本研究計畫之主旨在於開發一個創新性的複合式桌遊,以立體地圖為操作主體,整合前瞻性科技於數位內容的呈現,包括近場感應技術、3D遊戲、擴增實境、虛擬實境、行動定位服務、立體眼鏡等,創造一款具耐玩性、延展性、推廣性,能讓學生於課室內互動操作的學習遊戲。學習者能於實體地圖、虛擬故事情境、實體環境、行動定位服務導向之手機遊戲系統交錯的環境中,沉浸於實體與虛擬環境創造出的奇幻文史劇場,享受超越時空的體驗。最後,提出推廣版教學系統與翻轉教學方案,提供教師與學生融入課程使用。
本計畫之目的在於提升學習者對於台灣史地文化的學習興趣,並暸解學習者在複合式桌遊中的遊戲歷程與學習狀態。研究工具包括學習成效評估,以台灣史實相關之課程內容,進行學習前後測;學習歷程則以心智圖搭配六頂思考帽的分析模式,探討學生的批判思考與問題解決策略;並使用序列分析法進行遊戲歷程觀察與分析,輔以訪談,獲取質量並重的資料。最後藉由認知功能測驗,瞭解學生認知功能的提升幅度,並以學習感受問卷深入得知學習者對於複合式桌遊的觀感與建議。
本計畫將產出教學模式,並針對各研究階段之相關議題進行國際交流合作。
This research aims to develop an innovative complex board game based on a 3-dimentional physical map with the integration of prospective technologies, such as near field communication (NFC), 3D game, augmented reality, virtual reality, location-based services, and 3-dimentional glasses. It is designed to be sustainable, extensible, and feasible for formal education to adopt for classroom interactions. Students can be immersed in the creative cultural historical theatre which is produced by the amalgamation of real and virtual spheres. In-between the map, stories, locations, and virtual realities, students experience the joy of traveling between spaces and times. This research also plans to provide a teachers version for flipped classroom use in elementary schools with exemplarily teaching plans to guide the uses of complex board game.
The goals of the research is to increase students’ learning motivations and conditions in history, and understand the effects of the complex board game to students’ learning achievements. Research tools include both quantitative and qualitative data. Learning achievement evaluations will be conducted about students’ learning in course contents. Learning processes were analyzed by using mind map to show how students use the Six Thinking Hat, which is to understand students’ critical thinking ability and problem-solving strategies. Sequential analysis will be adopted to analyze students’ gaming process and decision making strategies. Interviews and observations would be used to triangulate the data. Last, cognitive function tests will be conducted to probe whether students’ cognitive functions were improved, and used questionnaires to understand students’ thoughts and suggestions to the complex board game.
Teaching and learning models will be created, and international research cooperation will be continued on various issues generated along the research.
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