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探討擴增實境結合桌遊融入於高中校園反毒對學生學習成效及學習情緒之影響 = Exploring the effectiveness and emotional impact of AR-based board games in high school campus anti-drug

林珮如 國立臺南大學 數位學習科技學系碩士班. 2023[民112]

可在 府城總館  2樓參考書區  (DC ILT 111008 )取得(請點選下列選項)

  • 題名:
    探討擴增實境結合桌遊融入於高中校園反毒對學生學習成效及學習情緒之影響 = Exploring the effectiveness and emotional impact of AR-based board games in high school campus anti-drug
  • 著者: 林珮如
  • 國立臺南大學 數位學習科技學系碩士班.
  • 主題: 遊戲式學習 擴增實境 桌遊 校園反毒; game-based learning augmented reality board games anti-drug education in schools
  • 描述: 傳統的反毒教育方式可能缺乏吸引力和互動性,學生對其反應冷淡,往往難以引起足夠的關注和興趣。因此,探索新的教育方法和工具,如擴增實境和桌遊結合,變得極為重要。 擴增實境技術可以將虛擬元素與真實環境相結合,提供豐富的視覺和感官體驗,這對於反毒教育來說十分有價值。桌遊作為一種互動和協作的媒介,有助於學生主動參與並深入理解反毒知識。 基於以上理由,我們選擇擴增實境結合桌遊作為本研究的教學方法。我們開發了一款結合擴增實境技術和桌遊元素的反毒教育遊戲,並在高中校園中進行實驗。研究結果顯示,這種教學方法能夠提高學生對反毒知識的學習成效和學習情緒。 學生在使用擴增實境結合桌遊進行反毒教育時,表現出更高的學習成效。他們更容易理解和記憶反毒知識,並能夠應用所學知識解決實際問題。此外,學生在學習過程中體驗到更多的樂趣和興奮感,並展現出積極的學習情緒,這有助於促進他們的學習動機和參與度。 本研究的結果顯示了擴增實境結合桌遊在高中校園反毒教育中的必要性和重要性。這種教學方法能夠提升學生的學習成效和學習情緒,為反毒教育帶來新的可能性。未來的研究可以進一步探討如何優化教學設計和遊戲內容,以進一步提高學生的學習效果和參與度。
    Traditional anti-drug education methods may lack attractiveness and interaction, and students respond coldly to it, which often fails to arouse sufficient attention and interest. Therefore, it is extremely important to explore new educational methods and tools, such as the combination of augmented reality and board games. Augmented reality technology can combine virtual elements with the real environment to provide a rich visual and sensory experience, which is very valuable for anti-drug education. As an interactive and collaborative medium, board games help students actively participate and gain a deeper understanding of anti-drug knowledge. Based on the above reasons, we chose augmented reality combined with board games as the teaching method of this study. We developed an anti-drug educational game combining augmented reality technology and board game elements, and experimented in high school campuses. The research results show that this teaching method can improve students' learning effect and learning emotion on anti-drug knowledge. Students showed higher learning effectiveness when using augmented reality combined with board games for anti-drug education. It is easier for them to understand and memorize anti-drug knowledge, and they can apply what they have learned to solve practical problems. In addition, students experience more fun and excitement during the learning process and display positive learning emotions, which helps to promote their learning motivation and engagement. The results of this study show the necessity and importance of augmented reality combined with board games in anti-drug education in high school campuses. This teaching method can improve students' learning effectiveness and learning emotions, and bring new possibilities for anti-drug education. Future research can further explore how to optimize instructional design and game content to further improve student learning and engagement.
  • 出版者: 碩士論文--國立臺南大學數位學習科技學系碩士班.
  • 建立日期: 2023[民112]
  • 格式: [10],78頁 : 圖,表 ; 30公分..
  • 語言: 中文
  • 資源來源: NUTN ALEPH

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