「自我認同」議題融入國中視覺藝術課程之行動研究-以線上遊戲人物影像為主軸
dc.contributor | 趙惠玲 | zh_TW |
dc.contributor | 王國川 | zh_TW |
dc.contributor.author | 黃秉儀 | zh_TW |
dc.date.accessioned | 2020-12-10T04:46:54Z | |
dc.date.available | 2007-8-28 | |
dc.date.available | 2020-12-10T04:46:54Z | |
dc.date.issued | 2007 | |
dc.description.abstract | 在資訊化的現代社會,視覺影像充斥我們的日常生活;在影像表層的形式意義之外,其所承載之價值觀可能影響觀者的認同意識。如何教導學生藉由觀看影像中所獲知的訊息,進行反身思考,是藝術教育工作者的當代任務。本研究目的在於,將「自我認同」議題融入視覺藝術課程,發展「與虛擬影像共舞」之課程,以期藉由學生生活中之線上遊戲人物影像,引導學生從觀看的過程裏,反身思考自我價值與自我認同。 本研究採用行動研究之模式,對象為台北縣某國中八年級學生,在歷經課程研發、修正與實施之後,獲得之研究結果如下: 一、依據相關理論可以發展「自我認同」議題融入之「與虛擬影像共舞」課程。 二、透過「與虛擬影像共舞」課程的實施可以增進學生對線上遊戲人物影像的瞭解。 三、透過「與虛擬影像共舞」課程的實施可以幫助學生反思自我的認同意識。 四、「與虛擬影像共舞」課程的實施具有可行性。 且基於前述結論,本研究近一步提出對「與虛擬影像共舞」課程的實施之建議、對「自我認同」議題融入視覺藝術教育課程之建議,與對未來相關視覺藝術課程之建議,提供未來藝術教育工作者參考。 | zh_TW |
dc.description.abstract | In the modern informationalized society, our daily life is flooded with visual images. Nevertheless, image actually transcends beyond its outer form as well as meanings, and the value it bears would probably influence the viewers’ identification. How to teach students to conduct reflexive thinking by means of watching the images thus is the mission for those working on arts education. As a result, this research functions to integrate the issue of self identity into visual art education by which develops the course of Dancing with Virtual Image. Through the process of viewing the characters and images in on-line role playing games, students are able to reflect their self-value and self-identification. The research is used the action research and the object in the research is eighth-grade students in one junior high school in Taipei County. After going through the research and development, modification and practice of the courses thereby have been deduced. The research outcome is as follows: 1. According to the theory, the courses of Dancing with Virtual Image which integrate the issue of Self Identity can be developed. 2. The practice of the courses of Dancing with Virtual Image can enhance students’ understanding of the characters and images in on-line role playing games. 3. The practice of the courses of Dancing with Virtual Image can contribute students to reflecting themselves. 4. The courses of Dancing with Virtual Image are practicable. Based on the above-mentioned theory, the researcher furthermore brings out the suggestions to the performance of the courses of Dancing with Virtual Image, to the integration of the issue of Self Identity into the courses of visual arts education, and to the future courses correlated to arts education with an eye to providing some reference for the future arts education dedicators. | en_US |
dc.description.sponsorship | 美術學系 | zh_TW |
dc.identifier | GN0693600065 | |
dc.identifier.uri | http://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22GN0693600065%22.& | |
dc.identifier.uri | http://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/115228 | |
dc.language | 中文 | |
dc.subject | 視覺藝術教育 | zh_TW |
dc.subject | 視覺文化 | zh_TW |
dc.subject | 自我認同 | zh_TW |
dc.subject | 線上遊戲 | zh_TW |
dc.subject | visual art educationart | en_US |
dc.subject | visual culture | en_US |
dc.subject | self-identity | en_US |
dc.subject | on-line games | en_US |
dc.title | 「自我認同」議題融入國中視覺藝術課程之行動研究-以線上遊戲人物影像為主軸 | zh_TW |
dc.title | Integrating the Issue of Self-Identity into Middle SchoolArt Curriculum:Using Images of Roles from Online Games | en_US |
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