Design an interactive escape room and analyze behavioral differences between collaborative problem-solving groups by using Internet of Things

碩士 === 國立中山大學 === 資訊管理學系研究所 === 107 === One of the most important skills for the individuals in the 21st century is collaborative problem solving (CPS). Literature suggests that simulation tests of various scenarios can be adopted as a summative evaluation to assess students’ collaborative problem s...

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Bibliographic Details
Main Authors: Li-Hung Sun, 孫力弘
Other Authors: Nian-Shing Chen
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/vuq5n9
Description
Summary:碩士 === 國立中山大學 === 資訊管理學系研究所 === 107 === One of the most important skills for the individuals in the 21st century is collaborative problem solving (CPS). Literature suggests that simulation tests of various scenarios can be adopted as a summative evaluation to assess students’ collaborative problem solving. However, the process of students’ collaborative problem solving requires additional tools or technologies to record students’ behaviors and therefore has not been thoroughly investigated yet. Therefore, this study designed and implemented an interactive escape room allowing multiple gamers to collaboratively solve problems in the scenario simulation by using Internet of Things (IoT) for recording the data of students’ behaviors. Along with the data, a questionnaire including game design factors and gamers’ satisfaction was used for behavior analyses of gamers’ CPS. The data collected by IoT was then coded into three types of gamers’ behaviors for successive sequential analyses, namely communication, responsiveness, and cooperation which would be observed in combinations. For the results of the questionnaire, the gamers’ was satisfied with the design of the interactive escape room in this study and their feedback was useful for improvements in the future. Adding task guidelines and adaptive prompts, for example, can help gamers understand the problems in the simulated scenario and solve the problems with a certain level of support. For the behavior analyses, the results show that the gamers with higher CPS scores solved the problems form spoken conversations (i.e., the behavior of communication); whereas the gamers with lower CPS scores started from looking around the environment of the interactive escape room (i.e., the behavior of responsiveness). On the other hand, the gamers with higher CPS scores likely transited from a single behavior to a combination of behaviors, and the gamers with lower CPS scores likely stuck with a single behavior.