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...

Full description

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
id ndltd-TW-101NTTI5641002
record_format oai_dc
spelling ndltd-TW-101NTTI56410022019-09-24T03:34:03Z http://ndltd.ncl.edu.tw/handle/v473t2 Applying Brainwave to Develop and Evaluate a Game-Base Learning 應用腦波於遊戲式學習之設計與評估 Min-Yan Tsai 蔡旻諺 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. 蔡子瑋 2013 學位論文 ; thesis 72 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 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.
author2 蔡子瑋
author_facet 蔡子瑋
Min-Yan Tsai
蔡旻諺
author Min-Yan Tsai
蔡旻諺
spellingShingle Min-Yan Tsai
蔡旻諺
Applying Brainwave to Develop and Evaluate a Game-Base Learning
author_sort Min-Yan Tsai
title Applying Brainwave to Develop and Evaluate a Game-Base Learning
title_short Applying Brainwave to Develop and Evaluate a Game-Base Learning
title_full Applying Brainwave to Develop and Evaluate a Game-Base Learning
title_fullStr Applying Brainwave to Develop and Evaluate a Game-Base Learning
title_full_unstemmed Applying Brainwave to Develop and Evaluate a Game-Base Learning
title_sort applying brainwave to develop and evaluate a game-base learning
publishDate 2013
url http://ndltd.ncl.edu.tw/handle/v473t2
work_keys_str_mv AT minyantsai applyingbrainwavetodevelopandevaluateagamebaselearning
AT càimínyàn applyingbrainwavetodevelopandevaluateagamebaselearning
AT minyantsai yīngyòngnǎobōyúyóuxìshìxuéxízhīshèjìyǔpínggū
AT càimínyàn yīngyòngnǎobōyúyóuxìshìxuéxízhīshèjìyǔpínggū
_version_ 1719256269335822336