Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning
碩士 === 國立臺北教育大學 === 數學暨資訊教育學系(含數學教育碩士班) === 105 === The concept of spatial learning is a basic and an important learning project in the geometric curriculum. The main purpose of this curriculum is to enable students to establish mental rotation ability. However, the training of space in the domestic...
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ndltd-TW-105NTPT04800112019-05-15T23:32:20Z http://ndltd.ncl.edu.tw/handle/3uc846 Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning 探究穿戴式擴增實境桌遊模式對學生學習幾何圖形之影響 CHEN, HONG-FEI 陳虹霏 碩士 國立臺北教育大學 數學暨資訊教育學系(含數學教育碩士班) 105 The concept of spatial learning is a basic and an important learning project in the geometric curriculum. The main purpose of this curriculum is to enable students to establish mental rotation ability. However, the training of space in the domestic curriculum is relatively insufficiency. With the trend of Information Technology has been introduced to the teaching method, it combines the visual effects and interactive technology to make up for the lack of teaching methods and motivation. Especially for low achievement students, they often easily to feel bored or lose their learning motivation by traditional teaching materials. The aim of this research is to combine wearable device with augmented reality board game, and investigate the effect of teaching materials on learning motivation, learning outcome and cognitive load of fifth grader students. The results show that the method proposed in this study had no significant difference in learning motivation and cognitive load of both groups, but experimental group got better learning outcome than control group. Wu, PO-HAN 伍柏翰 2017 學位論文 ; thesis 79 zh-TW |
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碩士 === 國立臺北教育大學 === 數學暨資訊教育學系(含數學教育碩士班) === 105 === The concept of spatial learning is a basic and an important learning project in the geometric curriculum. The main purpose of this curriculum is to enable students to establish mental rotation ability. However, the training of space in the domestic curriculum is relatively insufficiency. With the trend of Information Technology has been introduced to the teaching method, it combines the visual effects and interactive technology to make up for the lack of teaching methods and motivation. Especially for low achievement students, they often easily to feel bored or lose their learning motivation by traditional teaching materials. The aim of this research is to combine wearable device with augmented reality board game, and investigate the effect of teaching materials on learning motivation, learning outcome and cognitive load of fifth grader students.
The results show that the method proposed in this study had no significant difference in learning motivation and cognitive load of both groups, but experimental group got better learning outcome than control group.
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author2 |
Wu, PO-HAN |
author_facet |
Wu, PO-HAN CHEN, HONG-FEI 陳虹霏 |
author |
CHEN, HONG-FEI 陳虹霏 |
spellingShingle |
CHEN, HONG-FEI 陳虹霏 Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning |
author_sort |
CHEN, HONG-FEI |
title |
Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning |
title_short |
Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning |
title_full |
Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning |
title_fullStr |
Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning |
title_full_unstemmed |
Inquiry of Effect of Board Games with Wearable Augmented Reality Devices on Student's Geometry Learning |
title_sort |
inquiry of effect of board games with wearable augmented reality devices on student's geometry learning |
publishDate |
2017 |
url |
http://ndltd.ncl.edu.tw/handle/3uc846 |
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