The Achievement Analysis of Consolidation Improved on 3D Game-based Contextual Learning--A Case Study of English Learning

碩士 === 崑山科技大學 === 資訊管理研究所 === 100 === In recent years, the governments in the world are promoting the plan of digital learning. In Taiwan, the policy of digital learning is located as the main part of national knowledge competition. On the premise of explosive growth in information technology, learn...

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Bibliographic Details
Main Authors: Ying-Hsien Kuo, 郭盈顯
Other Authors: 洪俊銘
Format: Others
Language:zh-TW
Published: 2012
Online Access:http://ndltd.ncl.edu.tw/handle/03793276204146457816
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Summary:碩士 === 崑山科技大學 === 資訊管理研究所 === 100 === In recent years, the governments in the world are promoting the plan of digital learning. In Taiwan, the policy of digital learning is located as the main part of national knowledge competition. On the premise of explosive growth in information technology, learning is gradually changing to the base of digital mobile learning, not just in the traditional classroom. There are many types of data about multimedia on e-Learning, such as video, image, and sound. Applying the e-Learning into 3D virtual reality and having the interactivity between users is the main purpose of using 3D on e-Learning. Thus, learning via internet is an important trend which can replace traditional learning in the future. Now the maturation of digital learning has gradually developed. User can do the e-Learning via different kinds of devices (desktop, pad, mobile) and making their own learning schedules and progress which increases the time of control and promotes the effect of learning. The study found that the testee in three different groups (A, B, and C) agree that user can sense a new feeling for the whole environment via virtual 3D scenes. This feeling can affect at the result of effective learning. Concentrating on the attitude of use, Group A and C agree that the attitude of use CAN NOT affect the behavior of use. On the contrary, Group B agrees that the attitude of use CAN affect the behavior of use. Obviously the relationship between the attitude of use and the behavior of use need to be pended further discussion. The game-base digital learning can promote user to think and get better interest which can attract user focus on. While gaining the interest, user can achieve the goal of learning. User will be enthusiastic in learning. Learning will become meaningful, not forced. By increasing the desire of learning, the consolidation will increase, finally achieve the learning effect.