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博碩士論文 etd-0726118-150913 詳細資訊
Title page for etd-0726118-150913
論文名稱
Title
應用虛擬實境提升年輕女性科學自我效能之探索性研究 - 以科學RPG遊戲為例
Enhancing Science Self-Efficacy of Young Females: An Exploratory Study Using Virtual Reality RPG Game
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
92
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2018-07-26
繳交日期
Date of Submission
2018-08-26
關鍵字
Keywords
RPG遊戲、以人為中心之設計、年輕女性、虛擬實境、科學自我效能
Human-Centered Design, Young Females, RPG Game, Science Self-Efficacy, Virtual Reality
統計
Statistics
本論文已被瀏覽 5818 次,被下載 274
The thesis/dissertation has been browsed 5818 times, has been downloaded 274 times.
中文摘要
近年來,擁有高知識水平和參與科學相關領域的女性逐漸增加,但是整體的女性科學自我效能一直以來都低於男性,直至今日也是如此,傳統的科學教育在此面向上或許是不足的。本研究透過以人為中心之設計方法,以年輕女性為目標,嘗試將擁有高度沉浸、高擬真且高互動特性的虛擬實境應用至遊戲式學習,並以「故事性」、「趣味性」、「學習性」三個面向作為遊戲設計之核心,將科學知識融入其中,發展一套虛擬實境科學RPG遊戲,期望年輕女性能在遊戲過程中快樂的學習科學知識,引發其學習動機及興趣,藉以提升其科學自我效能。
本研究透過觀察與訪談,歸納出虛擬實境遊戲式學習設計的重點與限制及提升科學自我效能之成效及原因。經由觀察,結合「故事性」、「趣味性」、「學習性」的科學VR RPG遊戲能提升年輕女性的科學自我效能,其中成就感是影響學習成效的關鍵,而故事則能與其相輔相成提升整體成效。最後,本研究整理研究及開發過程中針對女性設計VR RPG遊戲時的幾項重點,期望未來在開發虛擬實境遊戲時能參考之。
Abstract
Women’s science self-efficacy has always been lower than men, even though women with high levels of education and participation in science-related fields are gradually increasing, traditional science education may be insufficient in this aspect. This study aims to enhance young females’ science self-efficacy and inspire their motivation and interest in learning science through an application of game-based learning, which is a virtual reality role-playing game (RPG) combined with science knowledge. The game designed with three core concepts: storytelling, joy, and learning, through Human-Centered Design (HCD) method.
Through observation and interviews, this study summarizes the key points and limitations of virtual reality game-based learning design, and effectiveness of enhancing science self-efficacy. The science VR RPG game combining " storytelling ", " joy " and "learning" can enhance the science self-efficacy of young females. Accomplishment and fulfillment that they gained during the game is the key to the effectiveness of learning, and the story complement each other, interaction between the three core concepts, storytelling, joy, and learning, affect players and enhance their science self-efficacy. Finally, this study summarizes several key points of designing VR RPG games for women during research and development.
目次 Table of Contents
論文審定書 i
誌謝 ii
摘要 iii
Abstract iv
目錄 v
圖目錄 vii
表目錄 ix
第一章、 緒論 1
1.1 研究背景與動機 1
1.2 研究問題 2
1.3 研究目的 3
第二章、 文獻探討 4
2.1 自我效能 (Self-efficacy)與科學學習 4
2.2 遊戲式學習 7
2.3 虛擬實境 11
第三章、 研究方法 16
3.1 以人為中心設計流程 (Human-Centered Design) 16
3.2 研究流程 18
3.3 快速雛型發想與設計 20
3.4 VR RPG遊戲設計 25
第四章、 研究實作過程與結果 38
4.1 雛型開發 38
4.2 正式遊戲體驗與結果分析 51
4.3 女性VR RPG遊戲設計要素 68
第五章、 結論與建議 75
5.1 研究結論 75
5.2 研究限制 77
5.3 對未來研究的建議 78
參考文獻 79
參考文獻 References
外文文獻
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中文文獻
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