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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

社會互動排名與學習夥伴推薦機制對於激發潛水者之成效評估研究 / A study on assessing the effects of social interaction ranking and learning partner recommendation mechanisms on motivating E-learning lurkers

徐慧芸, Hsu, Hui Yun Unknown Date (has links)
潛水是網路社群中的普遍行為,並且潛水者常為網路社群中的多數,通常潛水者從社群中獲取得多,但卻貢獻得少,雖然對於整體社群無害,但對於網路社群的貢獻卻相當有限,無助於整體社群的發展與成長。因此,如何激發潛水者更積極參與互動討論,樂於貢獻一己之力,對於網路社群的發展甚為關鍵。特別是在數位學習環境中,更應該積極發展有效激發潛水者策略,以促進潛水者更積極參與社群互動討論的意願,提昇整體社群合作學習動力。而透過讓潛水者感受到自己參與社群互動的重要,提昇潛水者的社會知覺,是否有助於激發潛水者表現出更積極的互動行為,值得進行深入的探討。 因此,本研究基於提昇潛水者的社會知覺,於問題導向學習環境中發展「社會互動排名」與「學習夥伴推薦」激勵機制,以探究其對於激發潛水者在社群互動之「討論區與訊息區的文章張貼篇數及內容層次」、「四階段問題導向學習閱讀心得寫作成效」,以及學習社群中的「網路密度」、「網路直徑」、「中心度」。除此之外,也探究「外向-內向」、「人際和諧-人際問題」、「信任感-迫害感」等基本人格特質,是否與潛水者被激發與否的成效有關,進而歸納激發潛水者的具體有效策略。 研究結果顯示,具「社會互動排名」與「學習夥伴推薦」激勵機制之問題導向學習平台,對於提昇社群討論互動以及學習成效具有正向顯著效益;激勵機制確實能有效激發潛水者,降低潛水情形,並且實施激勵機制對於凝聚整體學習社群網絡亦具有正向的效用。 / Lurking is a common behavior in the network community, and lurkers often take the majority in the network community. They often get more from the community, but give less to it. To the whole community, although it doesn’t do any harm, the contribution they make to the network community is so limited, which can’t help the development and growth of the entire community. Therefore, it is quite crucial for the development of the network community about how to motivate the lurkers to participate in the interactive discussion and contribute to the community actively. Especially in the digital learning environment, it should actively develop the strategies to motivate the lurkers effectively, so as to promote the willingness of the lurkers to participate in the interactive discussion of the community more actively. In this way, it can improve the driving force of the cooperative learning in the community. It deserves deep exploration about whether it can help to motivate the lurkers to present more active behaviors in the interaction by making them feel important to participate in the community interaction and improving their social awareness. Therefore, based on the purpose of improving the social awareness of the lurkers, this study develops the motivation mechanism of “social interaction ranking” and ” learning partner recommendation” in the learning-oriented environment to explore the effects of motivating the lurkers in the community interaction, such as “the number and content levels of the articles posted in the forum and bulletin board”, “writing effects of the four-stage problem-based learning and reading”, as well as the “network density”, “network diameter” and “concentration” in the learning community. Besides, it also discusses whether the basic personality is correlated to the effect of motivating the lurkers, including “introversion-extraversion”, “interpersonal problems- interpersonal harmony”, “sense of persecution- sense of trust”, so as to further summarize the concrete and effective strategies of motivating the lurkers. The study results show the problem-based learning platform with the motivation mechanism of “social interaction ranking” and ” learning partner recommendation” show positive and significant benefits to improve the social discussion interaction and learning effect. Moreover, the motivation mechanism system is proven to motivate the lurkers and reduce the lurking situation effectively, and the practice of the motivation mechanism system has positive effect on the cohesion of the whole learning community.
2

合作閱讀標註系統之遊戲化激勵機制對於提升同儕互動與閱讀理解成效的影響研究 / Enhancing peer interactions and reading comprehension performance by using a collaborative annotation system with gamification motivate mechanisms

陳姿君, Chen, Tze Chun Unknown Date (has links)
近年來數位閱讀逐漸受到重視,許多閱讀標註系統被發展出來輔助提升數位閱讀成效,然而至今卻尚未出現具遊戲化激勵機制的閱讀標註系統。過去許多研究指出,遊戲化學習不但有助於提升學生的學習動機,並且透過遊戲競爭有助於激勵學習。因此本研究在「雲端高互動合作式閱讀標註系統」上發展遊戲化激勵機制,以探討採用有無遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,對於標註行為、閱讀理解成效、社會網絡互動及沉浸經驗的影響差異。此外,也探討不同性別與學習風格的學習者在有無遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,其標註行為、閱讀理解成效、社會網絡互動及沉浸經驗彼此之間是否具有顯著差異。 研究結果發現:(1)採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的學習者;(2)男性與女性學習者以及主動型、反思型與感覺型學習者採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(3)直覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(4)感覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在詮釋理解的表現上顯著優於採用不具遊戲化激勵機制的系統;(5)採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在程度中心度、接近中心度與中介中心度上均顯著優於採用不具遊戲化激勵機制的學習者;(6)男性與女性以及主動型、反思型、感覺型與直覺型的學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在程度中心度與接近中心度上均顯著優於採用不具遊戲化激勵機制的系統;(7)採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在第一階段(投入)與整體沉浸經驗上均顯著優於採用不具有遊戲化激勵機制的學習者;(8)感覺型的學習者採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在第一階段(投入)的沉浸經驗上顯著優於採用不具有遊戲化激勵機制的系統;(9)學習者透過具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習後,對於系統的滿意度極高。 最後,基於研究結果,本研究亦提出對教師、閱讀推廣單位的建議,也提出幾個未來的研究方向。 / The emphasis on digital reading has various reading annotation systems being developed for enhancing digital reading achievement. However, there has not been a reading annotation system with gamification motivate mechanism. Past research indicated that gamification learning could enhance students’ learning motivation and motivate learning willingness through game-based competition. Accordingly, the Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism is developed in this study to compare its effects on annotation behavior, reading comprehension achievement, social network interaction, and immersion experience with those without gamification motivate mechanism. Under the Cloud-based High-Interaction Cooperative Reading Annotation System with/ without gamification motivate mechanism, the differences among learners with distinct gender and learning styles in the annotation behavior, reading comprehension achievement, social network interaction, and immersion experience are also investigated. The research findings are summarized as following. (1) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (2) Male, female, active, reflective, and sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (3) Intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, and annotation ability. (4) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on reading achievement for interpreting, integrating, and evaluating processes.(5) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on degree centrality, closeness centrality, and betweenness centrality. (6) Male, female, active, reflective, sensing, and intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading outperform those without gamification motivate mechanism on degree centrality and closeness centrality. (7) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on the first stage (engagement) and overall immersion experience. (8) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on immersion experience at the first stage (engagement). (9) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading present extremely high system satisfaction. Based on the research results, suggestions for teachers and reading promotion units as well as for future research are proposed.

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