Evaluating the Learning Effectiveness of using Video-Based Embodied Learning System for Network Learning Courses

碩士 === 國立臺中教育大學 === 數位內容科技學系碩士班 === 103 === In recent years, due to the development of learning community build and application, the concept of video learning is widely used in digital learning and after the publish of Kinect games, human–computer interaction become a popular research to many resea...

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Bibliographic Details
Main Authors: Chang Han-Yun, 張瀚允
Other Authors: Chen Hong -Ren
Format: Others
Language:zh-TW
Published: 2015
Online Access:http://ndltd.ncl.edu.tw/handle/em97w4
Description
Summary:碩士 === 國立臺中教育大學 === 數位內容科技學系碩士班 === 103 === In recent years, due to the development of learning community build and application, the concept of video learning is widely used in digital learning and after the publish of Kinect games, human–computer interaction become a popular research to many researchers. In this study, we develop a Video-Based Embodied Learning System which combine the advantages of video learning and Kinesthetic interactive learning. Hoping that using the system on network learning courses will that students get better benefits on learning attention and learning effectiveness. This study use quasi-experimental method to explore the differences between the learning effectiveness of network learning courses on college students. We separate students into two groups. The experimental group use Video-Based Embodied Learning System to learn and the control group use traditional teaching methods. After the experiment we will analyzed and processed the data we collect, and make some recommendations for future research reference. The results showed that (1) The experimental group has better learning effectiveness than the control group. (2) The experimental group has better learning motivation than the control group. (3) We found that high learning attention groups has better learning effectiveness than low learning attention groups (4) Students hold a positive attitude and a positive view using Video-Based Embodied Learning System.