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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 張瑞益(Ray-I Chang) | |
dc.contributor.author | Yu-Hsin Hung | en |
dc.contributor.author | 洪鈺欣 | zh_TW |
dc.date.accessioned | 2021-05-13T06:41:12Z | - |
dc.date.available | 2019-01-04 | |
dc.date.available | 2021-05-13T06:41:12Z | - |
dc.date.copyright | 2018-01-04 | |
dc.date.issued | 2017 | |
dc.date.submitted | 2017-11-13 | |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/2509 | - |
dc.description.abstract | 隨著教育科技日新月異的發展,數位教材不斷地推陳出新,廣泛應用至各式學習系統中,個人化學習、教育資料探勘、教育物聯網、大規模開放式線上課程(MOOCs)等教育科技是目前熱門的創新技術,數位教育可藉由線上互動的方式提升學習效益,因此衍生出多樣化的教育技術與素材;對於學習者而言,個人特徵往往會影響對於教學素材的使用偏好,對於學習成效也有所差異;近年來,個人化學習被許多教育研究所重視的一個議題,相關研究在開發學習系統時,學習者的學習風格亦被當作設計考量之一,達到因材施教的效果,學習者特徵擷取扮演著重要的角色,對於教育科技而言,從教育技術之研發、個人特徵關聯調查、進階分析出個人特徵並進行適性化教學,每個階段都是環環相扣;藉由教育資料探勘進行個人化學習;在本研究中,我們開發各式教育技術並實際應用於教學活動中,如動畫、互動遊戲。為了確保系統品質與學習成效,本研究中提出的系統和現有教育技術被納入到評估系統績效中,而本研究的雲端學習資料,藉由數據挖掘技術分析個人特質與學習經驗、成效、與認知之間的關係。在教育素材開發部分,本研究所發展的系統,無論是問題解決遊戲系統,或是遊戲化資訊教育系統,皆能有效地提升學習者的動機和學習成效;在學習經驗方面,本研究針對目前的熱門素材進行學習經驗調查,其調查結果可幫助後續了解學習者對於雲端技術的看法與建議;在教育資料探勘方面,本研究採用詢問式分類機制,提供雲端個人化教育. | zh_TW |
dc.description.abstract | With the rapid development of educational technology, the new type of digital instructional material been widely applied in various learning management systems (LMS). Personalized learning, gamification, educational data mining, Internet of thing (IoT) and massive open online courses (MOOCs) are the popular cases of innovation in the education. E-learning takes advantage of the interactive abilities of the online digital media to enhance students’ learning efficiency. It is critical to consider that educational technology can be designed with various types of instructional materials, and learning performance is improved depends on the kind of instructional materials provided to the learner. Personalized learning has received considerable attention, considering the learning styles when developing adaptive educational systems. In this study, we develop the various educational technologies in the different learning activity such as animation, the interactive game, and IoT solution. For ensuring the quality of learning activity, the usability of educational technology evaluation is needed. The proposed system and the existing educational technology were included in this study to evaluate system performance. Personalized learning has recently become a popular trend in e-learning. The cloud-based learning profile can be retrieved and maintained automatically based on the framework of information and communication technology (ICT) when learners interact with the LMS. This study also applied the data mining techniques in the learning profile to investigate the relationship between personal trait and learning experience, user’s perception. The findings of this study demonstrate the relationship between tool, human behavior, and data. First, this study integrates game-based learning and personalized learning into a problem-solving activity and computer science education to maximize learner motivation and learning effects. Second, we explore the personal traits and learning preference on using the proposed system and the popular educational technology. Finally, the query-based classification was used to personalize the learning material. | en |
dc.description.provenance | Made available in DSpace on 2021-05-13T06:41:12Z (GMT). No. of bitstreams: 1 ntu-106-D03525011-1.pdf: 2904157 bytes, checksum: a24f7f7d2e13d833dcb4dfbad36977ad (MD5) Previous issue date: 2017 | en |
dc.description.tableofcontents | 口試委員會審定書 #
誌謝 i 中文摘要 ii ABSTRACT iii LIST OF FIGURES vii LIST OF TABLES ix Chapter 1 Introduction 1 1.1 Motivation 3 1.2 Contribution 4 Chapter 2 Related Works 6 2.1 Problem-Solving and Computer Science Education 6 2.2 The Effect of Personal Traits on Learning System 7 2.2.1 Learning style 8 2.2.2 Self-efficacy 9 2.2.3 Gender 10 2.3 Gamification in Education 10 2.4 MOOCs and Users’ Perception 11 2.5 Educational Data Mining 12 Chapter 3 Educational Technology on the Cloud 14 3.1 Cloud-based Problem-solving Learning 16 3.1.1 Research objective(s) 17 3.1.2 Applying the problem-solving model in gamification 18 3.1.3 The animation-based problem-solving game 21 3.1.4 Design of the experiment 22 3.1.5 Results 24 3.1.6 Summary 31 3.2 Cloud-based Computer Science Learning System 32 3.2.1 Research objective(s) 33 3.2.2 The framework of the CSLS 33 3.2.3 Design of the experiment 36 3.2.4 Results 39 3.2.5 Summary 40 3.3 MOOC Learning Experience 41 3.3.1 Research objective(s) 42 3.3.2 Design of the experiment 43 3.3.3 The effects of learning styles on use of MOOCs 46 3.3.4 Learning experience analysis 47 3.3.5 Summary 54 Chapter 4 Cloud Personalized Learning and Cloud Data Visualization 56 4.1 Cloud Personalized Learning 57 4.2 The Visualization of Analytics Results 60 Chapter 5 Conclusion and Discussion 64 5.1 Conclusion 64 5.2 Discussion 66 5.3 Future Work 67 REFERENCES 69 | |
dc.language.iso | en | |
dc.title | 雲端教育科技對於學習經驗成效之研究 | zh_TW |
dc.title | Analyzing the Effects of Cloud Educational Technology on the Learning Experience | en |
dc.type | Thesis | |
dc.date.schoolyear | 106-1 | |
dc.description.degree | 博士 | |
dc.contributor.oralexamcommittee | 陳彥良,林正偉,鄭麗珍,張賢宗,丁肇隆 | |
dc.subject.keyword | 教育資料探勘,教育科技,遊戲化,雲端學習, | zh_TW |
dc.subject.keyword | Educational data mining,Educational technology,Gamification,Cloud learning, | en |
dc.relation.page | 74 | |
dc.identifier.doi | 10.6342/NTU201704318 | |
dc.rights.note | 同意授權(全球公開) | |
dc.date.accepted | 2017-11-13 | |
dc.contributor.author-college | 工學院 | zh_TW |
dc.contributor.author-dept | 工程科學及海洋工程學研究所 | zh_TW |
顯示於系所單位: | 工程科學及海洋工程學系 |
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