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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

遊戲互動式擴增實境支援國小圖書館利用教育之研究 / The Study of the Game-based Interactive Learning with Augmented Reality that Enhances Elementary School Library User Education

蔡雁農, Tsai, Yen-Nung Unknown Date (has links)
長期以來,國小圖書館受限於經費及人力的不足,使得其功能無法充分發揮,有些學校圖書館甚至沒有規劃圖書館利用教育的課程,學生雖可到圖書館中自由閱讀,但若不具備找尋圖書的能力,常會因而無法找到自己有興趣的書籍而在廣大的書海中迷失,使圖書館的功能逐漸喪失,因此如何藉由圖書館利用教育課程教導學生找尋書本的能力也就越顯重要。 隨著電腦科技日益發達,學習教材和學習方式也變得多元化,近年來利用遊戲方式進行學習的研究有愈來愈多的趨勢,學者認為若能將遊戲融合教學,將能達到寓教於樂的教學目標。本研究透過實際開發遊戲系統的方式,嘗試以情境學習理論為發展基礎,將擴增實境互動技術應用到圖書館的學習環境上,透過「遊戲互動擴增實境圖書館利用教育學習系統」的建置,來發展創新的圖書館利用教育學習模式,並藉此系統的發展來支援國小圖書館利用教育的實施。 實驗結果顯示利用「遊戲互動擴增實境圖書館利用教育系統」進行學習,各方面成績皆有顯著的進步,且學習成效可排除授課者個人因素之影響,具有穩定的教學品質。另外,本研究所發展的系統,對於高、低分群和場地相依的學習者來說,使用本系統進行學習,其學習成效在「應用型題目」上明顯優於傳統圖書館利用教育,並且可以加強學習者學習動機。除此之外,使用本系統之教學成效不會受到個人使用電腦的熟悉度所影響,因此未來在發展和推廣本系統的同時,不需要考慮學生是否具備良好之基本電腦使用能力。 / Due to the limited budgets and human resources, most libraries in the elementary schools of Taiwan have been unable fully functioned and utilized as its role should be in school organization. Some schools do not plan and provide library utilization education for children. Although students can go to libraries enjoying readings, they are not well trained for search library collection and resources. As a result, they are usually unable to find the books they are interested and easily getting lost in enormous information environment. This study proposes the importance of library usage training as a significant program in elementary school; promoting students’ abilities of finding books they need both for school works and personal interests. With the advance in computer technology, the learning materials and learning methods have become diversified in recent years. In particular, the instruction method of game-based learning has drawn much attention in education research. Many education researchers and scholars think the integration of teaching and games will promotes students’ performances while the learning activities are also functioned as entertaining process. This study attempts to develop educational gaming system on the basis of situated learning theory, adopting the innovative augmented reality interactive technology on the library's learning environment. This study hopes students’ library knowledge of library usages could be promoted through the "Interactive Augmented Reality Games Library Education Learning System." Moreover, the study could develop innovative learning model for elementary schools in library usages as well as to support future implementation programs for elementary library usage education. Experimental results show that students have significant improvement on learning performance after using "Interactive Augmented Reality Games Library Education Learning System." The assessment also showed improvement based on the exclusion of personal factors from teachers. In addition, this system promotes better learning performance and motivation for learners of high and Low graded groups as well as the field-dependent learners in the “application questions” tasks. Moreover, the education effectiveness of this system will not be affected by personal factors such as familiarity on computers skills. Therefore, there would be less consideration on students’ computer skills needed for future adoption on this system in library usage programs.
2

合作式網路探究課程發展與學習成效評估研究:以圖書館利用教育為例 / The Effects of Collaborative Web-based Inquiry Science Environment (CWISE) on Library Instruction Learning Performance

辛瓊瑤, Hsin, Chiung Yao Unknown Date (has links)
本研究成果冀望對於減輕圖書教師或館員在圖書館利用教育實施上的負擔,以發展結合網路學習讓學習者自學的有效圖書館利用教育模式。據此本研究探討發展之「合作式網路探究圖書館利用教育模式」對於學習者的學習成效、網路態度、科技接受度及學習滿意度,是否優於目前普遍被採用的「網路式圖書館利用教育模式」。此外,本研究亦探討場地獨立型與場地相依型不同認知風格及高低網路自我效能學習者利用「合作式網路探究圖書館利用教育模式」進行圖書館利用教育學習,在提升學習成效、網路態度、科技接受度及學習滿意度上是否與「網路式圖書館利用教育模式」具有顯著的差異,希望據此探討這兩個背景變項對於「合作式網路探究圖書館利用教育模式」輔以圖書館利用教育實施的影響。 本研究採用準實驗研究法,隨機選取新北市某公立小學六年級二個班為研究對象,一班為實驗組,共有30人,採用「合作式網路探究圖書館利用教育模式」學習模式;一班為控制組,共有31人,採用「網路式圖書館利用教育模式」學習模式,在90分鐘共二堂課時間內,分別實施不同模式之圖書館利用教育課程。 實驗結果顯示利用「合作式網路探究圖書館利用教育模式」進行學習的實驗組學習者,在學習成效及網路態度上皆顯著優於採用「網路式圖書館利用教育模式」的控制組學習者。在學習滿意度上兩組則無顯著差異。科技接受度的「認知有用性」上,實驗組學習者顯著優於控制組學習者;但是在科技接受度的「認知易用性」方面,兩組之間則無顯著差異。另外,本研究所發展的「合作式網路探究圖書館利用教育模式」對於場地相依型和網路自我效能較低的學習者的學習成效特別具有助益。但是「合作式網路探究圖書館利用教育模式」對於學習者的網路態度,並不會因不同個人認知風格與網路自我效能而有所差異。 / The research aims to explore the influences on students' learning effectiveness and internet attitude by using inquiry-based learning skills of Collaborative Web-based Inquiry Science Environment (CWISE) library instruction. Besides, it also find out the difference of learning effectiveness, internet attitude and learning satisfaction between field-independence and field-dependence cognitive styles, as well as high and low internet self-efficacy learners when using CWISE library instruction. The study would also help to reduce the burden on teachers or librarians and to provide self inquiry-based library instruction. The quasi-experimental design is used under the restriction of education environment. Two grade 6 classes of a public elementary school in New Taipei City are chosen randomly and devided into two groups. 30 students in experimental group is proceeded with CWISE library instruction, and 31 students in control group is proceeded with web-based library instruction. Both library instruction model are taken for 90 minutes in two periods. The results show that learning outcomes from CWISE group are better than traditional web-based instruction group in all aspects. In addition, the instruction of CWISE is benefit to learning outcomes for field-dependent cognitive style and low internet self- efficacy learners. However, the students' internet attitude isn't influenced by cognitive style and internet self-efficacy after CWISE library instruction.

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