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    Please use this identifier to cite or link to this item: http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/87138

    Title: Xbox360 Kinect對國中智能障礙學生休閒技能學習成效之研究
    Other Titles: The Kinect of Xbox360 on leisure skills training of intellectual disability students in junior high school
    Authors: 謝佩涓;Hsieh, Pei-Chuan
    Contributors: 淡江大學教育科技學系碩士在職專班
    Keywords: 體感遊戲;休閒技能;智能障礙學生;教學方案;Kinect;motion sensing games;leisure skill;intellectual disability students;training programme
    Date: 2013
    Issue Date: 2013-04-13 10:44:45 (UTC+8)
    Abstract: 本研究目的在探討體感遊戲機Xbob360 Kinect舞動全身遊戲之教學方案,對3位國中特教班智能障礙學生習得節奏律動休閒技能之學習成效,並透過家長回饋了解智能障礙學生維持類化情形。
    The purpose of this study was to explore the effictiveness of an intervention progamme on the Kinect of Xbox360 Dance Centra games. The programme was to examine the effectiveness of 3 Junior High School intellectual disability students who have learned the rhythm leisure skills and then to gain the feedback from the parents’s observation.
    The study was to adapt “multiple baseline design” across behaviours. The three targeted behaviour was subdivided into eight steps through “task analysis” as an assessment project.The researcher have taken checklist and words description to evaluate the training effects. According to the analysis of the multiple opportunity probe records, the researcher has recorded the the ratio of visual analysis in the leisure skills and further account for it. The baseline phase and maintenance phase did not provide any training to students,but only processed data collection. Each intermediate period of training phase was consisted of the feedback of previous course evaluation, students’ willing to raise their hands and establishment of rotation sequence, the amendment of target behaviour training.
    The visual analysis and statistical data analysis has showed as follow
    1. During the intermediate period,of training phase there was a significant progress and achievement rate of stable trend on three targeted behaviour ( feet about riding and step, to raise a hand to forward shaking, left-handed down to right and left swing back and forth.. The study has found that the Kinect intervention program on the Kinect of Xbox360 could maintain and then enhance the training effects.
    2. At the end of the programme, the 3 participant have positively expressed the willingness to participate and alternation behaviour, indirectly to demonstrate the other leisure capacity. The study showed that the Kinect intervention program on the Kinect of Xbox360 could trigger students’ interest and enhance their leisure skills.
    3.The study has demonstrated that the comparison between pre-test and post-test of leisure skills of this intervention was supported 3 participants’ parents.
    Appears in Collections:[教育科技學系暨研究所] 學位論文

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