011). Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example. Edutainment 2011, LNCS 6872, Pages 101–105. [17] Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning | Mendeley. Aptitude Learning and Instruction, Vol 3 Issue3, Pages 223–253. [18] Martin, J. (2012). Second Life: How Companies are Using the Popular Virtual World to Conduct Meetings. Retrieved from http://nvate.com/5381/second-life-meetings/ [19] Medved, J.P. (2014). Gamification vs Games-Based Learning: What’s the Difference? Retrieved from http://blog.capterra.com/gamification-vs-games-based-learning [20] Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies, SPIE Vol. 2351, Pages 282–292. [21] Miller, A. (2012). Gamification vs. Game Based Learning in Education. Retrieved from http://www.gamification.co/2012/01/13/gamification-vs-game-based-learning-in-education/ [22] Mobile/Tablet Operating System Market Share. (2014). Retrieved from http://www.netmarketshare.com/operating-system-market-share.aspx?qprid=8&qpcustomd=1&qpsp=189&qpnp=1&qptimeframe=M [23] Nakamura, J., & Csikszentmihalyi, M. (2005). The concept of flow. In Handbook of positive psychology (p. Pages 89–105). Retrieved from http://myweb.stedwards.edu/michaelo/2349/paper1/ConceptOfFlow.pdf [24] Pastore, S. (2013). Mobile operating systems and apps development strategies. Proceedings of the 2013 International Conference on Systems, Control and Informatics, Pages 358–350. [25] PhoneGap | Home. (n.d.). Retrieved from http://phonegap.com/ [26] Rolland, J. P., Baillot, Y., & Goon, A. A. (2001). A Survey of Tracking Technologies for Virtual Environments. Center for Research and Education in Optics and Lasers (CREOL), University of Central Florida. [27] Second Life Official Site. (n.d.). Retrieved from http://secondlife.com/?lang=en-US [28] Sutherland, I. E. (1968). A Head-Mounted Three-Dimensional Display. Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I, Pages 757–764. [29] Terill, B. (2008). My Coverage of Lobby of the Social Gaming Summit. Retrieved from http://www.bretterrill.com/2008/06/my-coverage-of-lobby-of-social-gaming.html [30] Urdan, T. A., Weggen, C. C., & W.R. Hambrecht & Co. (2000). Corporate e-learning: Exploring a new frontier. W.R. Hambrecht. Retrieved from http://www.internettime.com/Learning/articles/hambrecht.pdf.pdf [31] Vallino, J. R. (1998). Interactive augmented reality. University of Rochester Rochester, New York. [32] VIRTUAL REALITY – History. (1995). Retrieved from http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html [33] Wang, L., Wang, X., Ju, Q., Li, Q., Li, M., & Zhang, W. (2011). Game-Based Mobile Learning System for Campus on Android Platform. Edutainment 2011, LNCS 6872, Pages 5–62. [34] Zichermann, G., & Cunningham, C. (2011). Gamification by Design Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media. [35] 丁鴻裕. (2013). 全球行動遊戲市場發展現況與趨勢. 資訊工業策進會. [36] 中正紀念堂360度環景. (2009). Retrieved from http://blog.pmes.tyc.edu.tw /user1/ueng8084/archives/2009/2769.html [37] 王炫智. (2010). 「虛擬實境」在體育教學中之應用. 學校體育, (第116期), 頁81–86. [38] 王燕超. (2006). 從擴增實境觀點論數位學習之創新. 空中教學論叢第20集, 頁40–63. [39] 吳世賢. (2008). 支援RFID定位之3D虛擬導覽系統. 真理大學數理科學研究所碩士論文. [40] 吳美美. (2004). 數位學習現況與未來發展. Journal of Library and Information Science 30, 頁92 – 106. [41] 卓進成. (1993). 電腦多媒體發展概況. 倚天雜誌, 70, 頁49–56. [42] 周慶祥. (2007). 網路多媒體新聞學習成效之研究. 文化大學新聞系. [43] 林宜樺. (2009). 華語文教與學的未來教室-3D虛擬世界. 資訊工業策進會. [44] 林調風. (2003). e-Learning 多媒體教材之實作研究. 國立中央大學電機工程研究所碩士論文. [45] 信義房屋 iPhone App. (2012). Retrieved from http://cloudonline.com.tw/ %E4%BF%A1%E7%BE%A9%E6%88%BF%E5%B1%8B-iphone-app/ [46] 徐文杰, & 金承慧. (2000). 多媒體內容的應用與展望. 電子出版與圖書館學術研討 會論文集, 頁103–125. [47] 翁偉修. (2012). 智慧型行動裝置之嵌入式軟體市場趨勢與商機. 資訊工業策進會. [48] 馬儀純. (2012). 以教學式隨境遊戲為行動學習策略模式之成效探討. 國立台南大學數位學習科技學系碩士論文. [49] 高易中. (2013). 以Web技術建立跨行動平台APP. Retrieved from http://www.runpc.com.tw/content/content.aspx?id=109324 [50] 基於遊戲的學習. (2012). Retrieved from http://chinese.classroom-aid.com/p/blog-page_2.html [51] 郭安勝. (2013). 虛擬實境體驗對觀光旅遊動機之影響-以苗栗縣勝興車站為例. 國立聯合大學資訊與社會研究所碩士論文. [52] 陳正萍. (2013). 結構式隨境遊戲於傳播基礎技術課程學習成效之影響. 國立臺南大學數位學習科技學系博士論文. [53] 陳永隆. (2000). 企業員工 e-Learning 的發展趨勢. Retrieved from http://www.hope.com.tw/art/print.asp?O=HJL4182J46EAR-STD3 [54] 陳泰穎. (2011). 嚴肅遊戲(Serious Game)與文化知識傳播推廣. Retrieved from http://newsletter.teldap.tw/news/NewsContent.php?nid=4438&lid=510 [55] 董基良, & 黃維信. (2006). 認識虛擬實境. 新北: 全華圖書股份有限公司. [56] 資訊工業策進會. (2008a). 第二章 全球數位學習市場發展趨勢 (數位學習市場趨勢與創新服務模式研究). [57] 資訊工業策進會. (2008b). 第四章 新型態數位學習模式研究 (數位學習市場趨勢與創新服務模式研究). [58] 資訊工業策進會. (2013). 第四章 數位遊戲發展現況與趨勢 (資通訊服務產業年鑑-數位媒體篇). [59] 遊戲化學習. (2013). Retrieved from http://kan.weibo.com/con/36422753 43775100?sharetime=2013112114&sudaref=www.knoviagroup.com [60] 劉彥辰. (2010). 建構一以 RFID 定位之擴增實境系統. 國立政治大學資訊管理研究所碩士論文. [61] 數位媒體研究群. (2013). 行動遊戲創新應用需求分析. 資訊工業策進會. [62] 魏愉真. (2004). 虛擬實境於空間設計之應用. Retrieved from http://teacher.yuntech.edu.tw/yangyf/hh/hhc307.html zh_TW