碩士 / 嶺東科技大學 / 資訊科技應用研究所 / 101 / With the rapid development of science and technology, mobile navigation with handle devices, such as smart phones and PDAs (personal digital assistant), has become very popular. In the art center, although there is the provision of information, the majority of visitors do not understand the meaning of exhibits. How to improve the learners’ learning interest and learning motivation is very important in learning process. In the field of digital learning, many scholars have proposed some game-based learning concepts to enhance the learners' learning interest and learning motivation in learning process. This study tries to add game-based learning into a mobile navigation system at the art center, and explores whether to improve the learners’ learning interest and learning motivation. A total of 108 participants are divided into experimental group (game-based learning) and control group (non-game-based learning) in the experiment in order to explore the influence for the perceived ease of use, perceived usefulness, using attitude, and future willingness in the ATM (technology acceptance model). This study also explores the interaction between ATM and learning interest and cognitive load. The results show that the experimental group is more better than the control group in learning interest. For the experimental group, we find the following facts. The cognitive load will affect the learning interest. The learning interest will affect the using attitude. The using attitude and cognitive load will affect the future willingness.
Identifer | oai:union.ndltd.org:TW/101LTC00396008 |
Date | January 2013 |
Creators | Huang, Yu-Ting, 黃鈺婷 |
Contributors | Hwang Gwo-Haur, 黃國豪 |
Source Sets | National Digital Library of Theses and Dissertations in Taiwan |
Language | zh-TW |
Detected Language | English |
Type | 學位論文 ; thesis |
Format | 56 |
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