题名

情境感知行動遊戲式博物館導覽分組策略研究

并列篇名

Grouping Strategies for Context- Aware Mobile Game as Museum Guidance

作者

陳宥瑄(Yu-Hsuan Chen);張皓甯(Hao-Ning Chang);盧玫如(Mui-Ju Lu)

关键词

行動學習 ; 情境感知 ; 遊戲式學習 ; 博物館導覽 ; 同質與異質分組 ; mobile learning ; context awareness ; game-based learning ; museum guidance ; homogeneous/heterogeneous grouping

期刊名称

中華印刷科技年報

卷期/出版年月

2018(2018 / 04 / 01)

页次

143 - 161

内容语文

繁體中文

中文摘要

現今博物館在數位裝置的輔助下,導覽已逐漸加入了各種不同的數位元素。有學者將數位行動情境感知的導覽加進了遊戲學習的策略,使得參觀者更能融入欲呈現的資訊中,整個參觀活動也變得更具挑戰行並具有明確學習任務。遊戲式的導覽學習需要分組,然而先前的研究對同質與異質分組學習的效果結論並不一致。在行動遊戲式導覽學習密切而頻繁的互動下,分組方式的影響是否有所不同,值得近一步探討。本研究首先建置出一個「情境感知行動學習遊戲」,實際應用於博物館之導覽,並將48位參與者依不同的先備知識分至同質能或異質能力小組進行情境感知行動導覽學習遊戲。研究結果顯示異質分組最能符合不同先備知識的參與者,且高、中、低先備知識後測成績已無顯著差異,低先備知識的參與者在情境感知遊戲導覽學習中收獲最大。

英文摘要

As the advancement of digital technologies, some types of technology-supported museum guides have been explored. Context-aware guidance is one of such kinds. More recently, game schemes were embedded in the context-aware guide so that a museum tour could become a very challenging learning task. Game-based learning activities usually requires grouping. However, there is a lack of research that explored how homo/heterogeneous grouping methods may affect attendants with various levels of prior knowledge. This study constructed a location-sensitive mobile game for museum guidance. An experiment was done with 48 attendants who played the mobile game-based guidance with random assignments into either homogeneous or heterogeneous groups. The results indicated that heterogeneous grouping better accommodates the variations of attendant's prior knowledge. Furthermore, this study reveals that the discrepancies of prior knowledge among attendants have been eliminated after the mobile-based location-sensitive game. This could mean that attendants with low prior knowledge achieved most.

主题分类 工程學 > 工程學總論
社會科學 > 傳播學
参考文献
  1. 耿鳳英(2006)。虛與實:新世紀的博物館展示趨勢。博物館學季刊,20(1),81-96。
    連結:
  2. Abuhamdeh, S.,Csikszentmihalyi, M.,Jalal, B.(2015).Enjoying the possibility of defeat: Outcome uncertainty, suspense, and intrinsic motivation.Motivation and Emotion,39(1),1-10.
  3. Allan, S. D.(1991).Ability grouping research reviews: What do they say about grouping and the gifted.Educational Leadership,48(6),60-65.
  4. Antoniou, A.,Lepouras, G.,Bampatzia, S.,Almpanoudi, H.(2013).An approach for serious game development for cultural heritage: case study for an archaeological site and museum.Journal on Computing and Cultural Heritage,6(4),1-19.
  5. Baillie, L.,Morton, L.,Uzor, S.,Moffatt, D. C.(2010).An investigation of user responses to specifically designed activities in a multimodal location based game.Journal on Multimodal User Interfaces,3(3),179-188.
  6. Bellotti, F.,Berta, R.,De Gloria, A.,D'ursi, A.,Fiore, V.(2012).A serious game model for cultural heritage.Journal on Computing and Cultural Heritage,5(4),1-27.
  7. Bressler, D. M.,Bodzin, A. M.(2013).A mixed methods assessment of students' flow experiences during a mobile augmented reality science game.Journal of Computer Assisted Learning,29(6),505-517.
  8. Chen, Y. S.,Kao, T. C.,Sheu, J. P.(2003).A mobile learning system for scaffolding bird watching learning.Journal of Computer Assisted Learning,19(3),347-359.
  9. Cheung, C. K.,Rudowicz, E.(2003).Academic outcomes of ability grouping among junior high school students in Hong Kong.The Journal of Educational Research,96(4),241-254.
  10. Chianese, A.,Marulli, F.,Moscato, V.,Piccialli, F.(2013).Smartweet: a location-based smart application for exhibits and museums.Proceedings of the International Conference on Signal-Image Technology and Internet-Based Systems,Kyoto:
  11. Coenen, T.,Mostmans, L.,Naessens, K.(2013).Museus: case study of a pervasive cultural heritage serious game.Journal on Computing and Cultural Heritage,6(2),1-19.
  12. Dewiyanti, S.,Brand-Gruwel, S.,Jochems, W.,Broers, N. J.(2007).Students' experiences with collaborative learning in asynchronous computer-supported collaborative learning environments.Computers in Human Behavior,23(1),496-514.
  13. Eder, D.(1981).Ability grouping as a self-fulfilling prophecy: A micro-analysis of teacher-student interaction.Sociology of Education,54(3),151-162.
  14. Edwards, R. (2001). GNS and other matters of role-playing theory. retrieved from: http://www.indie-rpgs.com/articles/3/
  15. Esposito, D.(1973).Homogeneous and heterogeneous ability grouping: Principal findings and implications for evaluating and designing more effective educational environments.Review of Educational Research,43(2),163-179.
  16. Fiedler, E. D.,Lange, R. E.,Winebrenner, S.(2002).In search of reality: Unraveling the myths about tracking, ability grouping, and the gifted.Roeper Review,24(3),108-111.
  17. Findley, W. G.,Bryan, M.(1971).Ability grouping: 1970 status, impact, and alternatives.Athens, GA:University of Georgia, Center for Educational Improvement.
  18. Fuligni, A. J.,Eccles, J. S.,Barber, B. L.(1995).The long-term effects of seventh-grade ability grouping in mathematics.The Journal of Early Adolescence,15(1),58-89.
  19. Ghiani, G.,Paterno, F.,Santoro, C.,Spano, L. D.(2009).Ubicicero: a location-aware, multi-device museum guide.Interacting with Computers,21(4),288-303.
  20. Gibson, D.,Jakl, P.(2015).Theoretical Considerations for Game-Based e-Learning Analytics.Gamification in Education and Business
  21. Good, T.,Marshall, S.(1984).Do students learn more in heterogeneous or homogeneous group?.The social context of instruction: Group organization and group process,New York, NY:
  22. Hein, G. E.(2002).Learning in the Museum.Routledge.
  23. Hollifield, J.(1987).Ability grouping in elementary schools.Urbana, IL:ERIC Clearinghouse on Elementary and Early Childhood Education.
  24. Huizenga, J.,Admiraal, W.,Akkerman, S.,Dam, G. T.(2009).Mobile game based learning in secondary education: engagement, motivation and learning in a mobile city game.Journal of Computer Assisted Learning,25(4),332-344.
  25. Hung, P.-H.,Lin, Y.-F.,Hwang, G.-J.(2010).Formative assessment design for PDA integrated ecology observation.Educational Technology & Society,13(3),33-42.
  26. Kulik, J. A.,Kulik, C-L. C.(1987).Effects of ability grouping on student achievement.Equity & Excellence in Education,23(1-2),22-30.
  27. Laine, T. H.,Sedano, C. A. I.,Joy, M.,Sutinen, E.(2010).Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces.Ieee Transactions on Learning Technologies,3(4),294-306.
  28. Lanir, J.,Kuflik, T.,Dim, E.,Wecker, A. J.,Stock, O.(2013).The influence of a location-aware mobile guide on museum visitors' behavior.Interacting with Computers,25(6),443-460.
  29. Liu, T. Y.,Chu, Y. L.(2010).Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation.Computers & Education,55(2),630-643.
  30. Lou, Y.,Abrami, P. C.,Spence, J. C.,Poulsen, C.,Chambers, B.,d'Apollonia, S.(1996).Withinclass grouping: A meta-analysis.Review of Educational Research,66(4),423-458.
  31. Mannix, E.,Neale, M. A.(2005).What differences make a difference? The promise and reality of diverse teams in organizations.Psychological Science in the Public,6(2),31-55.
  32. McManus, M. S.,Gettinger G.(1996).Teacher and student evaluations of cooperative learning and observed interactive behaviors.The Journal of Educational Research,90(1),13-22.
  33. Oakes, J.(1985).Keeping track: How schools structure inequality.New Haven, CT:Yale University Press.
  34. Peng, H.,Su Y.-J.,Chou, C.,Tsai, C.-C.(2009).Ubiquitous knowledge construction: mobile learning re defined and a conceptual framework.Innovations in Education and Teaching International,46(2),171-183.
  35. Rubino, I.,Xhembulla, J.,Martina, A.,Bottino, A.,Malnati, G.(2013).Sensors,13(12),17445-17471.
  36. Saleh, M.,Lazonder, A. W.,De Jong, T.(2005).Effects of within-class ability grouping on social interaction, achievement, and motivation.Instructional Science,33(2),105-119.
  37. Schwabe, G.,Goth, C.(2005).Mobile learning with a mobile game: Design and motivational effects.Journal of Computer Assisted Learning,21(3),204-216.
  38. Sharples, M.(2005).Learning as conversation: Transforming education in the mobile age.Conference on Seeing, Understanding, Learning in the Mobile Age,Budapest, Hungary:
  39. Slavin, R. E.(1987).Ability grouping and student achievement in elementary schools: A best-evidence synthesis.Review of Educational Research,57(3),347-350.
  40. Slavin, R. E.(1990).Achievement effects of ability grouping in secondary schools: A best-evidence synthesis.Review of Educational Research,60(3),471-499.
  41. Su, C. H.,Cheng, C. H.(2015).A mobile gamification learning system for improving the learning motivation and achievements.Journal of Computer Assisted Learning,31,268-286.
  42. Swing, S. R.,Peterson, P. L.(1982).The relationship of student ability and small-group interaction to student achievement.American Educational Research Journal,19(2),259-274.
  43. Syvanen, A.,Beale, R.,Sharples, M.,Ahonen, M.,Lonsdale, P.(2005).Supporting pervasive learning environments: adaptability and context awareness in mobile learning.Wireless and Mobile Technologies in Education, 2005. WMTE 2005. IEEE International Workshop on
  44. Traxler, J.(2007).Defining, discussing, and evaluating mobile learning: The moving finger writes and having writ....International Review of Research in Open and Distance Learning,8(2)
  45. Walther, B. K.(2005).Notes on the methodology of pervasive gaming.Entertainment Computing - Icec 2005 (Vol. 3711),Berlin, Germany:
  46. Webb, N. M.(1982).Peer interaction and learning in cooperative small groups.Journal of Educational Psychology,74(5),642-655.
  47. Whitton, N.(2013).Encouraging engagement in game-based learning.Developments in current game-based learning design and deployment,Hershey, PA:
  48. 吳佩修、朱斌妤(2001)。解說員影響民眾參觀博物館經驗之研究─以國立科學工藝博物館為例。科技博物,5(4),65-81。
  49. 張春興(2007)。教育心理學:三化取向的理論與實踐。臺北市:東華。
被引用次数
  1. 郭世文,洪振方,王裕宏(2019)。博物館協助校園登革熱防治教育之研究-以「滅飛特攻隊」教具箱為例。科技博物,23(4),33-70。