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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 葉丙成 | |
dc.contributor.author | Wei-Hsuan Tang | en |
dc.contributor.author | 唐偉軒 | zh_TW |
dc.date.accessioned | 2021-06-16T03:59:54Z | - |
dc.date.available | 2015-02-03 | |
dc.date.copyright | 2015-02-03 | |
dc.date.issued | 2014 | |
dc.date.submitted | 2014-11-17 | |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/55389 | - |
dc.description.abstract | 隨著科技的發展和網路的普及, 傳統的學校教育在近幾年來處於一個轉型的階段, 許多新的教學的方式像是翻轉教室,大規模網路開放課程, 逐漸被應用在實際的教學環境中。這些新的方法強調的是學生的學習動機和學生自主學習,而不是找尋一個教師單方面傳遞資訊的最佳方法。
另一方面, 電動遊戲對於新一代熟悉智慧型裝置和網路的學生來說, 扮演著很重要的角色。因此越來越多的研究借由探討遊戲所帶來的好處和壞處, 進一步將遊戲中元素和設計遊戲的方法應用在非遊戲的內容上, 像是教學和商業上的應用, 目的是希望能達到特定的目的或是提高效率。這類的手法稱作遊戲化(Gamification)。遊戲化的概念在商業界和學界上的應用越來越受重視。 結合學習動機和遊戲化,本論文提出並實作一套現上網作業的系統叫做BJT Online, 希望能借由這套系統來提升學生的學習動機還有加強學生於學業上的表現。整套系統設計的概念是根據心理學上的自我決定理論(Self-determination theory)。自我決定理論有系統地陳述了人類動機的運作和變化。根據此理論, 系統設計的原則在於滿足使用者的自主性(Autonomy)、勝任感(Competence)和歸屬感(Relatedness)的心理需求, 以達到內化動機(Internalization)的目的。除此之外, 系統設計的方法將參考遊戲化設計的架構來達成系統的實作。 BJT Online 系統希望能達到兩個目標,第一是希望提升學生的學習表現, 第二希望加強學生學習動機的內化, 對於這兩個目標的驗證, 將使用學生學科測驗的分數還有心理學問卷來評估, 結果顯示, 結果顯示, 再大部分的設定之下, 此系統可以提升學生的平均分數, 降低學生分數間的標準差, 此外, 使用系統後, 提升學生對於勝任感和自主性需求的滿足, 進而提升學生學習動機的內化。 | zh_TW |
dc.description.abstract | With the help of technology advances and Internet prevalence, the school education has been in the great transformation. Researchers and educationists have been looking for better ways to intrigue learning motivation of students.
In the other hand, video games play an essential role on behaviors of the students who are familiar with smart devices nowadays. Therefore, more and more researches have been investigating the pros and cons of video games and apply concepts of games to the non-game context to achieve certain goals. This method is called gamification, which is becoming popular in the educational circle and the business world. Combining gamification design and learning motivation, this thesis proposes and implements an online homework system, the BJT online system, with the purpose of enhancing the learning motivation of students and increasing academic performance. The system design concept is based on the self -determination theory, which states how human motivation works and changes systematically. The design principal, according to the theory, is to satisfy the student’s need of autonomy, competence and relatedness to internalize their learning motivation. Furthermore, the design method of the BJT online system follows the framework of gamification to construct the system. Finally, questionnaires and scores evaluate the effectiveness of the system. The result indicates this system can benefit to students by increasing satisfaction of competence and autonomy that leads to internalize learning motivation. | en |
dc.description.provenance | Made available in DSpace on 2021-06-16T03:59:54Z (GMT). No. of bitstreams: 1 ntu-103-R01942048-1.pdf: 4181941 bytes, checksum: 324b5c499600f4870eb63479c48066eb (MD5) Previous issue date: 2014 | en |
dc.description.tableofcontents | 誌謝 i
中文摘要 ii ABSTRACT iii CONTENTS iv LIST OF FIGURES vii LIST OF TABLES ix Chapter 1 Introduction 1 Chapter 2 Gamification 4 2.1 The Influence of Games 4 2.2 The definition of Gamification 6 2.3 The Design Concept of Gamification 7 2.3.1 Player Journey 7 2.3.2 The Category of Fun 8 2.3.3 The Fogg’s Behavior Model 10 2.4 The Design method of Gamification 11 2.4.1 MDA Model for Game Design 11 2.4.2 Six-D Model for Gamification Design 13 2.5 The Design method of Gamification 19 2.5.1 Nike + 19 2.5.2 Stackoverflow.com 20 Chapter 3 Self-Determination Theory 21 3.1 The Assumption of Self-Determination Theory 21 3.2 Three Psychological Needs 22 3.2.1 Autonomy 23 3.2.2 Competence 23 3.2.3 Relatedness 24 3.3 The Categories of Motivations 24 3.3.1 Amotivation 25 3.3.2 Intrinsic Motivation: 25 3.3.3 Extrinsic Motivation and internalization: 26 3.4 Social Contexts and Individual Orientation 28 3.5 Applications of Self-determination Theory 29 Chapter 4 BJT Online System 31 4.1 Traditional Homework Issue 31 4.2 Overview of the BJT Online 32 4.3 Usage Processes of the BJT Online 33 4.3.1 Step1: Uploading Version One Questions 35 4.3.2 Step2: Reviewing Questions 35 4.3.3 Step3: Uploading Version Two Questions 36 4.3.4 Step4: Answering Questions 37 4.3.5 Step5: Mutual Grading 39 4.3.6 Step6: Self Grading 40 4.3.7 Step7: Teaching Assistants Judgments 41 4.3.8 Other Functions 41 4.4 Design Concept of the BJT Online 42 4.4.1 In the View of Gamification 42 4.4.2 In the View of Self-Determination Theory 48 4.5 Technological Background of the BJT Online 50 Chapter 5 System Test and Evaluation 54 5.1 Survey Participants 54 5.2 Survey Tools 55 5.2.1 Survey Tools for Academic Performance 55 5.2.2 Survey Tools for Learning Motivation 55 5.3 Survey Methods 58 5.3.1 Levene Test 59 5.3.2 Student T Test 60 5.4 Survey Results 61 5.4.1 Academic Performance Evaluation 61 5.4.2 Learning Motivation Evaluation 65 5.4.3 Results discussion and conclusion 70 Chapter 6 Conclusions and Future Works 74 REFERENCE 76 | |
dc.language.iso | en | |
dc.title | 自我決定理論與遊戲化線上作業平台 | zh_TW |
dc.title | Self-Determination Theory and Gamified Online Homework System | en |
dc.type | Thesis | |
dc.date.schoolyear | 103-1 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 田維誠,林顯達 | |
dc.subject.keyword | 學習動機,遊戲化,自我決定理論, | zh_TW |
dc.subject.keyword | Learning motivation,Self-determination theory,Gamification, | en |
dc.relation.page | 81 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2014-11-17 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 電信工程學研究所 | zh_TW |
顯示於系所單位: | 電信工程學研究所 |
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