The Exploration of Thematic Game-based Learning for Museum Applications
碩士 === 國立臺中教育大學 === 數位內容科技學系碩士班 === 98 === With the development of the digital generation in Taiwan, the informatization impacts museums that play the role of knowledge provider. Thus, museums tend to use information technology. This study uses the wireless network environment and interaction mechan...
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ndltd-TW-098NTCTC6200302015-11-09T04:09:43Z http://ndltd.ncl.edu.tw/handle/82754000947502977889 The Exploration of Thematic Game-based Learning for Museum Applications 主題式遊戲探索於博物館學習上之應用 Zhang You Yu 張祐瑜 碩士 國立臺中教育大學 數位內容科技學系碩士班 98 With the development of the digital generation in Taiwan, the informatization impacts museums that play the role of knowledge provider. Thus, museums tend to use information technology. This study uses the wireless network environment and interaction mechanisms provided by RFID. Then, we propose a solution for the requirement of mobile museum guide and enhance the learning performance. To facilitate location-aware and identification technology for indoor learning, this study use RFID and database to acquire information about learning objects quickly and accurately. We use RFID for the location-aware mechanism and database for real-time filtering in the back-end. There are many scholars dedicated to discuss computer applications about the game-based learning and interactive courses for leading students immerse in the classroom. This study integrate technology with game-based learning, and the reaches the learning target in museum. To sum up, we design a museum learning system by combining RFID mechanism with the concept of thematic game-based learning. This study designs a system and evaluates user’s acceptance by our questionnaire. The system implementation includes the settings of interface on mobile devices and the content of thematic games. After the analysis by SPSS in statistics, we find that each dimension has positive relationship with each other. In the factor analysis, the first three important factor are “perceive playfulness”, “perceive ease of use”, and “intention to use”. The explained variances of each are “13.25%”, “10.51%”, and “10.5%”. According to the result of stepwise regression, first, “environment interaction” correlates closest with “perceive usefulness” when the dependent variable is “perceive usefulness”, and the path coefficient value is 0.51. Second, “perceive usefulness” correlates closest with “Intention to use” when the dependent variable is “Intention to use”, and the path coefficient value is 0.49. Finally, “interface design” correlates closest with “perceive ease of use” when the dependent variable is “perceive ease of use”, and the path coefficient value is 0.4. Chen Hong Ren 陳鴻仁 2010 學位論文 ; thesis 92 zh-TW |
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碩士 === 國立臺中教育大學 === 數位內容科技學系碩士班 === 98 === With the development of the digital generation in Taiwan, the informatization impacts museums that play the role of knowledge provider. Thus, museums tend to use information technology. This study uses the wireless network environment and interaction mechanisms provided by RFID. Then, we propose a solution for the requirement of mobile museum guide and enhance the learning performance. To facilitate location-aware and identification technology for indoor learning, this study use RFID and database to acquire information about learning objects quickly and accurately. We use RFID for the location-aware mechanism and database for real-time filtering in the back-end. There are many scholars dedicated to discuss computer applications about the game-based learning and interactive courses for leading students immerse in the classroom. This study integrate technology with game-based learning, and the reaches the learning target in museum. To sum up, we design a museum learning system by combining RFID mechanism with the concept of thematic game-based learning.
This study designs a system and evaluates user’s acceptance by our questionnaire. The system implementation includes the settings of interface on mobile devices and the content of thematic games. After the analysis by SPSS in statistics, we find that each dimension has positive relationship with each other. In the factor analysis, the first three important factor are “perceive playfulness”, “perceive ease of use”, and “intention to use”. The explained variances of each are “13.25%”, “10.51%”, and “10.5%”. According to the result of stepwise regression, first, “environment interaction” correlates closest with “perceive usefulness” when the dependent variable is “perceive usefulness”, and the path coefficient value is 0.51. Second, “perceive usefulness” correlates closest with “Intention to use” when the dependent variable is “Intention to use”, and the path coefficient value is 0.49. Finally, “interface design” correlates closest with “perceive ease of use” when the dependent variable is “perceive ease of use”, and the path coefficient value is 0.4.
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author2 |
Chen Hong Ren |
author_facet |
Chen Hong Ren Zhang You Yu 張祐瑜 |
author |
Zhang You Yu 張祐瑜 |
spellingShingle |
Zhang You Yu 張祐瑜 The Exploration of Thematic Game-based Learning for Museum Applications |
author_sort |
Zhang You Yu |
title |
The Exploration of Thematic Game-based Learning for Museum Applications |
title_short |
The Exploration of Thematic Game-based Learning for Museum Applications |
title_full |
The Exploration of Thematic Game-based Learning for Museum Applications |
title_fullStr |
The Exploration of Thematic Game-based Learning for Museum Applications |
title_full_unstemmed |
The Exploration of Thematic Game-based Learning for Museum Applications |
title_sort |
exploration of thematic game-based learning for museum applications |
publishDate |
2010 |
url |
http://ndltd.ncl.edu.tw/handle/82754000947502977889 |
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