請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/86982完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 葉丙成 | zh_TW |
| dc.contributor.advisor | Ping-Cheng Yeh | en |
| dc.contributor.author | 許之豪 | zh_TW |
| dc.contributor.author | Chih-Hao Hsu | en |
| dc.date.accessioned | 2023-05-02T17:13:41Z | - |
| dc.date.available | 2023-11-09 | - |
| dc.date.copyright | 2023-05-02 | - |
| dc.date.issued | 2023 | - |
| dc.date.submitted | 2023-01-05 | - |
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| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/86982 | - |
| dc.description.abstract | 近年來,桌遊已經被廣泛應用在遊戲式學習的相關研究中。許多研究都指出,遊玩桌遊可以提高學習者的動機、參與度,以及學習成效。然而,在實際教育現場,桌遊融入教學有潛在的問題:桌遊數量不足、配件容易遺失、挑選符合教學目標的桌遊並不容易。這些問題都影響著教師將桌遊融入教學的實施意願。此外,各大數位學習平台,目前皆沒有採用遊戲式學習。很多數位學習平台為了提高學習者的課程完成率,都引入了獎勵機制,將學習歷程「遊戲化」。但是這些平台卻沒有運用真正的遊戲做為學習工具,並沒有進一步採用「遊戲式學習」。因為製作一款數位桌遊要花費許多時間與心力,為了特定學習內容專門製作一款遊戲,顯然不符合時間成本。
為了讓桌遊能更容易被應用於學習上,本研究開發了線上卡牌類桌遊編輯器系統。本系統提供許多客製化選項,使用者可以設定不同的遊戲元素,更有效率地製作出一款涵蓋學習內容的數位卡牌桌遊。本研究也進行了實驗,以驗證本系統是否達到預期的目標。實驗參與者需要使用本系統的各項功能,執行15項指定任務,完成一款卡牌桌遊。實驗結果顯示,本系統有足夠的易用性。大多數參與者都同意,與實體桌遊製作相比,使用本系統製作桌遊更有效率、更方便,系統也提供了適當的客製化選項,能夠重製出主流卡牌桌遊。 | zh_TW |
| dc.description.abstract | In Recent years, board games have been widely used in research on game-based learning. A lot of research indicates that, by playing board games, learners’ motivation, engagement, and learning performance will be increased. However, using board games as a learning tool may cause potential problems: there are not enough board games for learners, board game pieces are easily lost, and it’s difficult to find a game that covers certain learning content. These problems influence a teacher’s willingness to use it in practice. Besides, the concept of game-based learning hasn’t been accepted by most online learning platforms. Although many platforms have introduced reward systems—the use of “gamification” techniques—to increase course completion rates, those platforms haven’t used board games as a learning tool, showing no sign of adopting “game-based learning.” The reason is that making a digital board game takes lots of time and efforts. It is not practical to design a game just for specific learning content.
To make board games more easily be applied in education, an online card game editor has been developed. This system provides users with many options to customize various game elements, making it more efficient to create a digital card game that contains learning content. An experiment was conducted to verify if the system achieved anticipated goals. Participants were required to complete 15 tasks using the functions provided by the system and to finish building the card game. Results have shown that our system has high usability, using our system to make a board game is more efficient and convenient, and there are sufficient options for customization in order to reproduce popular card games. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-05-02T17:13:41Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2023-05-02T17:13:41Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | 口試委員會審定書 i
誌謝 ii 摘要 iii Abstract iv 目錄 v 圖目錄 vii 表目錄 x 第 1 章 緒論 1 1.1 前言 1 1.2 研究背景與動機 2 1.3 名詞釋義 3 1.3.1 主流卡牌桌遊 4 1.4 研究問題 6 1.5 論文概述 6 第 2 章 相關文獻探討 9 2.1 遊戲化 9 2.1.1 心流理論與遊戲設計元素 10 2.2 桌上遊戲與遊戲式學習 12 2.2.1 桌遊應用於學習的相關研究 14 2.3 數位桌遊的四種形式 15 2.4 易用性 18 2.4.1 啟發式準則 20 2.4.2 易用性評估 23 2.5 小結 25 第 3 章 卡牌桌遊編輯器──Card Games Maker 27 3.1 CGM設計概念 27 3.2 介面設計 28 3.2.1 編輯模式 30 3.2.2 遊玩模式 43 3.3 系統架構 48 3.3.1 前端架構 49 3.3.2 後端架構 53 第 4 章 實驗設計與分析 55 4.1 卡牌桌遊重製 55 4.2 實驗設計 59 4.3 實驗流程 60 4.4 實驗分析 61 4.4.1 問卷回饋分析 62 4.4.2 質性訪談 68 4.4.3 實驗結果與討論 71 第 5 章 結論與未來展望 73 5.1 結論 73 5.2 未來展望 75 附錄 問卷 79 參考文獻 85 | - |
| dc.language.iso | zh_TW | - |
| dc.subject | 前後端系統設計 | zh_TW |
| dc.subject | 遊戲式學習 | zh_TW |
| dc.subject | 數位學習 | zh_TW |
| dc.subject | 桌上遊戲 | zh_TW |
| dc.subject | 易用性 | zh_TW |
| dc.subject | 遊戲編輯器 | zh_TW |
| dc.subject | Front-end and back-end system design | en |
| dc.subject | Game-based learning | en |
| dc.subject | E-learning | en |
| dc.subject | Board games | en |
| dc.subject | Usability | en |
| dc.subject | Game editor | en |
| dc.title | 線上卡牌類桌遊編輯器:易用性與應用於教育領域之探討 | zh_TW |
| dc.title | Online card game editor: usability and its application in education | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 111-1 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.oralexamcommittee | 黃尹男;張聖琳;蔡文傑 | zh_TW |
| dc.contributor.oralexamcommittee | Yin-Nan Huang;Sheng-Lin Chang;Wenn-Chieh Tsai | en |
| dc.subject.keyword | 遊戲式學習,數位學習,桌上遊戲,易用性,遊戲編輯器,前後端系統設計, | zh_TW |
| dc.subject.keyword | Game-based learning,E-learning,Board games,Usability,Game editor,Front-end and back-end system design, | en |
| dc.relation.page | 89 | - |
| dc.identifier.doi | 10.6342/NTU202300021 | - |
| dc.rights.note | 同意授權(全球公開) | - |
| dc.date.accepted | 2023-01-07 | - |
| dc.contributor.author-college | 電機資訊學院 | - |
| dc.contributor.author-dept | 電信工程學研究所 | - |
| 顯示於系所單位: | 電信工程學研究所 | |
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| ntu-111-1.pdf | 3.99 MB | Adobe PDF | 檢視/開啟 |
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