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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 葉丙成(Ping-Cheng Yeh) | |
dc.contributor.author | Chang-Hung Wang | en |
dc.contributor.author | 王長宏 | zh_TW |
dc.date.accessioned | 2021-07-11T14:42:57Z | - |
dc.date.available | 2021-10-14 | |
dc.date.copyright | 2016-10-14 | |
dc.date.issued | 2016 | |
dc.date.submitted | 2016-08-13 | |
dc.identifier.citation | [1] Barbara: A Mind for Numbers: How to Excel at Math and Science (Even If You Flunked Algebra)
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/78123 | - |
dc.description.abstract | 近年來教育掀起一股改革的浪潮,為了因應在複雜多元的條件環境下學習,人們期望透過科技來輔助幫忙,並藉由過程中被記錄下的資料來了解學習效益與狀況。也因此該如何將教育科技與資料分析逐漸被應用在實際的教學環境中也成了一個熱門的議題。因為它並不如想像中簡單只需把軟體、硬體系統放到課堂上即可,還須透過老師與教學方法的配合,才能形成一個良好的效應。
有鑑於此開發者團隊以遊戲化與合作學習為核心打造了線上學習平台『Edventure』,它不只可提升學生的學習動機與學習效益,同時也能幫助老師在教學上減輕教學負擔。在其設計系統過程中除了參照了前身『BJT – Online』的經驗,也鑽研遊戲化與教育方面的知識與技能,最後再結合實踐於系統之中。Edventure最大的特色與功能在於它可透過遊戲化之趣味性來提升學生的學習動機,藉此增進學生的學習效益,進而提高最後的學習成果。此外系統最主要提供的功能有:多人同時線上編輯、同儕互評、檢討自評、仲裁審判、線上即時討論區、答題攻略競賽等等,提供了使用者各式各樣多元化的互動功能以及教師與學生各自使用之管理功能。 而為了驗證Edventure是否真有如預期般對學生的學習有所幫助,將會透過一系列的統計方法來驗證,包括因素分析、信度分析、迴歸分析、交互作用等,目的是為了證明Edventure能夠確實提升使用者之學習動機與學習效益,並藉此打造出一個完整的學習行為預測學習成果之模型,讓未來使用系統的老師們能夠及早發現了解學生的學習狀況,儘早提供需要之協助。其箇中原理是藉由學生在系統上所被蒐集到的學習行為來分析與最後成績的相關性及因果性,而在最後也會針對分析結果來優化系統的缺點與改良。 | zh_TW |
dc.description.abstract | Education reformation is trending recently. In response to the diverse and complex learning environment, people look forward to being assisted through technology and understand the benefits and situations of learning by the record of the process. Therefore, how to gradually apply education technology and data analysis on actual teaching environment has become an important issue. In order to have a good effect, it does not merely put software and hardware system in class but also needs to coordinate with teachers and teaching methods.
In the light of this, developer team creates an online learning platform “Edventure” with gamification and cooperative learning as the core. It not only can enhance students’ learning motivation and efficiency, but also can help reduce the class loading on teaching for teachers. In the process of designing the system, it refers to the experience of its predecessor 'BJT – Online,' studying gamification and education’s knowledge and skills, and finally combining them to actual practice in system. The best feature and function of Edventure is that it can let students have better learning motivation through the interest of gamification, thereby enhance the efficiency and improve the outcome of learning. In order to verify whether Edventure helps students’ learning as expected or not, it will be tested by a series of statistical methods. The purpose is to prove Edventure really can enhance the user's motivation and learning efficiency. The principle is studying the correlation and causality between students’ learning behaviors that are collected in the system and final grades. Thus, the system can be improved and optimized against the results. | en |
dc.description.provenance | Made available in DSpace on 2021-07-11T14:42:57Z (GMT). No. of bitstreams: 1 ntu-105-R03942115-1.pdf: 3872317 bytes, checksum: 8b18d772c5aedc3a39170800858bdaa6 (MD5) Previous issue date: 2016 | en |
dc.description.tableofcontents | 口試委員會審定書 i
誌謝 ii 中文摘要 iii ABSTRACT iv 目錄 v 圖目錄 vii 表目錄 ix 第一章 緒論 1 1.1 前言 1 1.2 研究歷程 1 1.3 論文概述 2 第二章 教育與學習遊戲化之文獻探討 4 2.1 遊戲化 4 2.2 遊戲化於教育之應用 5 2.3 合作學習之遊戲化 7 第三章 Edventure系統平台開發 9 3.1 設計動機 9 3.2 系統整體架構 11 3.3 活動作業流程 13 3.3.1 設計題目與其解答 13 3.3.2 審核校正 15 3.3.3 攻略解題 16 3.3.4 批改解答 17 3.3.5 自評與最佳題目票選 18 3.4 使用方法與情境 20 第四章 數位學習資料探勘與分析之研究成果 22 4.1 資料統計描述性分析 22 4.2 變數篩選之因素分析結果 25 4.3 各構面信度檢測 31 4.4 多構面與成績之相關性 34 4.5 成績分數之迴歸預測模型 36 4.6 投入與趣味之交互作用 41 4.7 使用者案例與回饋 44 第五章 結論與未來展望 46 參考文獻 49 附錄一 描述性資料分析 53 附錄二 因素分析 56 附錄三 信度分析 59 附錄四 相關性分析 61 附錄五 迴歸分析 63 附錄六 交互作用 67 | |
dc.language.iso | zh-TW | |
dc.title | Edventure 遊戲化合作線上學習平台開發及其對學習及投入度影響之研究 | zh_TW |
dc.title | Edventure: Gamified Collaborative Online Learning Platform Development and Its Impact on Learning Engagement | en |
dc.type | Thesis | |
dc.date.schoolyear | 104-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 林顯達,賴以威 | |
dc.subject.keyword | 教育科技,遊戲化,資料分析, | zh_TW |
dc.subject.keyword | education technology,gamification,data analysis, | en |
dc.relation.page | 68 | |
dc.identifier.doi | 10.6342/NTU201602527 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2016-08-15 | |
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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