English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 109952/140887 (78%)
Visitors : 46308438      Online Users : 548
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/60172


    Title: 遊戲互動式擴增實境支援國小圖書館利用教育之研究
    The Study of the Game-based Interactive Learning with Augmented Reality that Enhances Elementary School Library User Education
    Authors: 蔡雁農
    Tsai, Yen-Nung
    Contributors: 陳志銘
    Chen, Chih-Ming
    蔡雁農
    Tsai, Yen-Nung
    Keywords: 擴增實境
    圖書館利用教育
    遊戲式學習
    國小圖書館
    認知風格
    Augmented Reality
    Library User Education
    Game-based Learning
    Elementary School Library
    Cognitive Style
    Date: 2009
    Issue Date: 2013-09-04 16:40:16 (UTC+8)
    Abstract: 長期以來,國小圖書館受限於經費及人力的不足,使得其功能無法充分發揮,有些學校圖書館甚至沒有規劃圖書館利用教育的課程,學生雖可到圖書館中自由閱讀,但若不具備找尋圖書的能力,常會因而無法找到自己有興趣的書籍而在廣大的書海中迷失,使圖書館的功能逐漸喪失,因此如何藉由圖書館利用教育課程教導學生找尋書本的能力也就越顯重要。
    隨著電腦科技日益發達,學習教材和學習方式也變得多元化,近年來利用遊戲方式進行學習的研究有愈來愈多的趨勢,學者認為若能將遊戲融合教學,將能達到寓教於樂的教學目標。本研究透過實際開發遊戲系統的方式,嘗試以情境學習理論為發展基礎,將擴增實境互動技術應用到圖書館的學習環境上,透過「遊戲互動擴增實境圖書館利用教育學習系統」的建置,來發展創新的圖書館利用教育學習模式,並藉此系統的發展來支援國小圖書館利用教育的實施。
    實驗結果顯示利用「遊戲互動擴增實境圖書館利用教育系統」進行學習,各方面成績皆有顯著的進步,且學習成效可排除授課者個人因素之影響,具有穩定的教學品質。另外,本研究所發展的系統,對於高、低分群和場地相依的學習者來說,使用本系統進行學習,其學習成效在「應用型題目」上明顯優於傳統圖書館利用教育,並且可以加強學習者學習動機。除此之外,使用本系統之教學成效不會受到個人使用電腦的熟悉度所影響,因此未來在發展和推廣本系統的同時,不需要考慮學生是否具備良好之基本電腦使用能力。
    Due to the limited budgets and human resources, most libraries in the elementary schools of Taiwan have been unable fully functioned and utilized as its role should be in school organization. Some schools do not plan and provide library utilization education for children. Although students can go to libraries enjoying readings, they are not well trained for search library collection and resources. As a result, they are usually unable to find the books they are interested and easily getting lost in enormous information environment. This study proposes the importance of library usage training as a significant program in elementary school; promoting students’ abilities of finding books they need both for school works and personal interests.
    With the advance in computer technology, the learning materials and learning methods have become diversified in recent years. In particular, the instruction method of game-based learning has drawn much attention in education research. Many education researchers and scholars think the integration of teaching and games will promotes students’ performances while the learning activities are also functioned as entertaining process.
    This study attempts to develop educational gaming system on the basis of situated learning theory, adopting the innovative augmented reality interactive technology on the library`s learning environment. This study hopes students’ library knowledge of library usages could be promoted through the "Interactive Augmented Reality Games Library Education Learning System." Moreover, the study could develop innovative learning model for elementary schools in library usages as well as to support future implementation programs for elementary library usage education.
    Experimental results show that students have significant improvement on learning performance after using "Interactive Augmented Reality Games Library Education Learning System." The assessment also showed improvement based on the exclusion of personal factors from teachers. In addition, this system promotes better learning performance and motivation for learners of high and Low graded groups as well as the field-dependent learners in the “application questions” tasks. Moreover, the education effectiveness of this system will not be affected by personal factors such as familiarity on computers skills. Therefore, there would be less consideration on students’ computer skills needed for future adoption on this system in library usage programs.
    Reference: Benford, S., Rowland, D., Flintham, M., Drozd, A., Hull, R., Reid, J., et al. (2005). Life on the edge: supporting collaboration in location-based experiences. Proceedings of the SIGCHI conference on Human factors in computing systems. 2005, Portland, 721-730.
    Billinghurst, M., Kato, H., Poupyrev, I. (2001). The MagicBook: Moving Seamlessly between Reality and Virtuality . IEEE Computer Graphics and Applications, 21(3), 6-8.
    Billinghurst, M., Poupyrev, I., Kato, H., May, R. (2000). Mixing Realities in Shared Space: An Augmented Reality Interface for Collaborative Computing. In Proceedings of the IEEE International Conference on Multimedia and Expo. ICME2000. New York.
    Brown, J.S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning.Educational Researcher, 18(1), 32-42.
    Christopher, S., Charles, H., Michael, M., Paulius, M., Marty, A. (2002). Applying Mixed Reality to Entertainment. IEEE Computer, 35(12), 122-124.
    E. Von Glasersfeld, Constructivism in education(1989). In Husen, T. & Postlethwaite, N. International Encyclopedia of Education, 162-163.
    Feiner, S., MacIntyre, B., and Seligmann, D. (1993). Knowledge-based augmented reality. Communications of the ACM, 36(7), 52-62.
    Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
    Grafe, M., Wortmann, R. and Westphal, H. (2002). AR-based interactive exploration of a museum exhibit. IEEE Augmented Reality Toolkit Workshop, Darmstadt Germany, 61-66.
    Graves,G.T. & Adams,B.K.(1988). Bibliographic Instruction Workbooks: Assessing Two Models Used in a Freshman English Program. Research Strategies, 6, 18-24.
    Hsu, T. E. (1994). Effects of learner cognitive style and metacognitive tools information acquisition paths and learning in hyperspace environment. ERIC Document Reproduction No. ED 373721, 291-306.
    Huang, C.R., Chen, C.S., Chung, P.C. (2005). Tangible Photorealistic Virtual Museum. IEEE Computer Graphics and Applications, 25(1), 15-17.
    Hunter, C.(1994).Application of information skills through the use of integrated curriculum.Education Resources Information Center. 371-735. Resrieved July 2, 2010, form web of ERIC database.
    Hwang, G. J., Tsai, C. C., & Yang, S. J. H. (2008). Criteria, Strategies and Research Issues of Context-Aware Ubiquitous Learning. Educational Technology & Society, 11 (2), 81-91.
    Ishii, H., and Ullmer, B. (1997). Tangible bits: Towards seamless inter- faces between people, bits and atoms. In Proceedings of the Conference on Human Factors in Computing Systems CHI 1997. 234-241.
    Karen K. Marshall(1983).Back to books, Jefferson,North Carolina: McFarland。
    Karoulis, A., & Demetriadis, S. (2005). The motivational factor in educational games. Retrieved July 3, 2010, from http://athanasis.karoulis.gr/Data/Science/Kaleidoscope/2-MotivFactorEduGames.pdf
    Keller, J.M., & Kopp, T.W. (1987). Application of the ARCS model to motivational design. In C. M. Reigeluth (Ed.) Instructional Theories in Action: Lessons Illustrating Selected Theories. New York: LawrenceErlbaum, Publishers, 289-320.
    Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning. Bristol: Nestafuturelab.
    Kreiser, J. L. C. (1991), A comparative study of curriculum integrated and traditional school library media program: Fifth grade students’ reading and media program attitudes and utilization. Doctoral dissertation, Kansas State University.
    Kuhlthau C.(1993).Implementing a Process Approach to Information Skills: A Study Identifying Indicators of Success in Library Media Program. School Library Quarterly, 22(fall), 11-18.
    Lin, T.C., & Chen T.S. (2008). The Study of Instructional Design in Context-Aware Mobile Learning Environments. Journal of Information Technology and Applications, 2(4), 221-226.
    Magerkurth, C., Engelke, T., Memisoglu, M. (2004). Augmenting the Virtual Domain with Physical and Social Elements. International Conference on Advancements in Computer Entertainment Technology (ACM). Singapore, pp. 163-172,ACM Press.

    Mark, B , Hirokazu, K. and Ivan, P.(2001).The MagicBook: a Transitional AR Interface. Computers & Graphics, l, 745-753.
    McKenzie, J. and Darnell, D. (2003).The EyeMagic Book: A Report into Augmented Reality Storytelling in the Context of a Children’s Workshop 2003. Retrieved July 5, 2010, form http://www.hitlabnz.org/fileman_store/2004-eyeMagic_workshop.pdf.
    Messick,S.(1976).Personality consistencies in cognition and creativiety. In S.Messick(Eds),Individuality in Learning San.Francisco, CA:Josey-Bass,4-33.
    Milgram, P., H. , Takemura, A., & Utsumi, F. K. (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. Retrieved December 21, 2009, from http://vered.rose.utoronto.ca/publication/1994/Milgram_Takemura_SPIE1994.pdf
    Mishra,S.(2002).A design framework for online learning environments.British Journal of Educational Technology, 33, 493-496.
    Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21-21.
    Riding, R. & Cheema, I. (1991). Cognitive styles─An overview and integration. Educational Psychology, 11(3-4), 193-215.
    Rollings, A. & Adams, E.(2003). Andrew Rollings and Ernest Adams on Game Design , Indiana,Ind. New Riders Games.
    Schon, D. (1987). Educating the reflective practitioner: Toward a new design for teaching and learning in the professions. San Francisco CA: Jossey Bass.
    Shelton, B. E. (2002). Augmented Reality and Education:Current Projects and the Potential for Classroom Learning. July 10,2010, from http://www.newhorizons.org/strategies/technology/shelton.htm .
    Suchmon, L. (1987). Plans and Situated Actions. In The Problem of Human-Machine Communication. New York: Cambrige University Press.
    Ulbricht , C., (2003). Tangible Augmented Reality for Computer Games. Unpublished Master`s Thesis. Vienna University of Technology, Austria.
    Umetsu, T., Hirashima, T., & Takeuchi, A. (2002). Fusion method for designing computer-based learning game. Proc. of ICCE2002, 124-128.

    Vlahakis, V. (2001). Archeo guide: First results of an Augmented Reality. Mobile Computing System in Cultural Heritage Sites. Proceedings conference on Virtual reality, archeology, and cultural heritage. ACM. 131-140 .
    丁振豐(2000)。場地獨立性認知型式個別差異現象及其對教學歷程的影響之探討。台南師院學報,22,135-150。
    王梅玲(2003)。美國圖書資訊學網路教學調查研究。圖書館學與資訊科學,29(1),38-57。
    白益欣(2006)。運用擴增實境於多人互動情境之研究—以遊戲式學習為例。未出版之碩士論文,元智大學資訊傳播學研究所,新竹市。
    吳武典、蔡崇建(1986)。國中資優學生的認知方式與學習方式之探討。特殊教育研究學刊,2,219-230。
    吳裕益(1987)。認知能力與認知型態個別差異現象之探討。教育學刊,7,253-300。
    吳鐵雄(1991)。電腦輔助教學在我國的實施與展望。國立教育資料館館訊,13,1-10。
    李永吟(1999)。新教學形態: 網路學習。國立高雄師範大學教育學系,新世紀中小學課程改革與創新教學學術研討會,屏東。
    李孟軒(2007)。擴增實境科技結合互動式數位典藏展示介面設計之研究。未出版之碩士論文,崑山科技大學視覺傳達設計研究所,台南縣。
    沈許真(2008)。公務人員自我導向學習傾向、網路素養與線上學習成效關係之研究。未出版之碩士論文,國立暨南國際大學成人與繼續教育研究所,南投縣。
    周劍梅(1993)。如何落實小學圖書館利用教育。實中學刊,8,58-87。
    林生傳(1999)。教育心理學。台北市:五南圖書出版公司。
    林沛穎(2001)。國小資優學生學習策略、認知風格與獨立研究能力相關性之探討。未出版之碩士論文,國立台南師範學院特殊教育學系,台南市。
    林美和(1981)。小學圖書館的管理與利用。臺北市:教育局。
    林菁(1997)。國民小學圖書館利用教育之探討,嘉義師院學報,11,41-76。
    林菁(2001)。圖書資訊利用教育—國小階段之課程設計與教學實務。臺北市:五南。
    林菁(2004)。資訊素養融入國小五年級社會學習領域:以選賢與能主題為例。圖書館學與資訊科學,30(1),29。
    林蕙蓉(1987)。淺談美國的小學圖書館媒體中心。國教天地,76,55-57。
    林彣珊(2007)。數位博物館的建置在數位學習上的應用:以奇美博物館為例。嘉義大學通識學報,5,321-349。
    林立盈(2005)。搜尋網站介面因素對使用效率影響性之探討。未出版之碩士論文,國立成功大學工業設計研究所,台南市。
    林嘉玲(2000)。數學遊戲融入建構教學之協同行動研究。未出版之碩士論文,國立花蓮師範學院國小科學教育研究所,花蓮縣。
    邱奕亨(2005)。桃園縣國民小學教師圖書館利用情形之研究。未出版之碩士論文,台北市立教育大學課程與教學研究所,台北市。
    邱貴發(1996,12)。網路學習研究:教育研究的另類空間。第十二屆科學教育學術研究討會,國立台灣師範大學,中華民國。
    洪明洲(1999)。網路教學。台北市:華彩。
    海連胥(1995)。教學媒體與教學新科技。臺北市:心理出版社。
    康雅芳(2006)。國小五年級學童認知風格、數學態度與數學解題表現之關係研究。未出版之碩士論文,高雄師範大學教育學系,高雄市。
    張春興(1997)。教育心理學—三化取向的理論與實踐。台北:東華。
    張韶瑩(2003)。高雄地區國二學生數學認知風格與學習成就相關研究。未出版之碩士論文,國立高雄師範大學數學系,高雄市。
    張慧雯(2006)。運用Rapid E-Learning與ADDIE模式於圖書館利用教育教材開發。未出版之碩士論文,國立交通大學電機資訊學院,新竹市。
    張蓮滿(1991)。談課程標準與小學圖書館。中國圖書館學會會報,48,185-193。
    張霄亭(2002)。教學媒體與學習科技。臺北市:雙葉書廊。

    張靜嚳(1996)。建構主義與數學教學。2010年7月6日,檢自http://content.edu.tw/primary/math/ml_cs/con1/con1-3.htm。
    許暐琪(2005)。都會區與偏遠區國小圖書館利用教育之比較研究─以臺北縣為例。未出版之碩士論文,台北市立教育大學社會科教育研究所,台北市。
    陳李綢(1992)。認知發展與輔導。台北市:心理。
    陳昭珍(2003)。數位學習與數位圖書館。書苑,56,46-59。
    陳郁香(2008)。臺北市國民小學圖書館利用教育課程規劃之研究。未出版之碩士論文,台北市立教育大學課程與教育研究所,台北市。
    陳智泓(1998)。網路虛擬實境在圖書館利用教育之建置與應用研究。未出版之碩士論文,輔仁大學圖書資訊學系,台北市。
    陳菁惠、陳怡君(2007)。認知型態與網頁呈現設計對學習成效之影響。未出版之碩士論文,銘傳大學資訊傳播工程學習所,台北市。
    陳慶帆、林敏慧、戴賢良(2005)。國小線上圖書資訊素養教材之設計與發展-以「書精靈王國」為例。教育資料與圖書館學,42,393-407。
    陳慧娟(1998)。情境學習理論的理想與現實。教育資料與研究,25,47-55。
    曾淑賢(2001)。兒童資訊需求、資訊素養及資訊尋求行為。台北:文華。
    曾淑賢(2005)。兒童圖書館經營管理與讀者服務。臺北市:文華圖書館管理。
    程良雄(1999)。公共圖書館讀者資訊需求與資訊尋求行為之研究。台灣省公共圖書館資訊網路輔導諮詢委員會八十八年研究計畫之三。臺中市:臺灣省政府文化處。
    程良雄(2002)。愛鄉讀鄉公共圖書館推動閱讀計劃。國立台中圖書館:台中市。
    黃文樺(2007)。圖書資訊利用學習活動與國小學生主題探索之研究。未出版之碩士論文,輔仁大學圖書資訊學系,台北市。
    黃達三、林達森(2001)。合作建構教學與認知風格對國中學生生物能量概念學習之效應。未出版之碩士論文,國立台灣師範大學科學教育研究所,台北市。
    楊坤原(1996)。認知風格與科學學習成就的關係。科學教育月刊,194,2-12。
    榮欽科技(2003)。遊戲設計概論。台北:碁峰資訊。
    劉貞孜(1990)。國小圖書館媒體中心利用教育。台北:文景。
    劉貞孜(1994)。國小圖書館學。台北:五南。
    薛哲宇(2009)。以個人化圖書位置資訊服務系統支援圖書館問題解決式學習。未出版之碩士論文,東華大學學習科技研究所,花蓮縣。
    鍾邦友(1994)。情境式電腦輔助數學學習軟體製作研究。未出版之碩士論文,國立台灣師範大學教育研究所,台北市。
    顏春煌(2007)。漫談數位學習的理論。空大學訊數位學習與資訊素養補充教材,385,92-96。
    魏怡君(2005),以Big6 資訊素養教學融入國小社會領域之個案研究。未出版之碩士論文,輔仁大學圖書資訊學研究所,台北市。
    蘇慧捷(1999)。大學圖書館利用指導評鑑之研究。大學圖書館,3(4),71-86。
    饒見維(1996)。國小數學遊戲教學法。台北:五南圖書公司。
    Description: 碩士
    國立政治大學
    圖書資訊與檔案學研究所
    97155001
    98
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0097155001
    Data Type: thesis
    Appears in Collections:[圖書資訊與檔案學研究所] 學位論文

    Files in This Item:

    File Description SizeFormat
    500101.pdf1529KbAdobe PDF2793View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback