Applying Brainwave to Develop and Evaluate a Game-Base Learning

碩士 === 國立臺中科技大學 === 多媒體設計系碩士班 === 101 === Game-based learning (GBL) has been widely discussed in the field of learning. Nowadays, technologies and relevant products have been advancing rapidly. The fast-developing, peripheral computer-aided technologies have also changed the way that people control...

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Bibliographic Details
Main Authors: Min-Yan Tsai, 蔡旻諺
Other Authors: 蔡子瑋
Format: Others
Language:zh-TW
Published: 2013
Online Access:http://ndltd.ncl.edu.tw/handle/v473t2
Description
Summary:碩士 === 國立臺中科技大學 === 多媒體設計系碩士班 === 101 === Game-based learning (GBL) has been widely discussed in the field of learning. Nowadays, technologies and relevant products have been advancing rapidly. The fast-developing, peripheral computer-aided technologies have also changed the way that people control the computer, such as infrared detection, video devices, somatosensory interaction, eye tracker, electroencephalography, etc. This study combines situational learning and game-based learning to construct a game environment for English situational learning and design a game for learning, the “Brain Market”. Through playing this game, participants can improve their performance of learning English vocabularies. When playing this game, the participants need to wear the electroencephalography developed by NeuroSky. The electroencephalography will detect participants’ brainwave and conduct an algorithm that is an eSense patent and acquire attention values of the participants. This study uses the attention value to determine if a participant accomplishes a task. This study has two research purposes: one is to evaluate the feasibility of combing electroencephalography with game-based learning. The other is to introduce electroencephalography into game-based learning development enhancing learning performance. 34 six-grade students participated in this study. They were divided into the experimental group and the control group. Participants in the experimental group wore the electroencephalography to accomplish the learning tasks, while the participants in the control group did not wear the electroencephalography but needed to accomplish the learning tasks in the controlled time limit. The results show that it is effective to apply the electroencephalography to learning games that are developed by the game-based learning methods. Participants have positive feedbacks on this system. Also, from the evaluation test before and after the learning, participants had improved their learning performance through the electroencephalography learning game developed by this study.