觸覺回饋與鷹架策略對國小學習者擴增實境互動學習之影響

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2020

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本研究以體驗式學習環為學習活動基本架構,將擴增實境數位遊戲搭配學習單設計「勇者降臨」AR玩科學活動進行實驗教學。研究目的旨在探討觸覺回饋(力與動覺回饋、動覺回饋)與鷹架策略(策略鷹架、程序鷹架)對國小四年級先備知識(高先備知識、低先備知識)學習者透過擴增實境互動進行槓桿原理學習的成效及動機之影響。研究對象為國小四年級學習者,參與者來自台北市某國小四年級224位學習者,有效樣本為201人。本研究採因子設計之準實驗研究法,自變項為觸覺回饋、鷹架策略與先備知識;觸覺回饋依照實體教具所提供的力回饋高低分為「力與動覺回饋」及「動覺回饋」;鷹架策略則依照學習的輔助方法不同分為「策略鷹架」與「程序鷹架」;先備知識依學習成效前測成績分為「高先備知識」與「低先備知識」。依變項包含槓桿原理學習成效(知識記憶、知識理解、知識應用)與學習動機(槓桿原理學習動機、AR互動科技接受度)。 研究結果顯示:(1)就學習成效而言,在接受動覺回饋時,程序鷹架學習者在知識應用表現優於策略鷹架組;接受程序鷹架學習時,動覺回饋組學習者在知識應用表現則優於力與動覺回饋組學習者;(2)就學習動機而言,學習者對於槓桿原理學習皆保持正向動機,其中策略鷹架組在使用力與動覺回饋時,比使用動覺回饋表現出較高的參與動機;最後,(3)在AR互動科技感受方面,各組學習者均抱持正向看法,其中動覺回饋組在使用程序鷹架組時,比使用策略鷹架有較高參與動機的表現。
This study explored the effects of haptic feedback, scaffolding and prior knowledge on elementary students’ learning performance and motivation while learning from an augmented reality-based learning. The experiential learning model was employed to serve as a learning framework for the design of the "Brave Advent" augmented reality learning game. The participants were 224 fourth graders and the effective sample size was 201. A quasi-experimental design was employed and the independent variables were type of haptic feedback, type of scaffolding and levels of prior knowledge. Two types of haptic feedback were examined, including the force+kinesthetic feedback and the kinesthetic feedback. The scaffoldings included the strategic scaffolding and the procedural scaffolding. The levels of prior knowledge were the high prior knowledge and the low prior knowledge. The dependent variables included participants’ learning performance and motivation. The results revealed that (a) for the learning performance, in the kinematic feedback group, the procedural-scaffolding group outperformed the strategic-scaffolding group on the application performance; and in the procedural-scaffolding group, the kinematic feedback learners outperformed the force+kinesthetic learners on the application performance; (b) for learning motivation, participants showed positive motivation, and in the strategic scaffolding group, the force+kinesthetic-feedback group revealed higher degree of motivation than the kinesthetic-feedback group; and (c) as for the technology acceptance, participants also showed positive attitude toward the employed technology, and in the kinesthetic-feedback group, the procedural-scaffolding learners revealed higher degree of attitude than the strategic-scaffolding learners.

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模擬, 自主學習, 穿戴式裝置, 遊戲式學習, 體現認知, simulation, self-directed learning, wearable devices, game-based learning, embodied cognition

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