篇名 | 歷史文化學習之數位體感遊戲開發與成效評估 |
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卷期 | 9:4 |
並列篇名 | The Development and Learning Evaluation of Digital Somatosensory Game for Learning History and Culture |
作者 | 林昱廷 、 林長信 、 施如齡 、 曾家俊 |
頁次 | 109-131 |
關鍵字 | GNS遊戲理論 、 遊戲式學習 、 體感遊戲 、 GNS game theory 、 game-based learning 、 kinetic game 、 TSSCI |
出刊日期 | 201710 |
DOI | 10.3966/2071260X2017100904005 |
近年來,遊戲式學習被廣泛地應用在各個學科領域的教學中,成為目前資訊時代下重要的學習方式之一。本研究以數位遊戲式學習模型結合GNS遊戲理論,設計一款結合歷史文化學習的數位體感遊戲。遊戲設計多元的體感操作方式,讓學習者透過肢體與遊戲進行有意義的互動與學習。為了解不同的遊戲方式分別對學習成效的影響,本研究開發電腦與體感兩種版本遊戲,探討兩種遊戲方式間是否會造成學習成效的差異。另外,更透過GNS遊戲理論,進一步探究不同遊戲環境的學習者沉浸感受與專注面向的比較。研究結果顯示,電腦版遊戲與體感版遊戲的學習,皆能顯著提升學習成效,但對於學習成效無顯著差異的影響。體感遊戲相較於電腦遊戲而言,在遊戲性、敘事性及模擬性沉浸的感受是更佳的。
In recent years, Game-based Learning was one of the important learning methods and was widely applied in different subjects. In this study, a historical digital kinetic game combining digital game-based learning model and GNS game theory was developed. The game has pluralistic somatosensory interactions, thus, students could learn learning contents through meaningful body motion. This study aimed to investigate the infl uence between different platforms and learning effectiveness. We developed two versions: kinetic and computer version to fi gure out the difference from two versions. Moreover, this study tried to compare users’ fl ow with the GNS game theory while playing the two different versions. The results showed that through game-based learning, the learning effectiveness was not significant between two versions; however, both versions could increase the learning effectiveness significantly. Feedbacks to the kinetic version regarding the Gamism, Narrativism, and Simulationism aspects of the GNS game theory were better than the feedbacks to the computer version.