Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment
碩士 === 國立高雄應用科技大學 === 資訊管理研究所碩士班 === 103 === In the nowadays society, the learning method of school children becomes more complex than before. With diversity of courses, the traditional way of teaching methods is out of vogue. Improving children's learning outcome with the new information techn...
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ndltd-TW-103KUAS03960132019-05-15T22:08:24Z http://ndltd.ncl.edu.tw/handle/h6ynu9 Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment 以遊戲式學習方法結合腦波與手勢操控對國小學生自然課程學習動機與成效之影響 Chun-Yi Chao 趙峻毅 碩士 國立高雄應用科技大學 資訊管理研究所碩士班 103 In the nowadays society, the learning method of school children becomes more complex than before. With diversity of courses, the traditional way of teaching methods is out of vogue. Improving children's learning outcome with the new information technology is necessary and important now. From the early distance learning and digital game-based learning are all of the kinds of technology-enhanced learning. The major characteristic of digital game-based learning is to attract school children's interests in learning and to improve the efficiency in students learning achievements and learning motivation. The purpose of this study is to develop a digital game-based learning system with motion and brainwave controlling technologies. With the gesture controlling technology, school children can use hand gesture to interact with the system in a game-based learning environment. By the brainwave controlling technology, the system can also collect the brainwave pattern from the learners and provide feedback about learning attention for learners. Combined with gesture and brainwave controlling technologies, the system was designed and implemented for improve the school children's learning achievement and promote their learning motivation with a fun and challenging approach to learning. In addition to the combination with the above technologies in the system, the learning materials in the system also follows the standard of Ministry of Education in Natural Science subjects and are designed for fifth grade teaching school children to learn. The author employed a quasi-experimental method. The subjects were 40 elementary school students, All subjects divided into two group: Experiment group and Control group. Each group has 20 students. The author adopts pre-test and post-test in learning motivation of Nature Science and Nature Science achievement test to collect information. Everyone learn three weeks, a total of 120 minutes. After experiment of experiment group and control group learning, an analysis of the results indicated that learning achievement for both groups were significance (p value of experiment group is .000, p value of control group is .009). And the difference between two groups, learning motivation in the experimental group and control group difference were no significance (p value of experiment group is .093, p value of control group is .44). In conclusion we can found the experiment group in learning achievement is better than control group. Both groups were no significance in learning motivation. So we can surmise the experiment group and control group’s manipulating methods were similar that leading two groups shows difference were no significance in learning motivation. Both groups subjects all felt fantastic and interesting in operated system by gesture-controlling. Ho-Chuan Huang 黃河銓 2015 學位論文 ; thesis 90 zh-TW |
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碩士 === 國立高雄應用科技大學 === 資訊管理研究所碩士班 === 103 === In the nowadays society, the learning method of school children becomes more complex than before. With diversity of courses, the traditional way of teaching methods is out of vogue. Improving children's learning outcome with the new information technology is necessary and important now. From the early distance learning and digital game-based learning are all of the kinds of technology-enhanced learning. The major characteristic of digital game-based learning is to attract school children's interests in learning and to improve the efficiency in students learning achievements and learning motivation.
The purpose of this study is to develop a digital game-based learning system with motion and brainwave controlling technologies. With the gesture controlling technology, school children can use hand gesture to interact with the system in a game-based learning environment. By the brainwave controlling technology, the system can also collect the brainwave pattern from the learners and provide feedback about learning attention for learners. Combined with gesture and brainwave controlling technologies, the system was designed and implemented for improve the school children's learning achievement and promote their learning motivation with a fun and challenging approach to learning. In addition to the combination with the above technologies in the system, the learning materials in the system also follows the standard of Ministry of Education in Natural Science subjects and are designed for fifth grade teaching school children to learn. The author employed a quasi-experimental method. The subjects were 40 elementary school students, All subjects divided into two group: Experiment group and Control group. Each group has 20 students. The author adopts pre-test and post-test in learning motivation of Nature Science and Nature Science achievement test to collect information. Everyone learn three weeks, a total of 120 minutes.
After experiment of experiment group and control group learning, an analysis of the results indicated that learning achievement for both groups were significance (p value of experiment group is .000, p value of control group is .009). And the difference between two groups, learning motivation in the experimental group and control group difference were no significance (p value of experiment group is .093, p value of control group is .44). In conclusion we can found the experiment group in learning achievement is better than control group. Both groups were no significance in learning motivation. So we can surmise the experiment group and control group’s manipulating methods were similar that leading two groups shows difference were no significance in learning motivation. Both groups subjects all felt fantastic and interesting in operated system by gesture-controlling.
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author2 |
Ho-Chuan Huang |
author_facet |
Ho-Chuan Huang Chun-Yi Chao 趙峻毅 |
author |
Chun-Yi Chao 趙峻毅 |
spellingShingle |
Chun-Yi Chao 趙峻毅 Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment |
author_sort |
Chun-Yi Chao |
title |
Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment |
title_short |
Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment |
title_full |
Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment |
title_fullStr |
Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment |
title_full_unstemmed |
Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment |
title_sort |
impact on elementary school students’ science and technology learning motivation and performance in a game-based brainwave and gesture controlling learning environment |
publishDate |
2015 |
url |
http://ndltd.ncl.edu.tw/handle/h6ynu9 |
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