The Research and Creation of Using Interactive Technology for Taiwanese Education in Elementary School

碩士 === 建國科技大學 === 數位媒體設計系暨媒體與遊戲設計研究所 === 105 === The purpose of this study is to present elementary school students’learning in literary and colloquial readings in Taiwanese dialects by utilizing the programing language-“Scratch”. In recent years, a variety of interactive media were shown in many ex...

Full description

Bibliographic Details
Main Authors: LAI,YING-CHUN, 賴盈君
Other Authors: LAI,JUI-CHANG
Format: Others
Language:zh-TW
Published: 2017
Online Access:http://ndltd.ncl.edu.tw/handle/49535c
Description
Summary:碩士 === 建國科技大學 === 數位媒體設計系暨媒體與遊戲設計研究所 === 105 === The purpose of this study is to present elementary school students’learning in literary and colloquial readings in Taiwanese dialects by utilizing the programing language-“Scratch”. In recent years, a variety of interactive media were shown in many exhibitions of games, and of animations. In this research, it was found that elementary school students were lack of the motivation in Taiwanese learning under the atmosphere of traditional teaching model. In hopes to facilitate students’ learning motivation in Taiwanese, and to foster students’ autonomous learning; the researcher employed the interactive media device-“S4A”. There are two sections in this device. The first one is called“Learning Model”. When clicking on the screen to start the game, the player will read the instruction of the game. Before the player answers the first question, there is also an instruction for the first question. The player could answer the first question with no time limits. If the player gives a correct answer for the first question, the player will advance to the second one. Once the player gives an incorrect answer to any one of the questions, the player has to go back to the same previous one to answer the question again. There are fifteen questions in total in the first learning model. The goal of the first section is to develop learner autonomy. The researcher employed the device of interactive media games to internalize learners’ learning in Taiwanese. The second section is named “Examining Model”. When clicking on the screen to start the game, the player reads the instruction of the second section. Then, the player will answer the first question which is randomly chosen with no time limits. No matter what the answer to the question is correct or incorrect, the player will just be allowed to answer the next question which is randomly chosen as well. There are ten questions in total in the second section. If the player gets all of the answers right at the end of the game in the second section, the player will be the winner of the game. If not, the player would fail the game. When the computer receives the signal of winning, it will transmit the message to Arduino. After Arduino receives the message, it will start the relay. When Arduino connects with the 110V electronic power, the electronic power will supply the power to the decelerator.Then,the Ping-Pong ball falls down. Players could get gifts from the Ping-Pong ball which they have got. Every Ping-Pong ball is labelled a number, and each number represents every kind of gifts. The players could receive gifts according to the number of their Ping-Pong balls. The goal of the second section is to help learners examine what they have learned in the first section. In this study, compared with learning from traditional teaching model, it was found that students gained more confidence in learning Taiwanese by utilizing this interactive media device. Students also had the effect on their learning in literary and colloquial readings in Taiwanese dialects.