跨平台3D「臺灣史詩遊戲」之開發與學習歷程分析

計畫簡介

本研究計畫之主旨在於開發一個跨平台「臺灣史詩遊戲」 ,以Unity3D 來建置一款專屬於臺灣人鄉土情懷、史事認識的3D 虛擬實境遊戲。計畫以清朝末年南臺灣平民英雄的故事,創造具有 14 主題關卡的體驗式角色扮演遊戲。利用跨平台的功能,迎著青少年最喜愛的數位遊戲潮流,並藉由已經普及化的行動載具--智慧型手機的使用,將現代人未能親身經歷之史地,以多媒體的方式,在虛擬實境中實現;同時,透過手機的GPS 定位功能,讓故事中的情境與實境相互結合。 本計畫之目的在於透過桌機與手機相輔相成的跨平台數位遊戲方式,提升學習者對於台灣史實的學習成效,並暸解學習者在遊戲中的歷程狀態。計畫特色在於創造一款史詩級的數位遊戲,並從教學與學習的角度,導出數位學習遊戲之設計與評量模式。 數位學習遊戲的評鑑包括探測指標評鑑,邀請專家進行形成性評量,提供改進建議。學習成就評量方面則以台灣史實相關內容,進行學習前後測。學習歷程則以腦波、遊戲歷程觀察以及訪談,獲取質量並重的資料,分析學習者於遊戲中的心流之牆的發生與突破。最後藉由學習感受問卷深入得知學習者對於數位學習遊戲的觀感與建議。

The Development and Learning Process Analysis of Cross-Platform 3D "Taiwan Epic Game"

The theme of this research is to develop a cross-platform “Taiwan Epic Game”. Unity3D will be used to create a 3D simulated digital learning game for learning Taiwan history and cultivate Taiwan spirit. The storyline of game will be based on the Southern Taiwan’s common heroes in Late Chin dynasty, and design experiencial role-play game with 14 thematic stages. With the cross-platform functionalities, it is aimed to attract young students with the multimedia presentations and pervasive mobile devices—smart phones, to understand the Taiwan history and geography. Besides the virtual story of game, the mobile learning system can guide students to walk into the real world, and physically experience the locations described in the story. With the use of GPS system on the phones, students can see the virtual simulations of the past that is integrated in the real world. The goal of this research is to establish a cross-platform learning model that can be adopted in both desktop PC and smart phone. It aims to increase students’ learning motivation and effectiveness of Taiwan history, understand the gaming conditions while students were in the game. The feature of the project is to create an Epic standard game for Taiwan, and generate an innovative design methods and evaluation model for digital learning game. For game evaluation, experts are invited to conduct heuristic evaluation for formative evaluation, and provide suggestions for further adjustments. Students’ learning achievement will be evaluated with the content of Taiwan history, and perform pre-and post-tests. Learning process will be analyzed with both quantitative and qualitative methods using brain-wave detection, observation, and interviews. Students’ internal flow condition will be analyzed, and the happening and breakthrough of wall-of-flow will be probed. Last, reactions and feeling about the learning system will be probed using questionnaires.

成果產出

期刊

(037) 黃淑賢、陳炯憲、施如齡。(2019)。運用數位說故事於偏鄉國小在地文化課程之行動研究。數位學習科技期刊,11(1),51-75。(TSSCI). (NSC 100-2628-S-024-002-MY3, MOST 104-2628-S-024-002-MY4) [Full Text Link]

(031) 林昱廷、林長信、施如齡、曾家俊。(2017)。歷史文化學習之數位體感遊戲開發與成效評估。數位學習科技期刊,9(4),109-131。(TSSCI). [Full Text Link]

(030) Chang, Ching, Shih, Ju-Ling, & Chang, Chih-Kai. (2017). A mobile instructional pervasive game method for language learning. Universal Access in the Information Society, 16(3), 653–665. (SSCI) (NSC100-2628-S-024-002-MY3, MOST 104-2628-S-024-002-MY4) . [Full Text Link]

(029) Chang, Ching, Chang, Chih-Kai, & Shih, Ju-Ling. (2016). Motivational strategies in a mobile inquiry-based language learning setting. System, 59, 100-115. (SSCI). (MOST 104-2628-S-024-001-MY3, MOST 103-2511-S-024-003, MOST-104-2628-S-024-002-MY4.) [Full Text Link]

(027) Hsu, Wen-Chun, Shih, Ju-Ling (2016). Applying Augmented Reality to a Mobile-assisted Learning System for Martial Arts Using Kinect Motion Capture. International Journal of Distance Education Technologies, 14(3), 91-106. [Abstract Link]

(025) Shi, Yen-Ru, & Shih, Ju-Ling. (2015). Game Factors and Game-Based Learning Design Model. International Journal of Computer Games Technology. Hindawi Publishing Corporation. 11 pages. doi:10.1155/2015/549684 (NSC 100-2628-S-024 -002 -MY3). [Full Text Link]

(024) Shih, Ju-Ling*, Jheng, Shun-Cian, Tseng, Jia-Jiun. (2015). A Simulated Learning Environment of History Games for Enhancing Players’ Cultural Awareness. Interactive Learning Environments, 23(2), 191-211. (SSCI). (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3). [Full Text Link]

(022) Cheng-Ping Chen, Ju-Ling Shih*, Yi-Chun Ma. (2014). Using Instructional Pervasive Game for School Children’s Cultural Learning. Journal of Educational Technology & Society, 17(2), 169-182. (SSCI). (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3, and NSC101-2511-S-024-009-MY3). [Full Text Link]

(019) 施如齡*、鄭家家。(2013)。GPS導入史地步道行動學習系統對學習者鄉土學習及認同感之影響。Global Chinese Journal of Computers in Education, 9(1), 14-28. (NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 100-2631-S-011-003)。


書章

(05) Shih, Ju-Ling, Guo, Jyun-Fong, & Chen, Cheng-Ping. (2016). Sustaining Mobile Learning with Pervasive Game: An Example of Cultural History Exploration. In Wan Ng, & Terry Cumming (Eds.). Sustaining Mobile Learning: Theory, research and practice. NY: Rouledge. pp. 173-192. ISBN: 987-1-138-78738-4. (NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 100-2631-S-011-003)。

(04) 施如齡、鄭家家。(2014)。GPS導入史地步道行動學習系統對學習者鄉土學習及認同感之影響。陳德懷、黃國禎(主編)。未來教室、行動與無所不在學習。183-204頁。台北市:高等教育出版。ISBN:9789862660980。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 100-2631-S-011-003)。

(03) Hwang, Gwo-Jen, & Shih, Ju-Ling. (2015). Experiences of Using a Blended Mobile Learning Approach to Connect Classroom and In-Field Learning Activities in a Local Culture Course. L.-H. Wong et al. (eds.), Seamless Learning in the Age of Mobile Connectivity. pp. 319-333. Singapore: Springer Science+Business Media Singapore. ISBN: 978-981-287-112-1, 978-981-287-113-8.

(02) Shih, Ju-Ling, Chuang, Chien-Wen, and Hwang, Gwo-Jen* (2010). Historic Monument Education: The Impact of a Collaborative Inquiry-based Mobile Learning Strategy on Social Relationship Development. In Wan Ng (Ed.) Mobile Technologies and Handheld Devices for Ubiquitous Learning: Research and Pedagogy. pp. 138-169. PA: IGI Global. ISBN: 1616928492 (NSC 97-2511-S-024 -009-MY2, NSC 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001)


研討會論文

(138) Lin, Chang-Hsin, Chen, Chien-Ming, Shih, Ju-Ling, Huang, Shu-Hsien, Tseng, Chia-Chun (2018). An Investigation of the Influence of Learning Effectiveness and Motivations in a Taiwan History Digital Game–GovernFormosa. The Main Proceedings of the 26st International Conference on Computers in Education (ICCE 2018), November 26-30. Philippines: Asia-Pacific Society on Computers in Education. (MOST 104-2628-S-024 -002 -MY4)

(128) 黃淑賢、馮胤誠、施如齡。(2016)。運用隨境遊戲小組合作模式於史地課程之探究。The 20th Global Chinese Conference on Computers in Education (GCCCE 2016), May. 23-May. 27. Hong Kong: The Hong Kong Institute of Education. (NSC 100-2628-S-024-002-MY3 and MOST 104-2628-S-024 -002 -MY4).

(124) 馮胤誠、黃淑賢、施如齡。(2015)。探討互動式随境遊戲於歷史課程之應用。2015全國計算機會議(2015 National Computer Symposium),屏東。(NSC 100-2628-S-024-002-MY3 and MOST 104-2628-S-024 -002 -MY4)

(122) 馮胤誠、施如齡。(2015)。位基服務遊戲用於提高本土歷史課程學生學習表現。The 19th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2015), May. 25-May. 29. Taiwan: National Central University.

(116) 徐文俊、施如齡 (2014)。應用擴增實境技術於行動裝置輔助國術學習系統之開發研究−以彈腿套路為例。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。(NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024-002 -MY3, and NSC 101-2511-S-024 -009 -MY3)。

(105) 林昱廷,許庭豪,陳建名,施如齡,林勇呈,鄭舜謙 (2012)。以動作偵測技術進行數位學習遊戲之3D武功系統開發。臺灣數位學習研討會(TWELF 2013),2013年11月27日-28日。台中:國立自然科學博物館。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024-002-MY3)。

(104) Guo, Jyun-Fong, & Shih, Ju-Ling*. (2013). The Instructional Application of Augmented Reality in Local History Pervasive Game. The Main Proceedings of the 21st International Conference on Computers in Education (ICCE 2013), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education. ISBN: 978-602-8040-71-6. (NSC 98-2511-S-024-006-MY2, and NSC 100-2628-S-024 -002 -MY3).

(102) Chen, Cheng-Ping, Guo, Juin-Feng, Shih, Ju-Ling. (2013). The Impacts of Computer Literacy and Learning Enthusiasm on Cognitive Load in Instructional Pervasive Game. The 13th IEEE International Conference on Advanced Learning Technologies (ICALT 2013), July 15-18. Beijing, China: Beijing Normal University. (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3,and NSC101-2511-S-024-009-MY3).

(100) Yi-Han Wang*, Ju-Ling Shih, Shun-Cian Jheng. (2013). Designing A Multi-dimensional Narrative Structure Digital History Game. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024-002-MY3).

(099) Shun-Chien Cheng*, Ju-Ling Shih, Yi-Han Wang. (2013). Creating Simulations in History Game that Enhance Players’ Sense of Cultural Reality. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024-002-MY3).

(096) Jyun-Fong Guo*, Cheng-Ping Chen, Ju-Ling Shih. (2013). Preliminary Investigation of Integrating Social Community Website into Pervasive game for Learning Local History. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3).

(094) 林勇呈,施如齡*,徐文俊。(2013)。應用體感互動技術開發國術學習遊戲。The 17th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2013), May 27-31. 北京:北京大學。(NSC 100-2628-S-024-002-MY3 and NSC101-2511-S-024-009-MY3).

(090) Chen, Cheng-Ping, Guo, Juin-Feng, & Shih, Ju-Ling. (2012). Constructing an Evaluation Framework for Cultural-Inquiry Pervasive Game. The 20th International Conference on Computers in Education (ICCE 2012), Nov. 26-30. Singapore: National Institute of Education. (NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024-002-MY3、NSC 101-2511-S-024-009-MY3).

(089) Hsu, Wen-Chun, Shih, Ju-Ling, & Lin, Yung-Cheng. (2012). Applying Kinesthetic Real-time Interactive Technology to Develop a Martial Arts Learning System. The 20th International Conference on Computers in Education (ICCE 2012), Nov. 26-30. Singapore: National Institute of Education.(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3).

(087) 林勇呈、徐文俊、施如齡。(2012)。應用體感即時互動技術於國術學習與評量系統之開發研究。臺灣數位學習研討會(TWELF 2012),2012年10月26日。臺南:成功大學。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024-002-MY3、NSC 101-2511-S-024-009-MY3)。

(085) 郭俊峰、陳正萍、施如齡。(2012)。社群網站融入史地隨境遊戲之設計模型初探。臺灣數位學習研討會(TWELF 2012),2012年10月26日。臺南:成功大學。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3)。

(083) Jheng, Shun-Cian, Shih, Ju-Ling, & Wang, Yen-Jen. (2012). 4D Sandbox-MMORPG for Cooperative Learning in the Historical Context. The Sixth International Conference on Collaboration Technologies (CollabTech, 2012), August 27-29. Sapporo, Hokkaido, Japan: University of Tsukuba. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(081) 王彥人、施如齡、鄭舜謙、王薏涵。(2012)。《流民本色》:隨境遊戲之遊戲性沉浸設計。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(080) 王薏涵、王彥人、鄭舜謙、施如齡。(2012)。《白賊七》台灣史地冒險遊戲:以GNS理論設計互動敘事文本。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(077) 陳正萍、施如齡、Bahtijar Vogel、Daniel Spikol、Marcelo Milrad。(2012). 運用教學式隨境遊戲於校園史蹟文化探索活動。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(076) 鄭舜謙、施如齡、王彥人、王薏涵。(2012)。3D角色扮演數位遊戲之模擬性沉浸設計。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(075) Chen, Cheng-Ping, & Shih, Ju-Ling, (2012). A Prototype on a Meta-model for Designing Instructional Pervasive Games. The 7th IEEE International Conference on Wireless, Mobile and Ubiquitous Technologies in Education. (WMUTE 2012), Mar. 27-30. Japan: Takamatsu, kagawa.

(071) Shih, Ju-Ling, & Chen, Cheng-Ping (2012). Approaching M-learning with the Application of Instructional Pervasive Game. The 7th IEEE International Conference on Wireless, Mobile and Ubiquitous Technologies in Education. (WMUTE 2012), Mar. 27-30. Japan: Takamatsu, kagawa. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(069) Hsu, Shih-Hung, Shi, Yen-Ru, & Shih, Ju-Ling (2011). The Learning Effectiveness of Pervasive Game Integrated with Inquiry-Based Navigation System. The 19th International Conference on Computers in Education (ICCE 2011), Nov. 28 – Dec. 2. Thailand: Chiang Mai. (98-2511-S-024-006-MY2).

(068) 施如齡、鄭舜謙、施百俊(2011)。台灣鄉土文化傳遞之型態轉變—從武俠小說到數位遊戲之《小貓》。文化創意產業永續與前瞻學術研討2011,2011年11月19、20日。屏東:國立屏東教育大學。(NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(067) Chen, Cheng-Ping, & Shih, Ju-Ling (2011). Enhancing Learning Effects of Map Reading and Coordinates with GPS aided Geocaching Learning Activities. International Mobile Learning Conference 2011 (mLearn 2011), Oct. 19-21. Japan: Tokyo.