專注力固化信念預測認知負荷、VR操作失敗歸因、遊戲心流、遊戲成效之相關研究
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2020
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專注力被認為是有助於學習的一個重要因素,故如何有效提升學習者的專注力蔚為重要。是以,本研究應用一款VR專注力學習系統,讓學習者進行遊玩,並在基於多媒體學習認知情意理論及體感式學習理論的基礎下,提出八條研究假設及兩個研究模式,旨在探討專注力固化信念對於認知負荷、VR操作失敗歸因、遊戲心流與遊戲成效之關係為何。而為本研究目的,以立意抽樣方式邀請新北市某技術型高中297名學生作為參與者,而遊玩VR之後所填寫的問卷資料經由篩檢後,有效樣本數為259人,有效回收率為87.2%,其中男性參與者為50人,而女性參與者則有209人。接著本研究將有效數據資料透過SPSS進行信度與效度分析,再以AMOS進行研究模式驗證。研究結果顯示:一、專注力固化信念對認知負荷具有正向影響;二、專注力固化信念對VR操作失敗歸因具有正向影響;三、認知負荷對VR操作失敗歸因具有正向影響;四、認知負荷對遊戲心流具有負向影響;五、VR操作失敗歸因對遊戲心流具有負向影響;六、遊戲心流對專注力遊戲成效具有正向影響;七、各構面之間具有間接影響;八、背景變項與遊戲成效具有差異性。最後依據研究分析結果,進一步的提出研究結論、研究建議與後續研究建議。
Concentration is considered an important variable that contributes to learning, so how to effectively improve learner’s Concentration is very important. Therefore, this research applied virtual reality (VR) Concentration learning system for learners to play, and based on the cognitive-affective theory of learning with media (CATLM) and embodiment-based learning theory, eigth research hypotheses and two research model were proposed. The purpose of this study was to explore the relationship among intelligence beliefs, cognitive load, VR operation attribution failure, gaming flow experience and gameplay performance. According to the purpose of this study, 297 students from a technical high school in New Taipei City were invited as participants using purposive sampling. Participants were asked to fill out the questionnaire after playing with the VR learning system. 259 (87.2%) valid questionnaire were retrieved, of which 50 were male participants and 209 were female participants. Then, the reliability and validity of the valid data was analyzed using SPSS, and the research model was verified using AMOS. The research results showed that: (1) Entity brief of concentration has a positive correlation with cognitive load; (2) Entity brief of concentration has a positive correlation with failure-attrition of interacting Virtual Reality; (3) Cognitive load has a positive correlation with failure-attrition of interacting Virtual Reality; (4) Cognitive load and flow experience have a negative correlation; (5) failure-attrition of interacting Virtual Reality has a negative correlation with game flow; (6) flow experience has a positive correlation with focus gameplay performance have a negative correlation; (7) There are indirect effects between variable; (8) There are significant difference in gameplay performance in different backgrounds.Based on the results, further research conclusions, research suggestions, and follow-up research suggestions are proposed.
Concentration is considered an important variable that contributes to learning, so how to effectively improve learner’s Concentration is very important. Therefore, this research applied virtual reality (VR) Concentration learning system for learners to play, and based on the cognitive-affective theory of learning with media (CATLM) and embodiment-based learning theory, eigth research hypotheses and two research model were proposed. The purpose of this study was to explore the relationship among intelligence beliefs, cognitive load, VR operation attribution failure, gaming flow experience and gameplay performance. According to the purpose of this study, 297 students from a technical high school in New Taipei City were invited as participants using purposive sampling. Participants were asked to fill out the questionnaire after playing with the VR learning system. 259 (87.2%) valid questionnaire were retrieved, of which 50 were male participants and 209 were female participants. Then, the reliability and validity of the valid data was analyzed using SPSS, and the research model was verified using AMOS. The research results showed that: (1) Entity brief of concentration has a positive correlation with cognitive load; (2) Entity brief of concentration has a positive correlation with failure-attrition of interacting Virtual Reality; (3) Cognitive load has a positive correlation with failure-attrition of interacting Virtual Reality; (4) Cognitive load and flow experience have a negative correlation; (5) failure-attrition of interacting Virtual Reality has a negative correlation with game flow; (6) flow experience has a positive correlation with focus gameplay performance have a negative correlation; (7) There are indirect effects between variable; (8) There are significant difference in gameplay performance in different backgrounds.Based on the results, further research conclusions, research suggestions, and follow-up research suggestions are proposed.
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虛擬實境, 專注力固化信念, VR操作失敗歸因, 遊戲心流, 遊戲成效, Entity brief of concentration, Failure-attrition of interacting Virtual Reality, Flow experience, Gameplay performance, Virtual reality