以桌遊結合AR擴增實境為基礎之創新教學在藥物濫用防制教學的成效探討-以高中職進修部學生為例

dc.contributor郭鐘隆zh_TW
dc.contributor連盈如zh_TW
dc.contributorGuo, Jong-Longen_US
dc.contributorLien, Yin-Juen_US
dc.contributor.author宋慶禾zh_TW
dc.contributor.authorSung, Ching-Hoen_US
dc.date.accessioned2020-10-19T06:34:38Z
dc.date.available2025-02-10
dc.date.available2020-10-19T06:34:38Z
dc.date.issued2020
dc.description.abstract本研究以計畫行為理論為基礎,運用AR擴增實境桌遊為特色之教育介入,探討在藥物濫用防制創新教學的成效。招募108學年度桃園市某兩所高中職校進修部400位學生為研究對象,有效樣本362位學生,實驗組接受AR擴增實境桌遊課程,對照組接受傳統講述教學課程。 在教學介入後,以結構式問卷進行調查,描述性統計基本資料分布情形,成對樣本t檢定介入前後的差異性;廣義估計方程式(GEE)檢定分析,比較兩組前後測之組間差異,及實驗組AR桌遊科技易用性評價。研究結果顯示,實驗組學生基本識能、生活技能、主觀規範、知覺行為控制及行為意圖顯著相關並優於對照組,態度較不顯著,科技易用性評價滿意度佳,認為AR桌遊具有教育功能且簡單容易操作。 此教育介入在藥物濫用防制教學有相當的成效,能有效影響學生拒絕藥物濫用之行為。zh_TW
dc.description.abstractThis study is based on the theory of planned behavior (TPB) was applied to develop an education program with augmented reality (AR) of board game in drug abusing prevention and test its effectiveness on senior high school vocational students. The participants were 362 students from two different senior high school in Taoyuan Taiwan. After the implementation of AR board Game program, structured questionnaire survey was then conducted. The data was analyzed by the path analysis. Discussing the involvement of innovative teaching based on board games and augmented reality (AR) in drug abusing prevention. Compared to control group, experimental group students showed great improvement in knowledge, life skills, subjective norms, perceived behavior control, and behavioral intentions. Study results demonstrated the effectiveness on education program of augmented reality (AR) of board game on senior high school students who would intent not to use drugs. The results is effective (p<0.001)en_US
dc.description.sponsorship健康促進與衛生教育學系zh_TW
dc.identifierG0006053112
dc.identifier.urihttp://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22G0006053112%22.&%22.id.&amp;
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/110053
dc.language中文
dc.subject藥物濫用zh_TW
dc.subject計畫行為理論zh_TW
dc.subject擴增實境zh_TW
dc.subject桌遊zh_TW
dc.subjectdrug abuseen_US
dc.subjecttheory of planned behavioren_US
dc.subjectaugmented realityen_US
dc.subjectboard gameen_US
dc.title以桌遊結合AR擴增實境為基礎之創新教學在藥物濫用防制教學的成效探討-以高中職進修部學生為例zh_TW
dc.titleA study on the effectiveness of applying augmented reality board games to anti-drug education among senior high-school studentsen_US

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