應用ARCS學習動機模式於長者樂智AI桌遊之研究
dc.contributor | 郭鐘隆 | zh_TW |
dc.contributor | Guo, Jong-Long | en_US |
dc.contributor.author | 林昀靚 | zh_TW |
dc.contributor.author | Lin, Yun-Ching | en_US |
dc.date.accessioned | 2023-12-08T07:31:08Z | |
dc.date.available | 2027-08-29 | |
dc.date.available | 2023-12-08T07:31:08Z | |
dc.date.issued | 2022 | |
dc.description.abstract | 前言:本研究以北北基社區據點參與課程之長者作為收案對象,欲了解長者對於「樂智AI桌遊」的遊戲體驗後,其學習動機、可信度、期望度及自覺幫助程度為何。遊戲設計以失智症預防為旨,內容結合簡易智能量表 (Mini-Mental State Examination, MMSE) 六大認知訓練,包含: 定向力、記憶力、注意力與計算能力、口語理解與行為能力、建構力、語言力,各項認知能力皆與生活情境結合,設計成遊戲題目,並套用於凱比機器人中。方法:研究共招募146名社區長者,先進行150分鐘桌遊體驗後,給予量性問卷填寫。依填寫結果編碼、彙整,再以SPSS 23及PLS-SEM 3軟體進行描述性統計、獨立樣本t檢定、ANOVA檢定及各變項模型檢驗。 結果與討論:透過「樂智AI桌遊」體驗,可增加長者的學習動機,提升對於遊戲的可信度、期望度,在自覺幫助程度上皆有良好的感受。而在PLS-SEM模型檢驗14條假設路徑當中,有6條呈顯著相關,其模型適配度 (SRMR) 為0.060,達中度以上解釋力。本研究所得之結果未來可運用於長者認知訓練課程或相關產品設計中,並作為教材推廣至各社區據點或醫療機構之參考。以顛覆傳統、結合科技之理念,來增加長者的學習動機,達到預防失智症的效果。 | zh_TW |
dc.description.abstract | Introduction: This study explored older adults who participated in courses in community centers of the Taipei–Keelung metropolitan area to examine their user experiences regarding learning motivation, expectation, perceived helpfulness and credibility of an artificial intelligence (AI)-based board game that is to prevent dementia. It integrates a Mini-Mental State Examination and involves six domains of cognitive training such as orientation, memory, attention and calculation, oral comprehension and behavior, constructional ability and language ability. The game was designed by integrating various cognitive abilities into real-life scenarios for application in the AI robot Kebbi Air.Methods: 146 community-dwelling older adults were recruited. They played the board game for 150 minutes before completing a quantitative questionnaire. Collected data were analyzed by descriptive statistics and independent sample t-test, analysis of variance, and multivariate testing with the SPSS 23 and PLS-SEM 3 statistical programs. Results and Discussion: Older adults’ experience with the board game improved their learning motivation, expectation of the game and the game’s credibility. They also performed a high level of perceived helpfulness. Among the 14 hypothetical pathways in the partial least squares structural equation modeling model, six of them were significant and the standardized root mean square residual was 0.060, implying moderate-to-high explanatory power. The study results could facilitate the subsequent design of cognitive training programs for older adults. In addition, they may serve as references for creating teaching materials to be promoted in various community centers or medical institutions. The designed game is based on the philosophy of overturning tradition and incorporating technology to enhance the learning motivation of older adults and prevent dementia. | en_US |
dc.description.sponsorship | 健康促進與衛生教育學系健康促進與衛生教育碩士在職專班 | zh_TW |
dc.identifier | 008053128-42113 | |
dc.identifier.uri | https://etds.lib.ntnu.edu.tw/thesis/detail/b17636f18802ad03df0e4b6eccff48a8/ | |
dc.identifier.uri | http://rportal.lib.ntnu.edu.tw/handle/20.500.12235/119177 | |
dc.language | 中文 | |
dc.subject | ARCS學習動機模式 | zh_TW |
dc.subject | 樂智AI桌遊 | zh_TW |
dc.subject | 可信度 | zh_TW |
dc.subject | 期望度 | zh_TW |
dc.subject | 自覺幫助程度 | zh_TW |
dc.subject | ARCS learning motivation | en_US |
dc.subject | AI-based board games | en_US |
dc.subject | Credibility | en_US |
dc.subject | Expectation | en_US |
dc.subject | Perceived helpfulness | en_US |
dc.title | 應用ARCS學習動機模式於長者樂智AI桌遊之研究 | zh_TW |
dc.title | Application of ARCS Motivation Model in Artificial Intelligence Board Games for Older Adults | en_US |
dc.type | etd |