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Title: | 建構數位遊戲式學習教材使用效能評估流程 |
Other Titles: | Constructing the process of usability evaluation for digital game-based learning materials |
Authors: | 吳承峯;Wu, Cheng-feng |
Contributors: | 淡江大學教育科技學系碩士班 沈俊毅;Shen, Chun-yi |
Keywords: | 數位遊戲式學習教材;使用效能;使用效能評估;Digital Game-based Learning Materials;Usability;Usability Evaluation |
Date: | 2010 |
Issue Date: | 2010-09-23 15:21:55 (UTC+8) |
Abstract: | 數位遊戲式學習教材透過學習者與介面、內容之互動性以及系統給予之回饋,使學習者沉浸於學習環境中。介面與互動性的使用效能是數位遊戲式學習教材的基本要件。然而,使用效能發展至今,仍無太多針對數位遊戲式學習教材方面的研究。因此本研究希冀研擬出適用於數位遊戲式學習教材之使用效能評估方法,並就其流程、方法、工具之可行性,以及實施時可能會遇到之困難進行討論。 本研究之流程分為四個階段: (一) 分析相關主題文獻,探討數位遊戲式學習教材之要素、數位遊戲介面、互動設計要素,研擬使用效能評估方法與流程。 (二) 將研擬之使用效能評估製成評鑑規劃書,並以半結構訪談進行專家校度之建立。 (三) 評鑑規劃書建立後,實際進行使用效能評估。本研究邀請三位專家進行啟發式評鑑;10位大學部與研究所學生進行績效評估。 (四) 針對本研究所提出之方法、流程進行可行性與實務上所遇到之困難進行探討,進而提出對數位遊戲式學習教材之使用效能評估實務上的建議。 研究結論發現本研究所擬之使用效能評估流程確有其可行性,這樣的流程下清楚發現該樣本之使用效能問題,並驗證專家之意見。在實務上之困難點的部份,以工具、方法、流程以及問題整合歸納四點困難點,並詳細闡述於本研究之解決方法。 依據研究結論進而提出兩方面建議 (一) 對使用效能評估之建議:前期定義與後期整合之重要性、採用多元使用效能方法蒐集資料、成本與效益的考量。 (二) 對數位遊戲式學習使用效能評估之建議:納入學習者之經驗與操作模式、遊戲式學習教材之使用效能評估與其他教學軟體不同之處。 With digital game-based learning materials, learns immersed in the learning environment through interface, content and the feedback from interactive system. The usability of interface and interactive is the basic element of digital game-based learning material. However, still no to much research for digital game-based learning material. The study focuses on developing suitable usability evaluation methods for digital game-based learning materials, and discussing the feasibility of the process, tools and methods and the practical difficulties. The research process is divided into four phases: 1. This study analyzed the element of digital game-based learning materials, interface design and interactive design to develop the usability process and methods. 2. To establish the content validity of the usability evaluation plan. 3. Actual to use the usability evaluation plan. In this study, we have invited three experts to conduct heuristic evaluation; 10 undergraduate and graduate students in performance assessment. 4. For the proposed methods, procedures and practices, we discussed the feasibility and the practical difficulties. Conclusion of this study, we found that the usability evaluation process has its feasibility. This process has clearly found that the usability problems and verify the opinion of experts. In practical difficulties, we integrated four points and detailed the solutions in this study. In terms of the conclusions, two parts of suggestions have been concluded: 1. Suggestions on the usability evaluation: the importance of pre-defined and post-integration, using multiple methods to collect data, and the consideration of costs and benefits. 2. Suggestions on the usability evaluation for digital game-based learning materials: Adding the experience of learns and mode of operation, the differences between digital game-based learning material and other software. |
Appears in Collections: | [教育科技學系暨研究所] 學位論文
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