本計畫旨在設計以合科教學為目標的數位人文交融遊戲<華戎道>,以歐亞大陸的交通與文化交流為主題,緊扣國高中史地各年段從華夏至國際的課綱,透過遊戲課程讓學生體驗華夏與戎夷的相互關係。學生在實體的大地圖上建置立體裝置與模型,透過NFC及Arduino等軟硬體應用,驅動數位動畫、AR擴增實境塔防遊戲,並以仿生機器人進行競合策略遊戲,帶入歷史情境故事與探索中。再透過物聯網技術聯結軟硬體裝置,建立智慧互動小小世界,讓學生在創客與解謎中,應用課堂所學知識,活化惰性知識,促進批判思考、溝通協調、跨域合作、解決問題的科技與人文素養。四年以認知內容為主的卡牌桌遊教材課程,競合策略的擴增實境塔防遊戲,智慧控制的仿生作遊運算思維,創客整合的高峰物聯智慧科技進行堆疊式遊戲開發。另外,計畫建置多模遊戲行為分析系統,將遊戲系統所記錄之大數據,包括遊戲行為序列與影音記錄,透過自然語言資料庫與內容分析AI系統,以編碼主軸自動形成遊戲動態行為互動模式與結構分析結果。輔以研究員專業解析,透過遊戲行為與互動行為的交叉比對與事後訪談,最後以視覺化的樣貌呈現,全面性的瞭解遊戲中玩家特性與其之間的競合情況與策略使用樣貌。
This research aims to develop an interdisciplinary digital humanity convergence game <Eurasia Passage> in line with secondary school curriculum concerning European and Asian geography and history so the students learn about the interconnections of the various cultural groups in that regions. On the big map, the students would build buildings and gadgets inserted with NFCs and sensors that are linked with digital animations, games, and AR tower defense games with Arduinos and presented through smart phones. They can also use biomimetic robots to play the co-opetition strategic games and be immersed in the historical scenarios. With IoT technologies, students immersed in the interactive maker world and use block coding to control the robots. Students would also play summit game to solve historical conflict problems so that their 5C abilities and technological humanity literacy can be nurtured. The project is a series of compiled games that are accumulated from year to year. First year is a card-based table game with corresponding curriculum focused on the subject content. Second year is a AR tower defense game focusing on strategic coopetition. The third year is the robotic maker game with computational thinking using smart controls. The fourth year is the IoT smart technology summit game focusing on students’ knowledge synthesis and construction. This project also develops multimodal gaming behavior analytic system that will do automatic analysis of the dynamic gaming process. From the big data from the game system, and video recordings collected during the games, the system conduct content analysis with natural language database and AI system. Then the system shows the players’ characteristics and their interactive gaming strategy patterns in visualizations.
(174) Chen, Song-Lin, Shih, Ju-Ling, & Chen, Shaun-Wen (2023). Designing an IoT-based Biorobotic Complex Board Game <Eurasia Channel>. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education.
(169) Wang, Hsin-Ju, Chen, Shaun-Wen, & Shih, Ju-Ling (2023). Develop and Analysis of Educational Board Game <The Golden Silk Road> on Cultural Cognition. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education.
(164) Chen, Shaun-Wen & Shih, Ju-Ling (2023). Evaluation of an Instructional Design for Developing Computational Thinking Skills Using Four-bar Linkage Bionic Robots. International Conference on Computational Thinking Education and STEM Education (CTE-STEM 2023), June 7-10. Taiwan: National Central University.
(162) 陳宣文、施如齡、曾家俊 (2023)。連桿仿生機器人之創意設計與實作成果評估。The 27th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2023), May 27-31. Beijing, China: Beijing Normal University.
(157) Chen, Shaun-Wen, Shih, Ju-Ling, & Chen, Yan-Ming (2022). Four-bar Linkage Quadruped Biorobotic Instructions: Gamified Design and Development. The Main Proceedings of the 30th International Conference on Computers in Education (ICCE 2022), November 28-December 2. Kuala Lumpur, Malaysia: Asia-Pacific Society on Computers in Education.
(151) Chen, Shaun-Wen*, & Shih, Ju-Ling (2022). A STEM-based Learning Activity Instructional Design of Quadruped Bionic Robots. International Conference on Computational Thinking Education and STEM Education (CTE-STEM 2022), June 15-17. The Netherlands: LDE-CEL at the TU Delf. (MOST 108-2511-H-008 -016 -MY4.)
(077) 王悦綺(2023)。物聯網遊戲中的玩家社交互動與決策選擇分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/v864ju [Yueh-Chi Wang (2023). The Analysis of Social Interaction and Decision-Making in IoT-based Games.]
(071) 胡家郡(2022)。絲路史地數位遊戲之 玩家動機、策略與歷史素養分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/r2umbk [Chia-Chun Hu (2022). Analysis of Player Motivation, Strategy, and Historical Literacy in the Digital Game of Silk Road History and Geography.]
(069) 王欣茹(2022)。文化美感教育桌遊<金色絲路>對小學生美感鑑賞素養與文化認知之學習分析影響。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/9semfn [Hsin-Ju Wang (2022). Learning Analysis of Cultural Aesthetic Education Board Game "The Golden Silk Road" on Elementary Students' Aesthetic Appreciation and Cultural Awareness.]
(065) 陳宣文(2022)。機械戰馬:連桿仿生機器人之開發及教學設計與運算思維表現評估。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/kuwc86 [Hsuan-Wen Chen (2022). The Mechanical Warhorse: Development of Linkage Bionic Robots and Instructional Design and Evaluation of Computational Thinking.]
(056) 吳雨桐(2024)。認知地圖融入數位學習遊戲<異廊>探討學生之文化認知與空間概念。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/cn27gn [Yu-Tung Wu (2024).Integrating Cognitive Mapping in <Exotic Gallery> Learning Game for Cultural Awareness and Spatial Concept.]