<謎域>乃未知之境,讓學生在歷史情境中,瞭解在每一片土地上的人、事、物。以不同角色去看到差異立場與多元觀點,提高學生歷史思維與歷史感,解開<謎域>的隱藏傳遞訊息。此計畫主要分為三個階段。第一個階段為「AR遊戲設計與系統開發」,遊戲設定為桌上地圖,學習者碰到事件衝突時用載具掃描事件卡,會帶入簡要的事件說明與選項。此選項依據情緒性人格進行設定,系統能夠記錄學習者的對於事件的因應方式與決策思考,容後續進行行為分析使用。第二個階段為「IOT建置與遊戲參數設定」,遊戲設定為大地圖,其上建置NFC互動晶片,遊戲所建置的IOT機構亦均加上距離感應器,連結系統終端的遊戲數值。因此,學習者在遊戲中的所有動作,透過卡牌、物件、機器人在地圖上移動與互動,均會促發電腦系統上的連帶反應,改變遊戲參數。這種使用大地圖讓所有學生共同參與的情境、多方參與式的IOT物件連動複雜數值,以及經由協商、決策與互動所產生的動態結局,即為此計畫所謂的「倣真情境」,也是此計畫對於IOT等科技創新的應用發想。第三個階段為「動態行為與視覺化分析」。由於遊戲過程為多方動態競合的策略遊戲,透過個人選擇、集體決策、跨群溝通與協商,為課室帶來嶄新的學習樣態。學生的動態行為、社會關係、解難策略,都是值得深入探討的議題。因此,透過多維多模的分析方式,再以視覺化分析系統呈現,將是此計畫創新研究方法的貢獻處。
<Terra Incognita> refers to the land of enigma. This study attempts to let students experience and understand the people, things, stories, and issues about a piece of land in the historical gaming scenario. Students establish multiple perspectives through role-playings and enhance their historical thinking when discovering the hidden messages of the terra incognita. This project encompasses three phases. Phase One, AR game design and system development. The game is a table game. When students encounter conflicts, they scan the QR code on the event cards which provide them the stories and resolution choices on the mobile devices. Those options are designed based on Eysenck Personality Inventory which is emotion oriented. The gaming system would record learning behaviors and decisions made in the game. Phase Two, IOT-emulated scenario with game parameters. The game uses a large map tagged with NFC chips which can be triggered by all the IOT devices. The devices are attached with distance sensors which are connected with the digital system and database. Therefore, all players' actions, movements of cards, objects, and robots are connected to establish the participatory environment, which is also the technological innovation of this project. Phase Three, dynamic behaviors and visualization analysis. Since the gaming process is a multi-player dynamic coopetition strategic game, the personal choices, collective decision-making, and inter-group communication and negotiation have brought the new learning atmosphere into the classroom. Students' interactive behaviors, social relations, problem-solving strategies are research issues worth discussion. Thus, the contribution of this study is to use multi-model and multi-dimensional analysis with visualization that established an innovative research method of this study.
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