著作名稱: | New Media and Learning in the 21st Century: A Socio-Cultural Perspective |
年度: | 2015 |
類別: |
學術專書
|
摘要: | The progress of information technology and the rapid development of the Internet have brought considerable and real benefits into all aspects of human life. The widespread use of electronic media such as computers, mobile phones, digital media, and games completely transforms the traditional lifestyle of people and changes children’s real-world experiences to a stage that has become a part of their lives (Edwards 2005; Fromme 2003). In recent years, digital games have begun to spread into the life of every family. Electronic forms of entertainment such as game software installed on computers, game consoles, handheld game devices, and mobile phones have become one of the main recreational activities of children and teenagers (Children’s Welfare League Foundation 2009). |
關鍵字: | Game literacy, Digital game, Game-based learning, Parenting, Generation difference |
著作名稱: | 台灣新移民生活華語編寫研究 |
年度: | 2011 |
類別: |
學術專書
|
摘要: | |
關鍵字: | |
著作名稱: | Digital Games and Learning: The effects on elementary students cognitive processes and learning achievements. VDM Verlag Dr. Mueller e.K. |
年度: | 2007 |
類別: |
學術專書
|
摘要: | Why do we have to scrutinize the influence of digital games in todays education? Today, our children are immersed in electronic media. They are starting to expose and to use technologies and media at a much younger age than previously thought. As a matter of fact, the uses of computer-assisted instruction (CAI) and multimedia in education have been parts of the instructional system. Interestingly, despite having the same multimedia capability as CAI software, the potential learning impact of digital games is often discounted by parents and educators. This negative impression toward children playing digital games comes from results of outdated studies about childrens game-playing behaviors. The purpose of this book is to raise the level of awareness of the importance of digital games in child learning. This study tries to create a connection between digital games with childrens cognition and determine if digital games facilitate childrens cognitive learning processes. The book is addressed to professionals in instructional technology like educators and instruction designers. It is also directed towards researchers in childrens play, computer and video games, and instructional materials. |
關鍵字: | |
著作名稱: | Elucidating the role of IT/IS assessment and resource evaluation allocation in the IT/IS performance of hospitals |
年度: | 2014 |
類別: |
期刊論文
Information & Management
|
摘要: | Although similar to firms in other industries that strive to increase their operational efficiency by implementing IT/IS, hospitals face difficulties in obtaining the corresponding benefits of investing in IT/IS. This study investigates the relations among IT/IS performance, IT maturity, IT/IS assessment, IT/IS resource allocation, and user satisfaction in hospitals. IT/IS performance in hospitals is evaluated using a designed questionnaire, along with a case study undertaken to discuss IT/IS assessment and the effect of IT/IS on hospital procedures. The analysis results indicate that hospitals have a higher IT maturity, stronger intention to implement IT/IS assessment, and better IT/IS resource allocation capabilities than firms in other industries. Moreover, both IT/IS assessment and user satisfaction affect IT/IS performance in hospitals. |
關鍵字: | IT/IS assessment; IT maturity; IT/IS resource allocation; IT/IS performances; Organizational characteristics; Hospitals |
著作名稱: | The Effect of Varied Game-Based Learning Systems in Engineering Education: An Experimental Study |
年度: | 2011 |
類別: |
期刊論文
International Journal of Engineering Education
|
摘要: | This study developed and evaluated two varied game-based learning systems in a software engineering class. The first system adopted a role-playing gaming strategy for students to learn about the process of software development effort estimation in a team-based environment. They played different characters, such as a project leader, a system analyst, a system designer, or a programmer. The second system used a traditional drill-and-practice gaming strategy to guide design. An experimental study involving human subjects was conducted to compare the effects of both systems on students learning performance and attitude. Univariate analyses revealed that the game-based learning had a significant main effect on dependent variables in the knowledge test (F 5.166, p 0.05), but not in the intention and satisfaction measures (p > 0.05). The results showed that students in the drill-and-practice gaming group achieved significantly higher scores in the knowledge test (M 72.86) than the role-playing gaming group (M 61.90). The measures of students intention and satisfaction were in the range of a moderate to high level. However, no significant differences were found between the two groups about their affective measures: (1) intention to use gaming platforms (F 0.016, p > 0.05) and (2) satisfaction toward the assigned gaming platforms (F 1.854, p > 0.05). The effect of students motivational factors in both gaming groups was about the same. |
關鍵字: | game-based learning; software engineering education; quantitative evaluation; experimental study |
著作名稱: | The Impact of Game Playing on Students’ Reasoning Ability, Varying According to Their Cognitive Style |
年度: | 2021 |
類別: |
期刊論文
Educational Technology & Society
|
摘要: | Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate whether students with different cognitive styles improve their reasoning ability after playing video games and whether the effect is the same for all students. We used a pretest-posttest experimental design with multivariant analyses and found that elementary school students’ reasoning ability improved reliably after playing a puzzle adventure game for four weeks, twice a week. In addition, field-independent students’ reasoning ability improved reliably more than field-dependent students did. Students with different cognitive styles also demonstrated noticeably different information search strategies during game playing. Our work answers the questions regarding the impact of playing video games in students’ reasoning ability and in students with different cognitive styles. We also suggested guidelines of designing educational video games for field-dependent and field-independent students. Future studies are needed to expand our understanding to the relationships between other types of video game, cognitive ability, and cognitive styles. |
關鍵字: | Cognitive style, Digital game, Reasoning ability, Game-based learning |
著作名稱: | Probing in-service elementary school teachers’ perceptions of TPACK for games, attitudes towards games, and actual teaching usage: A study of their structural models and teaching experiences |
年度: | 2020 |
類別: |
期刊論文
Educational Studies
|
摘要: | This study aimed to investigate differences in junior and senior (categorised by their years of teaching experience) elementary school teachers’ perceptions of the Technological Pedagogical Content Knowledge – Games (TPACK-G), attitudes towards game, and actual teaching usage. It also aimed to probe how each of the two groups’ TPACK-G perceptions predicted their attitudes towards games and actual teaching usage. 376 in-service teachers in Taiwan filled out the questionnaire consisting of game knowledge (GK), game pedagogical knowledge (GPK), game content knowledge (GCK), game pedagogical content knowledge (GPCK), attitudes towards games (AT), and actual teaching usage (AU). The results showed that junior teachers tended to have higher GK, GCK and GPCK than the seniors. GK alone might not be sufficient to predict the teachers’ actual teaching usage. To predict teachers’ actual teaching usage, the junior teachers might rely on their GPCK, whereas the senior teachers might rely on their GPK. |
關鍵字: | TPACK; game-based learning; teacher education; games |
著作名稱: | A kinect-based motion-sensing game therapy to foster the learning of children with sensory integration dysfunction |
年度: | 2017 |
類別: |
期刊論文
Educational Technology Research and Development
|
摘要: | Sensory integration dysfunction (SID, also known as sensory processing disorder, SPD) is a condition that exists when a person’s multisensory integration fails to process and respond adequately to the demands of the environment. Children with SID (CwSID) are also learners with disabilities with regard to responding adequately to the demands made by a learning environment, and usually have performance difficulties in one or more areas of life, such as productivity, leisure and play, or activities of daily living, and this can reduce their learning motivation. This study tries to develop a motion-sensing digital game-based SID therapy to help such children become more engaged in physical training, with the hope that by improving their bodily-kinesthetic intelligence these children can be more confident of facing various learning challenges, like those associated with social participation. This research applied the Microsoft Kinect system and a specially designed motion-sensing game related to SID, and used interviews to collect responses from the children and their parents. The Chinese version of the sensory profile and clinical observation were applied to evaluate the effects of the therapy, and the triangulation method applied in the data analysis reveals the improvements of all participants in eight clinical observation items. The results imply that our approach was able to increase the learning motivation and actions of the CwSID who participated in this study, with better results than those obtained in our earlier work, which used the Nintendo Wii device and its commercially available games. |
關鍵字: | SID therapy, Kinect, Motion-sensing, Digital games, Learning motivation |
著作名稱: | How Gamification Motivates Visits and Engagement for Online Academic Dissemination – An Empirical Study |
年度: | 2016 |
類別: |
期刊論文
COMPUTERS IN HUMAN BEHAVIOR
|
摘要: | Gamification, an emerging trend of using game mechanisms or elements in non-game contexts for commercial or educational purposes, has been applied in advertisements, competitions and rewards for many years. Although gamification could easily be applied to various daily activities, challenges arise when digitizing it for use online with educational applications. The purpose of this study is thus to apply gamification to an online context for academic promotion and dissemination. An online platform was designed to involve faculty members, students, and visitors from industry and the general public to form groups for the mutual dissemination of academic knowledge, products and activities. Both quantitative and qualitative data were collected and analyzed. The findings with regard to the most significant game design elements are discussed, along with the statistical results related to the engagement behaviors demonstrated by the participants. The quantitative data provided by the online analytical tools to examine user behaviors reveals that gamification has the potential to attract, motivate, engage and retain users. The system implementation used in this work is described, and provides empirical examples of how gamification impacts user behaviors in this context. This study also demonstrates how the theory and practice of online gamification for use in academia can be connected. |
關鍵字: | Gamification; Academic dissemination; Game elements; Game mechanisms; Web analytics |
著作名稱: | A Motion-Sensing Game-based Therapy to Foster the Learning of Children with Sensory Integration Dysfunction |
年度: | 2016 |
類別: |
期刊論文
Educational Technology & Society
|
摘要: | Children with Sensory Integration Dysfunction (SID, also known as Sensory Processing Disorder, SPD) are also learners with disabilities with regard to responding adequately to the demands made by a learning environment. With problems of organizing and processing the sensation information coming from body modalities, children with SID (CwSID) usually have difficulties in the performance in one or more areas of life, such as productivity, leisure and play, or activities of daily living, resulting in the lack of learning motivation. This study tries to develop a motion-sensing digital game-based SID therapy to help such children be more engaged in physical training, in the hope that by improving their bodily-kinesthetic intelligence they can be more confident in facing various learning challenges, like social participation. This research used a Wii and Wii board with related console games, as well as an online survey system to collect responses from the children and their parents. The Chinese version of the sensory profile and clinical observations were applied to evaluate the effects of the therapy, and the triangulation method of data analysis reveals that our design has a positive effect on increasing the motivation and actions of CwSID, which the learning process relies on. Our future works, including using the Microsoft Kinect device and other gamification strategies, are also introduced. |
關鍵字: | SID therapy, Learners with disabilities, Motion-sensing, Digital games |
著作名稱: | Technology-Assisted Sheltered Instruction: Instructional Streaming Video in an EFL Multi-Purpose Computer Course |
年度: | 2016 |
類別: |
期刊論文
Computer Assisted Language Learning
|
摘要: | Content-based instruction (CBI) has been widely adopted for decades. However, existing CBI models cannot always be effectively put into practice, especially for learners of lower English proficiency in English as a foreign language (EFL) context. This study examined an animation design course adopting CBI to promote reading abilities of English majors at a technology university in Taiwan. CBI usually adds challenges in cognitive and linguistic learning, especially for English majors in computer courses. Different from other CBI courses, this course dealt with multiple situations: multi-approaches (CBI and task-based instruction); multi-skills (Flash animation software skills- various animation effects; language skills-computer vocabulary and reading comprehension); multi-level learners (various English language proficiency levels - mostly low proficiency level; computer abilities; learning styles), and a large class taught by one instructor. Simply employing CBI cannot solve such complex problems. Therefore, instructional streaming video was applied as a learner-directed scaffold and a technological facilitator. A control group and an experimental group comprised 117 and 121 English majors taking this course for one semester respectively. Both groups were taught with English materials but the later were additionally provided with instructional streaming video (ISV). Qualitative and quantitative data were collected from classroom observations, interviews, exams, and semester-end questionnaires from both groups to examine whether ISV facilitated instructor teaching and student learning. Results show that the experimental group significantly performed better in reading comprehension, reading speed, acceptance, attention, and exams, as well as easing teaching difficulties. Drawn upon empirical results, a technology-assisted sheltered model was generated for EFL multi-purpose courses. |
關鍵字: | content-based instruction; sheltered instruction; streaming video; technology-assisted language learning |
著作名稱: | An Analytic Creativity Assessment Scale for Digital Game Story Design: Construct Validity, Internal Consistency and Interrater Reliability |
年度: | 2015 |
類別: |
期刊論文
CREATIVITY RESEARCH JOURNAL
|
摘要: | Mobile technology has rapidly made digital games a popular entertainment to this digital generation, and thus digital game design received considerable attention in both the game industry and design education. Digital game design involves diverse dimensions in which digital game story design (DGSD) particularly attracts our interest, as the literature needs more information, especially the creativity assessment of DGSD. Existing measuring tools do not adequately address the characteristics of game-story duality. Thus, an analytic creativity assessment scale of DGSD (CAS-DGSD) based on literature and original ideas was developed in our previous work. This study aims to statistically examine its construct validity, internal consistency reliability, and interrater reliability to verify its effectiveness. Three commercial games of 3 different game genres (action, puzzle, and role-play) were rated by 32 student raters and 4 expert raters. Statistical results show acceptable construct validity, internal consistency reliability, and interrater reliability of the CAS-DGSD. The CAS-DGSD not only helps evaluators like teachers identify which aspects of DGSD are short of creativity, but also serves as a guideline for digital game story designers like design students and product developers to tailor creative and entertaining game stories. |
關鍵字: | CONSENSUAL ASSESSMENT TECHNIQUE; PRODUCT CREATIVITY; RATERS |
著作名稱: | Interacting with Visual Poems Through AR-Based Digital Artwork |
年度: | 2012 |
類別: |
期刊論文
Turkish Online Journal of Educational Technology
|
摘要: | In this study, an AR-based digital artwork called Mind Log was designed and evaluated. The augmented reality technique was employed to create digital artwork that would present interactive poems. A digital poem was generated via the interplay between a video film and a text-based poem. This artwork was created following a rigorous design flow, including: (1) conceptual formation, (2) prototype design, (3) expert-based evaluation that consisted of both a cognitive walkthrough and a heuristic evaluation, (4) the final artwork design combining a visual poem generator and an AR system, and (5) a series of evaluations from an audiences perspective. The system usability scale evaluation results show that this work achieved positive usability, audiences enjoyed the interaction with the artwork, and most people accepted AR-based digital poems. |
關鍵字: | augmented reality technique; digital artwork; digital poem; virtual poem; system usability scale |
著作名稱: | Effect of Computer-Based Video Games on Children: An Experimental Study |
年度: | 2009 |
類別: |
期刊論文
Educational Technology & Society
|
摘要: | This experimental study investigated whether computer-based video games facilitate childrens cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on childrens learning achievement. One major research null hypothesis was tested: there are no statistically significant differences in students achievement when they receive two different instructional treatments: (1) traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from a middle/high socio-economic standard school district in Taiwan participated in the study. Results indicate that computer-based video game playing not only improves participants fact/recall processes (F 5.288, p .05), but also promotes problem-solving skills by recognizing multiple solutions for problems (F 5.656, p .05). |
關鍵字: | Game learning; Play theory; Cognitive processes; Educational technology |
著作名稱: | Using home-based augmented reality storybook training modules for facilitating emotional functioning and socialization of children with autism spectrum disorder |
年度: | 2023 |
類別: |
期刊論文
International Journal of Developmental Disabilities
|
摘要: | Autism spectrum disorder (ASD) is a lifelong neurodevelopmental disability with increasing prevalence worldwide.
Its main challenges include poor social interaction and self-regulation skills. Effective interventions are required to improve children with ASD’s social interaction skills and emotional regulation. This study aimed to develop and test the feasibility and short-term efficacy of home-based augmented reality (AR) training modules for preschool children with ASD. We recruited five and 15 preschool children (3–5 years old) with ASD, respectively. The Wilcoxon signed-rank test was used to compare emotional functioning and adaptive behavior differences. The children received 8-week home-based AR training modules—sessions were 20 min four times a week. After using the home-based AR training modules, the overall adaptive function, socialization skills, and emotional functioning of children with ASD significantly improved. The findings of this study provide promising evidence supporting the feasibility and applicability of home-based AR training modules. Practitioners and researchers could assist caregivers in implementing AR training modules at home to
increase the emotional functioning and adaptive behavior of preschool children with ASD. |
關鍵字: | autism spectrum disorder; augmented reality; emotional functioning; socialization; adaptive behavior |
著作名稱: | Developing a 3D Game Design Authoring Package to Assist Students Visualization Process in Design Thinking |
年度: | 2013 |
類別: |
期刊論文
International Journal of Distance Education Technologies
|
摘要: | The teaching of 3D digital game design requires the development of students meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to visualize ideas from imagination. Therefore, 3D visualization is a key skill in this context. To help students fully focus on game design rather than on complicated 3D modeling or animation skills, this study developed an authoring package that is integrated with Google 3D Warehouse, SketchUp, and a web-based 3D multi-user platform: 3D Cyber Worlds. The proposed game design authoring package was used with 53 college students for one semester, while a total of 108 students were involved in the overall study. The results indicate that the package achieved its aim of in assisting students in the game design process, including that of 3D modeling, and is feasible for future development using advance web technologies. Examples of the students game design projects and feedback on the use of this authoring package are also presented and discussed. |
關鍵字: | 3D Game Design; Authoring Package; Design Thinking; Multi-User Platform; Visualization |
著作名稱: | Effect of Digital Games on Children’s Cognitive Achievement |
年度: | 2007 |
類別: |
期刊論文
Journal of Multimedia
|
摘要: | Technologies’ rapid advance in developing digital media has been extensively applied in contemporary play materials to enrich children’s play, such as electronic or computerized toys, electronic story books, television, personal computers, and game consoles. Recently, studies about digital games in these areas have begun to appear. Some educators have a vision that these games have the potential to become powerful motivating digital environments and they study digital games in order to determine how motivational components of popular digital games might be integrated into instructional design. This study investigated whether digital games facilitate children’s cognitive achievement in comparison to traditional computer-assisted instruction. One hundred and fifteen third-graders from a middle/high socio-economic standard school district in Tainan City, Taiwan participated in the study. Results indicate that digital game playing not only improves participants’ fact/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems. |
關鍵字: | digital games; children play; e-learning |
著作名稱: | 探討相異認知風格學習者對於數位遊戲介面元素之偏好 |
年度: | 2018 |
類別: |
期刊論文
數位學習科技期刊
|
摘要: | 無論文明如何演進,社會從務農邁向數位經濟時代,遊戲始終扮演生活中休閒娛樂與抒壓的重要角色。而數位遊戲寓樂於教的效果,和認知風格被視為是學習過程影響偏好行為的重要因素,當導入數位遊戲於學習活動時,認知風格與提升學習成效彼此間之關聯,遂成為非常重要的研究議題。認知風格是個人處理思考、記憶、知覺與問題解決等外在訊息時,一種習慣性和持久性的傾向,這種傾向是否會影響遊戲者在遊玩過程中對於遊戲介面元素的偏好,進而影響其遊戲行為,應該是遊戲設計者需要考量的重要因素之一。本研究旨在探討相異認知風格的學習者,對於偏好的數位遊戲介面元素之關聯。以文獻分析法蒐集相關文獻後進行分析,再設計數位遊戲偏好問卷和遊戲介面偏好問卷讓研究對象填答,經由問卷資料蒐集和分析,以呈現設計數位學習遊戲的遊戲介面元素時,基於相異認知風格學習者應著重的特點。本研究以153位大學生為研究對象,透過藏圖測驗將受試者分為場獨立者和場依賴者;研究結果根據介面元素的四個向度,分別為擺放位置、幾何形狀、提示功能和線性與非線性學習等,討論相異認知風格學習者之偏好。本研究並據此提出遊戲設計介面元素之實務面及未來研究的建議。 |
關鍵字: | 悅趣化學習、遊戲介面、遊戲偏好、認知風格、數位學習 |
著作名稱: | 結合體感互動於國小五年級自然與生活科技領域之悅趣化學習的探究 |
年度: | 2017 |
類別: |
期刊論文
數位學習科技期刊
|
摘要: | 近年來結合資訊科技於學習活動以提升學習成效中一項甚受矚目的技術是,提供虛擬實境環境讓學生進行悅趣式學習活動,而體感互動技術應用於學習策略的變革也影響了數位化悅趣式學習活動的人機互動模式。本研究整合體感人機互動技術並導入悅趣式學習機制以建置體感互動之悅趣式學習環境,探討這些機制和環境對於學生學習的影響。本研究以國小五年級的自然與生活科技領域為研究之實證場域課程,在導入體感互動悅趣式學習活動後,分別以學習評量的前後測、與基於ARCS動機模式在引起注意、切身相關、建立信心、獲得滿足四個面向之學習經驗量表的分析,以檢測參與者的學習成效和探討其學習動機在此四個面向的影響。研究結果顯示,輔以體感互動悅趣式學習活動對於參與者的學習動機具有正面影響,且有助於增進學習成效;參與者也表示,體感技術支援之人機互動於操作面的便利性有助於引領進入沉浸情境。本研究並根據研究結果歸納研究結論,提出未來相關研究建議。
With the emergence of motion sensing technology has brought learning strategy revolution and affected the learning performance of students. This ICT integrated with virtual reality and game-based learning as learning activities in learning environment could affect student’s learning. Thus, this study combined motion sensing and virtual reality technology to build a virtual learning environment to support game-based learning activities. The purpose of this study is to investigate the effect of the learning environment on nature and life technology learning performance of the fifth and sixth graders. Students’ learning performance was evaluated through comparing the pre-test and posttest. Through the process of playing games, the learning motivation was investigated in the note of attention, relevance, confidence, and satisfaction. The results reveal that the positive impact of motion sensing technology on engagement in learning activities, and enhance the learning performance. In addition, the game-based learning environment supported by motion sensing human computer interaction is not only convenient but also to lead into immersion situation. The results of the study are discussed and implications are provided. |
關鍵字: | 悅趣式數位學習、虛擬實境、學習動機、體感互動技術、game-based learning、virtual reality、learning motivation、motion sensing interaction technology |
著作名稱: | The Digital Game-based Training System of Biomedicine Relevant Spatial Ability |
年度: | 2016 |
類別: |
期刊論文
International Journal on Digital Learning Technology
|
摘要: | The concepts of spatial visualization and the geometrical calculation are important elements of the multiple-intelligence development. Especially for the 5th and 6th graders, they are on a level of concrete thinking, in which their thinking may have greater flexible alternatives and begin to develop conservation concepts, including physical and spatial ability and numerical conservation. For this reason, the training of the spatial ability is imperative for students around these ages, especially for those who have interests in biomedicine or other related fields. This study aims to investigate the possibility of utilizing a digital game to improve individual’s spatial ability. The tasks of this game are designed to increase spatial ability with rotating question, visual discrimination, and visual memory with space, rotate, reverse, inference, and displacement for biomedicine related training. The experimental activities were also conducted at a primary school. The results indicate that the students’ spatial ability can be improved in the spatial digital game. |
關鍵字: | spatial ability, digital game, digital-based learning, biomedicine |
著作名稱: | 數位科技應用於小學低年級學童數學學習之反思 |
年度: | 2015 |
類別: |
期刊論文
數位學習科技期刊
|
摘要: | 數學是使用符號語言進行數量、結構和變化等建構知識的學科,配合抽象化和邏輯推理等認知活動才能獲致具體化計數和計算等抽象應用的能力。研究指出,悅趣式學習藉由引導學習之機制有助於誘發學習動機,並提升學習者的創造思考、推理和批判思考等能力;動畫則在結合場景和人物設計後能以故事展現情境。在資訊科技蓬勃發展之際,擴增實境提供的人機互動也被應用於數位科技輔助學習活動,主要透過虛實場景之重疊體驗,能夠讓學習者經歷情境式學習以滋長知識建構的經驗。然而,當數位科技導入於小學低年級的數學教學現場對於學童來說是助力還是阻力,仍是一個值得探究的議題。因此,本研究運用擴增實境之特性和遊戲的優勢,建構具擴增實境機制之「桌遊活動+情境式動畫」遊戲學習系統以支援小學生的數學學習。為評估該遊戲學習系統輔助學習活動對於數學學習的影響,本研究以新北市某國民小學一年級共68位學生為研究對象,實際導入課堂之學習場域;並從學習成效、在學習過程中互動參與、學習與收穫、滿意度、學習信心的回饋反應等方面,就數位科技應用於低年級學童學習時的影響進行研究與討論。 |
關鍵字: | 小學一年級學生、悅趣式學習、情境式動畫、數學學習、擴增實境 |
著作名稱: | Game-Based Creativity Assessment System: The Application of Fuzzy Theory |
年度: | 2015 |
類別: |
期刊論文
Multimedia Tools and Applications
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摘要: | "Creative development" and "creativity" have become important topics in the field of education research. The assessment of creativity is a key to understanding how instructional strategies influences the creative process and the output of learners. At present, most methods of assessing creativity are paper-and-pencil tests scored by individuals. Despite the professional training of evaluators, subjectivity in scoring assessments remains inevitable. Therefore, a completely objective tool of measurement is crucial for the progress of education to eliminate the subjectivity in manual grading. This paper presents at first place a review of the literature related to the development of creativity, the assessment of creativity, and further on the means of measuring creativity, particularly in a digital game environment. Our focus is on the application of computing technologies for the assessment of creativity, while exploring the possibility of using computerized systems such as fuzzy logic and hybrid methods to produce objective measurement results. The results of Pearson correlation coefficient between the fuzzy inference scores and the Williams CAP scores is 0.805, which shows the strong construct validity. Additionally, the fuzzy inference system can eliminate subjectivity in scoring and provide analysis results to enhance creativity, unlike paper-and-pencil scores provided without explanations. |
關鍵字: | Creativity; Assessment of creativity; Game-based learning; Computerized assessment system; Fuzzy theory |
著作名稱: | Exploring the Effects of Applying Motion Sensing Interaction Technology to Support Digital Guided Reading Activity |
年度: | 2015 |
類別: |
期刊論文
International Journal of Science and Engineering
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摘要: | The emergence of motion sensing technology has brought digital revolution and affected group and human– computer interaction. Traditionally, reading guidance activities were demonstrated as either the paper-based or keyboard and mouse-based reading guidance scenario which not only could limit the actions and interactions between the teacher and students but also reduce the interest and attention of students. Therefore, the purpose of this study is to integrate the Kinect device in proposing that a motion sensing technology interaction assisted the reading guidance system to facilitate 30 elementary school students in reading guidance learning activities. Students’ interest, attention, and acceptance were investigated. Moreover, this study investigated the teachers’ information literacy and acceptance of applying the motion sensing technology in teaching. The findings reveal that the positive impact of motion sensing technology interaction on teaching activities leads students to enhance interest and attention while engaging in learning activities. Additionally, these teachers believed that integrating motion sensing technology into teaching and learning activities could improve student participation and teacher–student interactions. The results of the study are discussed and implications are provided. |
關鍵字: | Information literacy, Kinect, motion sensing interaction technology, reading guidance |
著作名稱: | The Application of Digital Console Game for the Treatment of Children with Sensory Integration Dysfunction: Parental Perspective |
年度: | 2013 |
類別: |
期刊論文
Medical and Health Science Journal
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摘要: | Objective: The present study aims to investigate the effect of applying digital console game to the treatment of children with sensory integration dysfunction and to explore the experience and feedback from parents perspective. Method: 4 school-aged children with sensory integration dysfunction (SID) and their parents participated the present study. Participants received 12-week training programs which consists of their regular therapeutic treatment once a week and additional training activities (i.e., designed Digital Console Game activities) once a week. Observations and interviews were conducted. Results: Results derived from the direct observations of childrens behaviors and the parents’ feedback confirmed that the characteristics of the digital console games may positively reinforce the inner drive of children with SID and further elicit their motivation on treatment participation and engagement. Conclusion: Parents of children with SID support the positive effects of applying digital console games into the regular therapeutic treatment of their children had received. The childs playful experience may increase their motivation to engage in the therapeutic process and distract their focus away from the unpleasant feeling of treatment, and then further encourage their continuation of chronic treatment regimes. It is hoped to provide an innovative approach to SID therapy. |
關鍵字: | Digital Console Game; children; sensory integration dysfunction; Parental Perspective; play theory |
著作名稱: | Using Mobile Console Games for Multiple Intelligences and Education |
年度: | 2012 |
類別: |
期刊論文
International Journal of Mobile Learning and Organisation
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摘要: | Gaming has become an indispensable source of entertainment to children, and the theory of multiple intelligences is popular in education. In this study, we explored students changes after integrating mobile games into the curriculum of multiple intelligences. Based on the theory of authentic assessment, four 5th graders are participated in this study; we investigated the effect of multiple intelligences when students played mobile games, and used two handheld devices for this experiment: (a) Nintendo Dual Screen and (b) Big Brain Academy, a puzzle game. Observations and interviews were conducted for data collection to understand students development of multiple intelligences after the experiment. We found that multiple intelligences; mobile learning; game-based learning.multiple intelligences; mobile learning; game-based learning.multiple intelligences; mobile learning; game-based learning. spatial intelligence and logical-mathematical intelligence can be assessed during the game, and their spatial intelligence, logical mathematical intelligence, interpersonal intelligence, and bodily-kinesthetic intelligence were enhanced. |
關鍵字: | Game-based learning; Mobile learning; Multiple intelligences |
著作名稱: | Using mobile console games for multiple intelligences and education |
年度: | 2012 |
類別: |
期刊論文
International Journal of Mobile Learning and Organisation
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摘要: | Gaming has become an indispensable source of entertainment to children, and the theory of multiple intelligences is popular in education. In this study, we explored students’ changes after integrating mobile games into the curriculum of multiple intelligences. Based on the theory of authentic assessment, four 5th graders participated in this study; we investigated the effect of multiple intelligences when students played mobile games, and used 2 handheld devices for this experiment: (1) Nintendo Dual Screen and (2) Big Brain Academy, a puzzle game. Observations and interviews were conducted for data collection to understand students’ development of multiple intelligences after the experiment. We found that students’ spatial intelligence and logical-mathematical intelligence can be assessed during the game, and their spatial intelligence, logical mathematical intelligence, interpersonal intelligence, and bodily-kinesthetic intelligence were enhanced. |
關鍵字: | Multiple Intelligences, Mobile Learning, Game-Based Learning |
著作名稱: | A Time and Cost Effective Approach to 3D Scenario Building in a Digital Game Design Class |
年度: | 2012 |
類別: |
期刊論文
Procedia - Social and Behavioral Sciences
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摘要: | This paper demonstrates an integration of modern technologies to provide an effective approach that can help teachers and students focus on creative design rather than on complex graphic tools or commercial game engines in a capstone class. Ignoring the unnecessary functions of expensive commercial packages, we develop and implement our own solution package that includes Google SketchUp, 3D Warehouse and Microsoft Virtual Worlds technology to teach gaming context and content design with 3D scenario building. The empirical experiment proved the feasibility of our work when the students were able to visualize and present their designs of digital games with less cost and fewer efforts than would be needed with the commercial software packages that are generally used to achieve this. |
關鍵字: | Digital Game Design; 3D Scenario; Google SketchUp; 3D warehouse |
著作名稱: | 導入數位遊戲於學童創造力之培育 |
年度: | 2011 |
類別: |
期刊論文
數位學習科技期刊
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摘要: | 近年來的研究成果證實遊戲式數位軟體有增進學習成效的可能。本研究旨在探討以數位遊戲應用於當前學者最為關心與待解的難題:如何有效的提昇創造力?為此目的,本研究篩選出Sheep’s Quest與Arctic Quest 2兩款數位遊戲為研究工具進行實驗。經過八次,每次50分鐘的「數位遊戲」活動後,其研究結果顯示實驗組參與者在「威廉斯創造力測驗」中的各向度包括流暢力、開放性、變通力、獨創力、精密力、標題、冒險性及好奇性皆達顯著差異水準。結果分析證實了數位遊戲確實能刺激國小高年級學童創造力的提升。因此適當地運用數位遊戲結合課程教學,應能成為教師用於提昇學生創造力的有利輔助工具。 |
關鍵字: | 創造力、創造力培育、數位遊戲 |
著作名稱: | Assemble Collocation and Colligation in Chinese Writing Web Tools for New Immigrants in Taiwan |
年度: | 2011 |
類別: |
期刊論文
US-China Education Review
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摘要: | CSL (Chinese as a second language) learning is an emergency task in Taiwan, especially when more and more new immigrants joined in Taiwan. However, there are just a few new immigrants who can finish all language courses. For this reason, this research intends to provide a training system to assist new immigrants observing and learning the phrase structure. In this paper, the researchers design a system which can help new immigrants to form Chinese sentences by applying colligation and collocation technology. |
關鍵字: | colligation; collocation; new immigrants; CSL (Chinese as a second language) learning |
著作名稱: | 數位遊戲於感覺統合障礙個案之輔助成效 |
年度: | 2011 |
類別: |
期刊論文
台灣遊戲治療學報
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摘要: | 感覺統合障礙為大腦中樞神經系統的整合性障礙。感覺統合障礙的兒童在經由其生理感覺系統接收與傳導感覺出現困難,進而影響其日常生活功能的能力表現。本研究主要目的在探討運用數位遊戲(Wii)來輔助感覺統合訓練療法之成效,藉由數位遊戲的特性來引發感覺統合障礙(Sensory Integrative Dysfunction,簡稱感覺統合障礙)孩童的內在驅策力,並結合 Wii 的優勢達到 多重感覺刺激的目的,進而提升感覺統合治療成效。
本研究訓練工具選擇 Wii 及 Wii 平衡器,並搭配 Wii Fit、Wii Sports 和料 理媽媽等三款遊戲軟體來進行訓練。受試者為八位國小一、二年級的感覺統合障礙兒童,隨機分成兩組,參與 12 週的介入治療:(1)對照組:受試者接受每週兩次,每次 30 分鐘的感覺統合訓練療法,(2)實驗組:複合訓練治療組,即受試者除了接受每週兩次每次 30 分鐘的感覺統合訓練療法之外,另外接受每週一次,每次 70 分鐘的數位遊戲訓練。本研究評量工具為感覺處理能力剖析量表與兒童感覺統合功能評量表,量表由受試者家長在介入前後完成填寫。
本研究以成對樣本 t 檢定考驗兩組研究參與者在兒童感覺統合功能評量 表與感覺處理能力剖析量表的差異。研究結果顯示,數位遊戲能提升感覺統合 障礙兒童的內在驅策力,增加感覺統合障礙兒童的感覺處理機會,進而改善感 覺統合障礙兒童的兩側整合動作能力、動作計劃能力、動作協調性及平衡能力。 |
關鍵字: | 數位遊戲、感覺統合、遊戲理論、兒童 |
著作名稱: | Use of Digital Console Game for Children with Attention Deficit Hyperactivity Disorder |
年度: | 2010 |
類別: |
期刊論文
US-China Education Review
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摘要: | ADHD or ADD (Attention Deficit/Hyperactivity Disorder) is one of the most frequently diagnosed mental and behavioral disorders of children. Children with ADHD are characterized by poor attention and distractibility and/or hyperactive and impulsive behaviors. Although there is no “cure” for ADHD, there are accepted treatments that specifically target its symptoms. The most common standard treatments include medication, psychological or behavioral modification, and educational approaches. However, more and more parents began to worry about the side effects of medication. For this reason, this study proposed a new treatment by using digital console games to assist children who suffer from ADD to improve their attention condition. With the advantages of gaming apparatus, this study intends to improve the effect of behavioral intervention and cognitive remediation therapy for ADD children. |
關鍵字: | digital game; ADHD; game-based learning; attention |
著作名稱: | Digital Games for Cognitive Learning: A Pilot Study |
年度: | 2007 |
類別: |
期刊論文
Journal of Scientific and Technological Studies
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摘要: | The rapid development of emerging technologies in the past few years has changed the way people
learn. It is important for us to re-scrutinize the inf luence of computer-based digital games in today’s
education. An extensive review of literature intended to create a connection between digital games with
children’s cognition and to provide a three-dimensional framework (cognitive development, children’s play,
and digital games) to supplement the insufficiency of previous research results. The effect of computerbased
digital games on learning is presented, current research findings are reported, and future research
trends are predicted The results from this pilot study provided experimental evidence to support the use of
digital games can facilitate students’ cognitive learning process. |
關鍵字: | digital games; Cognitive Learning; e-learning; computer-assisted learning |
著作名稱: | Use of Augmented Reality to Improve Elementary School Students’ Spatial Drawing Skills |
年度: | 2022 |
類別: |
會議論文
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摘要: | Spatial concept ability or spatial intelligence is crucial in individual cognitive development and serves as the basis for scientific concept development. Although many mechanisms underlying the operation of the human mind remain unknown, spatial concept ability is widely recognized as a prominent element of this operation. Spatial ability is necessary for children to understand the world and is the basis on which creativity forms and develops. Spatial ability includes vision, or the process of identifying and positioning objects. Many studies have demonstrated that spatial ability is related to drawing ability; this ability involves conveying, transforming, and using two-dimensional and three-dimensional information, which is essential in solving everyday problems. However, compared with engineering and science, little is known about spatial and drawing abilities. Drawing is a means of presenting and expressing oneself and expressing emotions. Children can communicate through drawing. Technology advancements in the emerging digital era has made the use of digital assistance in teaching the norm. Augmented reality closely integrates the real world and virtual objects through programming software and carriers. Through this combination of virtual objects and real environments, learners can easily clarify complex spatial relationships and abstract concepts. The purpose of this study is to understand whether use of augmented reality to assist in teaching spatial ability in drawing can improve spatial ability. The participants of this study comprised 54 children, aged 11–13. Half of the children were assigned to the experimental group and were taught using augmented reality– assisted teaching; the other half were assigned to the control group and were taught using the normal teaching methods. After 8 weeks of experimental teaching, art experts evaluated the children’s spatial positioning performance. The results demonstrated that the use of digitally-assisted teaching led to improved spatial positioning performance. However, the difference in the results was nonsignificant. The findings indicate that although use of augmented reality assistive technology improves children’s short-term drawing abilities, no significant difference was observed in the results of children’s spatial abilities with respect to drawing. |
關鍵字: | : Augmented Reality, Spatial Ability, Drawing, Technology Assisted Learning |
著作名稱: | The Effect of Augmented Reality Assisted Childrens Still Life Sketch Teaching |
年度: | 2021 |
類別: |
會議論文
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摘要: | People all has the essence and characteristics to promote their creativity and thinking through artistic expression. The purpose of this study is trying to understand whether use of Augmented Reality technology to assist childrens still life sketch teaching can improve learning effectiveness or not. Through Augmented Reality to assist learning, we hope to improve the learning effectiveness of students and learning achievement. There were 54 children who are in the age of 11-13. Those students were divided into two groups, one experimental group 27 students used augmented reality assisted teaching method and another controlled group were 27 students used general teaching method to learn how to draw. After eight weeks of experimental teaching period time, experts were invited evaluate the pre-test works and experimental teaching works for the three items of "size performance". The results showed the performance of size ability between two groups can see the positive progress path; however, there was no significant difference in the results between the two learning groups in all tasks. |
關鍵字: | Augmented Reality, Childrens sketches, Learning Effectiveness, Digitally Assisted Learning |
著作名稱: | An Exploration of Students’ Computational Thinking Performance in a Scenario-based Robotic Learning Game (Callisto Summit) |
年度: | 2020 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 仿生機器人之創客實作 |
年度: | 2019 |
類別: |
會議論文
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摘要: | 一位荷蘭藝術家和動態雕刻家泰奧楊森 Theo Jansen 使用塑膠、木頭等常見的材料,創作出可以藉由力學和風力的推動做出一些模仿生物的肢體動作,還可以自行躲避障礙物的仿生獸。這個點子啟發我利用吸管、簡易馬達,搭配3D列印,再結合 M-BOT 晶片做出仿生機器人,搭配運算思維活動設計,玩家透過積木程式進行路線規劃,使仿生機器人通過重重障礙到達任務目標。本研究包含了基礎程式學習、問題解決與競爭學習等面向。程式學習使用 mBlock 圓形化程式語盲進行軟硬體整合,應用在仿生獸行進路線的設計上。在有趣的競爭遊戲中,經由任務設計程式規劃路線,改正錯誤和反覆導正編寫,可以提高玩家的學習成效與興趣,還能引發玩家思考並將想法付諸實行。 |
關鍵字: | 仿生機器人、創客教育、STEM、運算思維 |
著作名稱: | Research on the Human resource education training programs in enterprises_Starting from the Activities Design with Flip Creative Thinking Concept in College |
年度: | 2019 |
類別: |
會議論文
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摘要: | Enterprises want to improve competitiveness and survive in a dynamic and changing environment. The key talent has been proven to be one of the key factors for enterprises with continuing growth. (Tsai & Kuo 2012). It is a long-term systematic work to retain top quality talents in enterprises.
Senge (1990) said that the individuals can continue to keep interactive learning and constantly expand their ability to achieve self-breakthroughs in a Learning- Organization enterprise. And the entire organization will form a learning culture by those key talents with forming the entire organization’s learning atmosphere.
Therefore, the study assumes that if the Learning-Organization enterprise can be composed of a group of high self-directed and positive personality people then it must be helpful for improving the compatitiveness of enterprise. And those people in the group will get more opportunities to become the key talents in the Learning-Organization enterprise. The more talented people in the enterprise can benefit not only forming enterprise vision in common but also contributing the competitiveness of enterprise in a dynamic and changing environment.
This action research is using Flipped-Learning concept to design activities and to discover the differences of learning performance between the programs designed with Flipped-Learning concept and the programs with troditional ways. This research focuses on learning performance in two aspects of people personality and self-directed learning. And starting the action research in school’s classroom learning programs designing, and then investigate training programs activities designed in the enterprises.
With interactively using qualitative and quantitative research methods to figure out the relationships. By designing training program activities with flipped-learning thinking, those people with different personality and high self-directed can not only be more engaged into the actives but also make better learning performance. |
關鍵字: | Flipped Learning、Learning Organization、Personality、Self-directed Learning |
著作名稱: | Improving EFL Students’ Listening and Learning Through Games |
年度: | 2019 |
類別: |
會議論文
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摘要: | The Taiwan government’s environmental and educational policies and the government’s language assessment exams pay little attention to students’ ability to listen and speak in English.The type of English teaching in Taiwan belongs to EFL. For the sake of our EFL students, we have also developed an offical English test for Taiwan’s students - General English Proficiency Test, GEPT. In recent years, gamification has attracted much attention around the world. Gamification refers to using game-based thinking and game skills to focus participants on trying to solve problems (Zichermann, 2012, para 1), Game factors such as rewards, points, and leaderboards are introduced into non-gaming activities and environments (Kapp, 2012). Gamification combines instructional game elements into gaming in order to increase the sense of fun which player experience, and gives their games a feeling of novelty which increases players’ interest. In this process, students learning motivation is strengthened, and the goal of involving them in learning is achieved. The purpose of this study is to examine whether gamification can enhance student motivation on the ability of listening in an English course. A comparison study was conducted, involving three classes of the seventh grade students in an English course. We expect the results indicated that students in the gamification-enhanced learning group (n 25) were more likely to improve their motivation the pre- class and post-class activities than those in the game-based learning group (n 24). |
關鍵字: | Gamification, Game Based Learning, EFL, Learning Motivation |
著作名稱: | Applying Game-Based Learning in Elementary Environmental Literacy Education |
年度: | 2019 |
類別: |
會議論文
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摘要: | At present, environmental education in Taiwan’s elementary schools is included as one part of the science and technology curriculum. The Ministry of Education believes that environmental education is a major issue and that it should be integrated into a number of elementary school subjects. A major challenge to fulfilling this goal is the fact that many digital age students who are taught in the traditional way in school do not exhibit much motivation for learning. The aim of this study is to enhance elementary students’ learning motivation and environmental literacy in environmental education through game-based learning |
關鍵字: | Environmental literacy, Elementary, Game-based learning |
著作名稱: | Antagonist Design in Game-based Learning Materials |
年度: | 2019 |
類別: |
會議論文
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摘要: | The purpose of this study was to investigate the antagonist of game-base learning materials in promoting the development of observers and students moral cognition, and to analyze the design of antagonists from the perspectives of psychology and the theater. The design and formulation of antagonists will later be incorporated into game-based learning materials, in the hope that users will get a first-hand experience from the perspective of an antagonist. Such switching of viewpoints may help gamers consider moral judgments and other choices in lif |
關鍵字: | antagonist, villain, game-based learning, moral cognition |
著作名稱: | Digital Gamification Platform to Foster Student’s Critical Thinking and Classroom Management |
年度: | 2019 |
類別: |
會議論文
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摘要: | Gamification is an emerging trend of using game mechanics in nongame context to increase a target audience’s motivation and engagement. Activities or contents in such context could be either in a virtual environment or in the physical world, leading to different strategy designs and implementation. In this research, we propose an online platform with gamification to support the motivation and engagement of students flowing between these two worlds. Through our designed storyline, point system, reward system and the use of network technology, the target audience could be able to blend gameful experiences between both worlds, therefore their motivation and engagement for designated activities or contents could be enhanced, thus increasing the possibility of performance improvement, including the critical thinking skills and the behavior changes in school classrooms. The design issues regarding both the teachers’ and students’ aspects will be discussed, and the implementation is prepared to go in the near future. |
關鍵字: | |
著作名稱: | The Effect of Digital Game-Base Learning on Primary School Students’ Critical Thinking Skills and Environmental Literacy |
年度: | 2019 |
類別: |
會議論文
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摘要: | Over the past few decades, many countries are doing everything they can to develop the young generation’s critical and systematic thinking, to help them become independent thinkers with the capacity to engage in higher-order thinking or policy promotion. This study aims to examine the way that digital game-based learning (DGBL) exerts an effect on critical thinking and environmental literacy. The fifth-and-sixth graders will participate in the study. Participants will finish the questionnaire survey and interviewed regarding environmental protection and participants’ behavior and attitudes, revealing the effect of digital game-based learning upon their critical thinking skills, and the students’ environmental literacy. |
關鍵字: | critical thinking skills, environmental literacy, digital game-based learning |
著作名稱: | Game-based Learning: Students’ Critical Thinking Performance while Playing “Callisto Summit” |
年度: | 2019 |
類別: |
會議論文
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摘要: | This study investigates students’ gaming decisions while playing the robotic game “Callisto Summit” and analyzes their critical thinking performance based on the gaming decisions. “Callisto Summit” is designed for the players to use block codinge to move the robots on a large game map to negotiate and solve inter-group conflicts and issues, such as city development, environmental pollution, and population. Forty-eight American students aged 8-12 participated in the game-based learning activity. In this study, qualitative research methods are used to document and observe how players made gaming decisions, then further analyze their behaviors to understand their critical thinking performance |
關鍵字: | game-based learning, decision making, critical thinking, robotic game |
著作名稱: | 由系統資料探討遊戲化平臺於教學現場之適用性 |
年度: | 2018 |
類別: |
會議論文
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摘要: | 有鑑於教學現場實務實施上的需求以及學習者本身先備知識或是經歷的改變,將遊戲化(Gamification)機制使用在非數位化教學環境的概念近年來於學術界的探討已日漸增加,但目前在實徵上卻少有研究去深入探討這些遊戲化機制在Game-based Learning環境中與Gamification環境中對於學習者的影響是否會有差異性,哪些遊戲化機制相較之下會更為適用於對象族群以影響他們的學習或是行為,進一步甚至應該思考獎勵或是成就機制在遊戲化過程中所扮演的腳色以釐清對於遊戲動態系統甚至架構所帶來的影響。為此目的我們設計了一款線上遊戲化學習平台、建置後端資料庫,並導入了目前較為常見也較為學界聚焦討論的遊戲機制。因此本研究著重在藉由平台系統資料庫的數據來分析各項遊戲機制本身對於目標族群的適用性、這些遊戲化機制的效能差異、優劣,於教學現場對教師而言是否有其存在的價值。最後我們將藉由後台數據探討此平台與其他平台或是APP有何異同,以及這些機制與學童於教室現場的行為表現是否有其關聯性。 |
關鍵字: | 遊戲化;學習成效;線上學習平臺 |
著作名稱: | What Are the Better Gamification Tools for Elementary School Teachers? |
年度: | 2018 |
類別: |
會議論文
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摘要: | Recent research demonstrates that the possibility of using gamification strategies to enhance the motivation and to foster the interaction and engagement in the society network for promote commercial market. However, this study intent to apply the gamification tools to the students, in which the teachers can use it as a classroom management tool and facilitated learning activity. Therefore, the purpose of this study is to compare the effectiveness of exiting gamification tools and mechanics for the elementary school teachers. The findings of the study reveal the most gamification tools have try to develop to become a massive multi-user online platform for connecting learning, however few evidence of supporting the live control of the classroom management provided from the comparison, thus leaving the gap for further study to explore. Valuable practical information from the teachers suggest that the success and the performance of a gamified system should be considered from several different aspects, and the gamification tools for improvement in the future are also reported. With the supports from the literature and empirical evidences, the study conclude that how gamification influencing students’ classroom behavior changes also is worthy to be explored. |
關鍵字: | gamification, classroom management, motivation, interaction, game mechanics |
著作名稱: | Investigating Effects of Game-based Design Mechanisms on Learners’ Reasoning Ability: A Cluster Analysis |
年度: | 2018 |
類別: |
會議論文
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摘要: | This study examined the effect of game-based design strategies and auxiliary
mechanisms on learners with varied cognitive styles (field dependence-independence, FD-I). It
carried out an empirical study on the sixth graders of an elementary school in southern Taiwan.
The following research questions were investigated through analyzing gaming behavioral data:
(1) With respect to the improvement of reasoning ability, has the reasoning ability of the
experimental group significantly improved compared to that of the control group? (2) Based on
the game design mechanisms used in this study, does the design mechanisms of adaptive
reasoning games be able to correspond with the gaming behaviors of FD-I learners? The results
showed that in the reasoning ability pre-tests and post-tests, there was significant improvement
in the reasoning ability of the FD (N30, p.017.05) and FI (N29, p.014.05) groups that
had participated in the reasoning activities, while that of those who did not take part in the
activities showed no significant improvement. These results confirm that the main principle,
FD-I-oriented design strategy, formulated in planning and developing the reasoning game of
“Dio’s Wonderland Adventure” have substantial contribution in improving students’ reasoning
ability. With respect to the design strategies, they were mainly based on the behavioral
preferences of FD-I students in information acceptance, information experience, and organizing
information; and the seven design strategies were employed to develop a game model suitable
for FI and FD. |
關鍵字: | Game-based Learning, Cognitive Style, Reasoning Ability, Clustering Analysis, Adaptive Reasoning Game |
著作名稱: | 遊戲化機制介入之課室管理實施策略 |
年度: | 2017 |
類別: |
會議論文
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摘要: | 本研究乃運用遊戲化機制引人入勝的本質於非遊戲的課室管理事務上,希望藉此瞭解學生在課室行為上的改變,並探討是否能提升學習動機與興趣。本文從Gamification 的各項機制探討出發,結合實體與虛擬世界觀之概念,設計出交互作用網站平台,以可上網之載具為媒介進行資訊的輸出入。使用者與指導者(課程設計者)可透過平台將真實世界的活動導入虛擬世界內的各項獎勵,並於虛擬世界中行進,過關斬將,達到個人成長的成就,且虛擬世界中所得到的成就與獎勵也能透過招式的發動,引發真實世界的影響性。此一虛實轉化經過的數位化資訊,可用以分析使用者經驗與行為變化的差異,進而了解此機制對課室管理的策略性與可用性。 |
關鍵字: | 遊戲化;課室管理;Kirkpatrick 模式 |
著作名稱: | Designing a Digital Gamification Platform to Support Classroom Management |
年度: | 2017 |
類別: |
會議論文
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摘要: | Gamification is an emerging trend of using game mechanics in nongame context to increase a target audience’s motivation and engagement. Activities or contents in such context could be either in a virtual environment or in the physical world, leading to different strategy designs and implementation. In this paper we propose an online platform with gamification to support the motivation and engagement of students flowing between these two worlds. Through our designed storyline, point system, reward system and the use of network technology, the target audience could be able to blend gameful experiences between both worlds, therefore their motivation and engagement for designated activities or contents could be enhanced, thus increasing the possibility of performance improvement, including the behavior changes in school classrooms. The design issues regarding both the teachers’ and students’ aspects will be discussed, and the implementation are prepared to go in the near future. |
關鍵字: | gamification platform; motivation; engagement; classroom management |
著作名稱: | 以遊戲化機制結合虛擬與真實世界活動之可行性研究 |
年度: | 2016 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 探討導入遊戲式學習於翻轉教室對小生英語之影響 |
年度: | 2016 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 融入設計思維理論及後設認知策略培養CAD使用者之設計能力 |
年度: | 2016 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 探討不同認知風格之學習者於行動遊戲平台之使用行為差異 |
年度: | 2015 |
類別: |
會議論文
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著作名稱: | Gamification in Academia Practice–What Motivate Users Most |
年度: | 2014 |
類別: |
會議論文
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著作名稱: | The Curriculum Design of Nutrition and Food Safety Game for Elementary School Students |
年度: | 2014 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 結合體感技術和悅趣式學習於國小課程 |
年度: | 2014 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 設計開發以輔導食品營養與安全教育為目的之數位遊戲 |
年度: | 2014 |
類別: |
會議論文
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摘要: | |
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著作名稱: | The Design of Kinect Posture Game in Treating Sensory Integration Dysfunction |
年度: | 2013 |
類別: |
會議論文
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摘要: | |
關鍵字: | Sensory integration dysfunction, Kinect, digital game, game design |
著作名稱: | Integrated rich internet application into web-based instructional platform |
年度: | 2013 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | The design of IWB-based DGBL activities model for EFL preschoolers |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | The technology-assisted Sheltered Model for multi-purposed CBI courses |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Integration of gesture games in training of sensory integrative dysfunction: Content analysis of Microsoft Kinect |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 認知風格與遊戲介面類型偏好對數位遊戲學習之影響 |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 整合多樣性數位學習行動輔具之悅趣化學習系統:規劃與建置 |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Uncover the ambiguity between GBL and CAI |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | A two-dimensional approach to creativity assessment for digital game story design |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | The impact of prior knowledge and level of effort on the learning effectiveness of subjects using game-based and traditional certification tutorial system |
年度: | 2012 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | From speaking to acting - enhancing interactivities of learning in the 3D virtual worlds |
年度: | 2011 |
類別: |
會議論文
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摘要: | |
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著作名稱: | Digital game literacy: The difference between parents and their children |
年度: | 2011 |
類別: |
會議論文
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著作名稱: | The effectiveness of game-based learning on students mnemonic techniques and perceptions |
年度: | 2011 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Lin, Y. L., Chuang, T. Y., Su, S. H., & Liu, C. C. (2011)。認知風格於數位遊戲設計中的影響:以機械迷城之內容分析為例。The 15th Global Chinese Conference on Computers in Education (GCCCE 2011),杭州,中國,5月29-31日。[EI] (NSC98-2511-S-024-004-MY3、NSC99-2511-S-024-003-MY3、NSC99-2631-S-001-001) |
年度: | 2011 |
類別: |
會議論文
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關鍵字: | |
著作名稱: | Hsu, W. L., Hue, C. W., Chang, C. K., Ko, H. W., Ku, Y. M., Hu, W. C., Lu, M., & Chuang, T. Y. (2011). A general review of Chinese as second language for new immigrations: Point of views from different principles. Proceedings of the 2011 Taiwan e-Learning and Digital Archives Program (TELDAP) International Conference,Taipei, Taiwan, March 16-19. |
年度: | 2011 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Chuang, T. Y., Su, S. H., Tsao, Y. P., & Chuang, C. C. (2011). Using NINTENDO dual screen puzzle game to increase multiple intelligences. Proceedings of the 2011 International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology (e-CASE & e-Tech 2011), Tokyo, Japan, January 18-20, pp. 1943-1952. |
年度: | 2011 |
類別: |
會議論文
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著作名稱: | Chuang, T. Y., Cheng, C. Y., Lu, M., Chien, Y. C., & Chuang, C. C. (2011). Instructional assisted e-magazine system for elementary school: Design and development. Proceedings of the 2011 International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology (e-CASE & e-Tech 2011), Tokyo, Japan, January 18-20, pp 1935-1942. |
年度: | 2011 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Lu, M., Lin, C. H., Chuang, T. Y., Ku, T., & Tsai, C. M. (2010). Assemble collocation and colligation in Chinese writing web tools for new immigrants in Taiwan. Paper to
be published in the Proceedings of the 2010 International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology (e-CASE & e-Tech 2010), Macau, China. |
年度: | 2010 |
類別: |
會議論文
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摘要: | Chinese as second language learning is an emergency task in Taiwan. Especially, there are more and more new immigrants joined in Taiwan’s society. However, there were just a few new immigrants who can finish all language courses. For this reason, this research intends to provide a training system to assist new immigrants observing and learning the phrase structure. In this paper, the researchers designed a system which can help new immigrants to form Chinese sentences by applying colligation and collocation technology. |
關鍵字: | Colligation, Collocation, New Immigrants, Chinese as Second Language Learning |
著作名稱: | Gu, W., Tseng, H. Y., & Chuang, T. Y. (2010). Transition into first grade: An investigation of the first grade parents? transition practices in Taiwan. Paper to be published in the Proceedings of the 2010 Annual Conference of the American Educational Research Association (2010 AERA Annual Meeting), Denver, Colorado. |
年度: | 2010 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 莊宗嚴、李易清、林舒雅、周志家(2010)。由家長觀點探討引入任天堂Wii於感覺統合失調之治療。The 14th Global Chinese Conference on Computers in Education (GCCCE 2010),新加坡,6月1-4日。(NSC98-2511-S-024-004-MY3、NSC98-2631-S-001-001、NSC98-2631-S-024-001) |
年度: | 2010 |
類別: |
會議論文
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著作名稱: | 莊宗嚴、蔡家旻、余瑋涓(2010)。國小家長對於學童使用數位遊戲態度之初步研究。The 14th Global Chinese Conference on Computers in Education (GCCCE 2010),新加坡,6月1-4日。(NSC98-2511-S-024-004-MY3、NSC98-2631-S-001-001) |
年度: | 2010 |
類別: |
會議論文
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著作名稱: | 陶淑瑗、陳微虹、劉晨鐘、莊宗嚴、劉寶鈞(2010)。Applying social media for encouraging creativity. The 14th Global Chinese Conference on Computers in Education (GCCCE 2010),新加坡,6月1-4日。 |
年度: | 2010 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Chuang, T. Y., Tseng, H. Y., Liu, S. C., Lin, Y. L., & Chuang, C. C. (2010). Digital game-based learning in improving students’ reasoning: A pilot study. Proceedings of the IET International Conference on Frontier Computing (IET FC 2010), Taichung, Taiwan, August 4-6, pp. 111-116. [EI] (NSC98-2511-S-024-004-MY3、NSC98-2631-S-001-001、NSC98-2631-S-024-001) |
年度: | 2010 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Chuang, T. Y., You, J. H., Duo, A., & Chuang, C. C. (2010). Digital game design principles for spatial ability enhancement. Proceedings of the IET International Conference on Frontier Computing (IET FC 2010), Taichung, Taiwan, August 4-6, pp. 122-127. [EI] (NSC98-2511-S-024-004-MY3、NSC98-2631-S-001-001、NSC98-2631-S-024-001) |
年度: | 2010 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Chuang, T. Y., Su, S. H., & Tsao, Y. P. (2010). Using handheld gaming device to increase multiple intelligences with digital puzzle game. Proceedings of the 18th International Conference on Computers in Education (ICCE 2010), Putrajaya, Malaysia, November 29 - October 3. |
年度: | 2010 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Su, S. H., & Chuang, T. Y. (2010). Seventh grade students’ learning attitudes toward game-based programming. Proceedings of the 18th International Conference on Computers in Education (ICCE 2010), Putrajaya, Malaysia, November 29 - October 3. |
年度: | 2010 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Tao, S. Y., Chen, W. H., Liu, C. C., Liu, B. J., & Chuang, T. Y. (2010). Applying social media for encouraging mutual support and social creativity. Proceedings of the 18th International Conference on Computers in Education (ICCE 2010), Putrajaya, Malaysia, November 29 - October 3, pp. 252-259. (NSC98-2511-S-024-004-MY3、NSC98-2631-S-001-001、NSC98-2631-S-024-001) |
年度: | 2010 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | 莊宗嚴、王學仁(2009)。數位遊戲對國小六年級學童空間能力發展之影響。在The 13th Global Chinese Conference on Computers in Education (GCCCE 2009),台灣,台北。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 近年來越來越多的學者認為空間能力本身有別於一般智力,應將其獨立出來進行探究。研究指出學生過去的經驗是影響空間能力的重要因素之一,而且眾多空間能力訓練的研究顯示,空間能力的表現可以透過訓練與練習加以改善,因此,本研究將探討導引數位遊戲為工具,以探討數位遊戲輔助空間能力的可行性。為驗證此研究目標,本研究設計了一款數位遊戲,使學童能在其上建立並操弄二維和三維的物體,以及能從不同的視角辨識出同一物體。相信進一步能確認空間推理能力訓練能提供不同途徑來幫助學童詮釋所處的空間環境,甚至可作為解決問題的有效工具。 |
關鍵字: | 悅趣式學習、空間能力、多元智能 |
著作名稱: | 莊宗嚴、劉素君、蔡家旻(2009)。悅趣式學習於推理能力訓練之試探性研究。在The 13th Global Chinese Conference on Computers in Education (GCCCE 2009),台灣,台北。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 不論是日常生活中或是學校的課業表現裡,推理能力都是一項相當重要的能力,而由於推理能力是屬於一種高層次的認知能力,在現今的教學現場,教師不難發現提升此能力上的困境。而目前教育上對推理能力的訓練,並沒有一個明確的方法,也加深了學生習得上的困難。因此,本研究運用了數位遊戲的優勢,探討數位遊戲中的冒險類遊戲對國小學童之推理能力的影響,藉以補足在學科教學上之不足,同時亦將探討推理能力與數學成績的相關性。經過五週的試探性實驗研究結果顯示,數位遊戲對於推理能力有相當的成效,結果也進一步提供未來明確的方向。 |
關鍵字: | 悅趣式學習、推理能力、問題解決能力、歸納演繹、試探性研究 |
著作名稱: | 呂明蓁、莊宗嚴(2009)。教科書性別平等評鑑規準之設計:困境與改善。在2009亞太地區教育社會學論壇,台灣,台南。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 經由過去多次教科書的全面檢討與審查結果得知,過往教科書中曾有過的性別失衡或過份強調父權思想的言論都已大幅修正。然而,當前教科書中仍有些性別平等的議題是值得思考的,其中,最迫切去瞭解的便是在國中小教科書中隱匿難見的性別刻板觀念。此議題主要是由於現今的出版商已對審查過程中哪些兩性議題是審查委員所特別重視的都已知之甚詳。可是在缺乏具有性別平等相關認知的前提下,他們所做出的修正只能說滿足了表面效度及標準,而無法呈現性別平等教育所想要提倡的真正意涵。再者,與以往的教科書相比較,如今的教科書在編排上已由以往文字為主的教條講述變成較為生動活潑的圖文並茂,然而這樣的革新與努力卻更容易因為編撰者本身缺乏性別平等專業知識或不自覺的傳統性別觀念的束縛造成插圖選用或文字陳述上的不盡理想而出現反效果。這當中最常發生的問題便是在教科書或補充資料中無法成功破除傳統性別刻板印象的陰影、提供適切的性別平等觀念,因此建構一份全面、周延、公正、客觀且符合社會現狀與教育現況之教科書性別平等評鑑規準將是改正此現象之有利工具。
為設計符合此目的之評鑑規準,本研究分兩階段確立指標的建構。第一階段為初步綱領的建立:藉由文獻的內文分析(content analysis)建構出與性別平等評鑑規準相關之初步十二項綱領,再依現今政府教育政策、九年一貫性別平等教育指標與參酌社會潮流制訂出達六十餘條之細項。第二階段則針對評鑑規準初稿進行德懷術問卷調查:對問卷調查回收結果加以分析以驗證此評鑑規準之信度與效度。
由「德懷術」(Delphi technique)的研究結果發現,在建構教科書性別平等評鑑規準中最困難之處應該是“用字遣詞的斟酌”。在探討性別平等於現今意識型態中的表現,為了讓題意維持意象中立但又能讓填答者省思目前性別平等議題在教科書中的現狀,評鑑規準在詞義表達上必須力求精準,讓評鑑規準的使用者在填答時能清晰明確的呈現意見。但意識型態在以文字來描述與表達時難免會有不盡之處,因此成為在制訂教科書性別平等評鑑規準時必須克服的難題。遂本研究藉由「德懷術」的優勢讓本計畫有效的改善此項缺失,成功解決評鑑規準設計時在性別平等教育面項上可能造成舉例太明確會讓評鑑規準的使用者產生先入為主的意象(如以舉例的方式以求補足規準文字敘述缺失之處),而忽略自我判斷、思考教科書中出現的其他性別偏頗之問題。
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關鍵字: | 性別平等、德懷術、評鑑規準、教科書 |
著作名稱: | Gu, W., Tseng, H. Y., Chen, W. L., & Chuang, T. Y. (2009). Transition into First Grade: An Investigation of the First Grade Teachers' Transition Practices in Taiwan. Paper presented at The 2009 Annual Conference of the American Educational Research Association (2009 AERA Annual Meeting). |
年度: | 2009 |
類別: |
會議論文
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摘要: | |
關鍵字: | |
著作名稱: | Lu, M., Chuang, T. Y., Peng, Y. T., Yu, W. J., & Cheng, B. Y. (2009). The design and development of digital language learning materials for new immigrants in Taiwan. Proceedings of International Conference on Innovation of Teaching and Learning (ICITL2009), Jhongli, Taiwan, 121-128. |
年度: | 2009 |
類別: |
會議論文
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摘要: | The purpose of this study has two-folds: (1) to develop a Chinese as Second Language (CSL) curriculum for new immigrants, and (2) to design the curriculum materials into digital forms and observe their progress of digital learning.
The methods used in this study are both qualitative and quantitative. The focus of this study includes four steps. First, this study adapts content analysis to evaluate textbooks that are being used for new immigrants in Taiwan. Second, this study forms focus groups to re-design textbooks and curriculum for new immigrants. Third, this study develops digital learning materials to motivate new immigrants. Finally, this study uses an action research to modify the learning process of new immigrants.
After scrutiny analysis of the current textbooks, it is concluded as follows: (1) The instruction materials are short of multi-cultural theory and reflection; (2) The curriculum frameworks cannot fulfill the needs of language learning of new immigrants. (3) The textbooks and learning contents can not address the social needs of new immigrants. (4) The pedagogy for new immigrants is short of instructional multimedia.
Then, this study has come up with a new content and structure of the textbook. It is included cross-cultural communication, discussion, and social language acquisition. The research findings of the study indicated that the important factors for new
immigrants in CSL learning are: (1) the content of paper-based instructional materials; (2) the application of multimedia; (3) the media literacy of CSL learner. The findings of this study intent to assist new immigrants to acquire language and adapt new social life in Taiwan. |
關鍵字: | new immigrants, Chinese as a Second Language, multimedia, curriculum design |
著作名稱: | 呂明蓁、余瑋涓、莊宗嚴、蔡家旻、彭奕婷(2009)。多元文化融入新移民華語文教材。2009年台灣華語文教學年會暨學術研討會(ATCSL2009),台灣,苗栗。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 近十多年來,藉由婚姻而移民到臺灣的人口已有一定的數量。這些新移民一到臺灣就得面臨人際溝通與語言的挑戰,雖然目前政府政策已提供相當多元化的華語文學習課程專班,且各地方政府為因應地方特色之學習,也編製不少新移民 / 成人教材,但卻仍無法滿足新移民的學習需求。在檢視各方教材後,本研究發現大多數為新移民編製之課程及教材少有搭配其原生國之文化,以作為新移民識字學習之課程。然而文化的對等學習對成人來說,具有相當重要的意義。於是,為了符應跨文化及多元文化課程學習的理念,降低新移民華語文學習之挫折感,以及設計一份較能結合新移民原生文化以及在台灣之生活適應之教材,本研究經由文獻分析歸納出新移民生活需求之七大主題,(我的新生活、生活我最行、寶島臺灣、健康與醫療、學習新世界、生活中重要的夥伴、臺灣的民俗),將分三階段完成。本文為第一階段研究成果之呈現。
本階段研究針對其中一大主題初步設計一單元 3 個課程的教材,作為新移民識字班教學之素材,並在南部一所國小開設之外籍配偶專班進行教材之行動研究實驗教學,由三位具有新移民識字班教學之教師進行課堂課程之設計及教學,並在課程結束後對新移民進行課程滿意度調查。
本研究之研究結果發現(一)教材單元內容之編製以日常會話、課文閱讀及經驗分享,能兼顧新移民之聽、說及識讀華語文之需求。(二)課文閱讀單元以新移民來台後之日常生活所需之常識作為引導,能配合新移民生活需求,且較能引起其課堂學習及互動討論之動機。
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關鍵字: | 新移民、華語文教學、多元文化課程 |
著作名稱: | Chuang, T. Y., Lee, I. C., Chen, W. C., & Jhou, J. J. (2009). Use of digital console game for children with attention deficit hyperactivity disorder. Proceedings of the 17th International Conference on Computers in Education (ICCE 2009), Hong Kong, China, 763-765. |
年度: | 2009 |
類別: |
會議論文
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摘要: | Attention Deficit/Hyperactivity Disorder (ADHD or ADD) is one of the most
frequently diagnosed mental and behavioral disorders of children. Children with ADHD are
characterized by poor attention and distractibility and/or hyperactive and impulsive
behaviors. Although there is no “cure” for ADHD, there are accepted treatments that
specifically target its symptoms. The most common standard treatments include medication,
psychological or behavioral modification, and educational approaches. However, more and
more parents began to worry about the side effects of medication. For this reason, this study
proposed a new treatment by using digital console games to assist children who suffer from
ADD to improve their attention condition. With the advantages of gaming apparatus, this
study intends to improve the effect of behavioral intervention and cognitive remediation
therapy for ADD children. |
關鍵字: | Digital Game, ADHD, game-based Learning, attention |
著作名稱: | Chuang, T. Y., Lee, I. C., & Lin, S. Y. (2009). Wii fit system for children with sensory integrative dysfunction. Proceedings of the 17th International Conference on Computers in Education (ICCE 2009), Hong Kong, China. |
年度: | 2009 |
類別: |
會議論文
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摘要: | Sensory Integration Dysfunction (SID) is a neurological disorder in which the brain is unable to accurately process certain information received through the senses. Children with SID may appear easy loss of balance, oversensitive or under-sensitive to some sensations, or overreacting to touch. This kind of disability can influence how children manage their daily living skills, academic progress, and social interaction. Parents, educators, and pediatricians began to acknowledge this dysfunction with the increasing of the SID children. They are looking for more approaches to eliminate these sensory integration problems of the children.
For this reason, this research proposed a new treatment by using Wii Fit and Wii Balance Board to stimulate children who suffer from SID to rebuild the relationship between their behavior and brain functioning. With the advantages of Wii Fit system, this research intends to improve the effect of sensory integration therapy of Dr. Ayres which performed by occupational therapists. For motivating child into the training plan, play theory approach also will be integrated into this research to design user-centric contents to meet the needs of SID children. To determine and design the proper treatments for SID children, this research also evaluated the sensory integration efficiency of digital game and Wii Fit.
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關鍵字: | Digital Game, Sensory Integration Dysfunction, Sensory Integrative Therapy, Wii Fit, Play Theory |
著作名稱: | You, J. H., Chuang T. Y., & Chen, W. F. (2008). Enhancing Students Spatial Ability by Implementing a Digital Game. Paper presented at The 16th International Conference on Computers in Education (ICCE 2008). |
年度: | 2008 |
類別: |
會議論文
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摘要: | his study intends to utilize a digital game to improve individual’s spatial abilities base on the literature review and the new development of technology. An action game is designed and developed to increase users’ spatial ability. The game for this study uses 3D Studio Max 9.0 to build 3-D models, Photoshop CS2 to draw characters and scenes textures, and Virtools Dev 4.0 as development tools for the game. In the game world, tasks are designed to increase spatial ability with rotating question, visual discrimination and visual memory with space, rotate, reverse, inference and displacement. This study provided various entities or model for learners contacts, and depict size, shape, aspect and position which can enhance spatial abilities of players in the game. |
關鍵字: | Digital game, game-based learning, spatial ability |
著作名稱: | Chuang, T. Y., & Chen, W. F. (2007). Effect of computer-based video games on children: An experimental study. Paper presented at the DIGITEL 2007, Jhongli, Taiwan, March 26-28, 2007. |
年度: | 2007 |
類別: |
會議論文
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摘要: | This experimental study investigated whether computer-based video games facilitate children’s cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children’s learning achievement. One major research null hypothesis was tested: no statistically significant differences in students’ achievement when they receive two different instructional treatments: (1) traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from a middle/high socio-economic standard school district in Taiwan participated in the study. Results indicate that computer-based video game playing not only improves participants’ fact/recall processes (F5.288, p.05), but also promotes problem-solving skills by recognizing multiple solutions for problems (F5.656, p.05). |
關鍵字: | |
著作名稱: | Chuang, T. Y., Lin, S. C., & Su, W. H. (2007). Digital game or CAI software? creative game evaluation. Proceedings of The 15th International Conference on Computers in Education (ICCE 2007), Hiroshima, Japan, November 5-9, 2007, 21-26. |
年度: | 2007 |
類別: |
會議論文
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摘要: | This study is focus on how to promote the development
of creativity with digital games. A review of literature
in the research of creativity, the evaluation of
creativity, and the effect of digital games in students
learning is presented. Current research findings from
research papers, books, and magazines are reported.
Base on previous research findings, this study applied a
computer game called “Creativity of A-Mao” to
evaluate the possibility of creativity increasing. From
the observation results, this study concluded the
advantages and defects of this game. The results of this
study indicated the possibility of apply digital games in
creativity development and integrate with digital
contents in curriculum design. Suggestions for creative
game design and application to improve creativity
development with digital games also is presented. |
關鍵字: | Creativity, creativity theory, computer games, games |
著作名稱: | Chuang, T. Y., Chen, W. F. (2006). Effect of computer games on young children: A pilot study. Paper presented at the Society for Information Technology and Teacher Education (SITE 2006), Orlando, Florida, USA, March 20-24, 2006. |
年度: | 2006 |
類別: |
會議論文
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摘要: | The rapid development of emerging technologies in the past few years has changed the way people learn. It is important for us to re-scrutinize the influence of computer-based video games in today’s education, especially on young children. An extensive review of literature in the effect of computer-based video games on learning is presented. Four major domains around the theme are investigated. They are physical, cognitive, social, and emotional domains. Current research findings are reported. Future research trends are predicted. |
關鍵字: | |
著作名稱: | Chuang, T. Y., Chen, W. F., Hsieh, P. H., & Anderson, A. (2005). The effect of computer-based video games on young children: A literature review. Proceedings of Society for Information Technology and Teacher Education (SITE 2005), Phoenix, AZ, USA, March 1-5, 2005. |
年度: | 2005 |
類別: |
會議論文
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摘要: | The rapid development of emerging technologies in the past few years has changed the way people learn. It is important for us to re-scrutinize the influence of computer-based video games in today’s education, especially on young children. An extensive review of literature in the effect of computer-based video games on learning is presented. Four major domains around the theme are investigated. They are physical, cognitive, social, and emotional domains. Current research findings are reported. Future research trends are predicted. |
關鍵字: | |
著作名稱: | Chuang, T. Y. & Chen, W. F. (2004). The effect of computer and video games in education: A literature review. Proceedings of E-Learn 2004: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Washington, DC, USA, November 1-5, 2004. |
年度: | 2004 |
類別: |
會議論文
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摘要: | The rapid development of emerging technologies in the past few years has changed the way people learn. It is important for us to re-scrutinize the influence of computer and video games in today’s education. An extensive review of literature in the effect of computer and video games on learning is presented. Four major domains around the theme are investigated. They are physical, cognitive, social, and emotional domains. Current research findings are reported. Future research trends are predicted. |
關鍵字: | |
著作名稱: | Yawkey, T. D., Chuang, T. Y., Liu, W. R. Tseng, H. Y., & Lai, T. L. (2004). Increasing English language achievement of culturally and linguistically diverse students: Effects of In–Service teachers’ training programs. Proceedings of American Educational Research Association (AERA 2004), San Diego, California, USA, April 12-16, 2004. |
年度: | 2004 |
類別: |
會議論文
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摘要: | Language achievement of students is focused concern of English as Second Language (ESL) programs for culturally and linguistically diverse (CLD) students attending public and private schools. In this study, the performance of students was examined to check the impacts and effects of Project Adelante on ESL teachers attending this Title III ESL teacher training program for in-service teachers with ESL students. ESL teachers attended the Woodcock-Munoz Language Survey evaluated their English language achievement in a yearlong, pre- and post-test design research. The results showed that ESL students whose ESL teachers completed Adelante training demonstrated significant improvement in English language achievement. Such improvement may be credited to their teachers’ training in Project Adelante. This shows that appropriate, focused training for ESL teachers can have positive influences on students’ English language achievement. |
關鍵字: | |
著作名稱: | Chuang, T. Y. & Chen, W. F. (2004). E-Learning in ESL classrooms: A literature review. Proceedings of Society for Information Technology and Teacher Education (SITE 2004), Atlanta, Georgia, USA, March 1-6, 2004. |
年度: | 2004 |
類別: |
會議論文
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摘要: | It is no doubt that ESL educators pay more and more attention to using computer technologies in their classrooms. This fact implies that each ESL educator has to gain a practical knowledge of how to apply technologies to facilitate their students’ learning. This paper reviewed current literature in the fields of ESL and E-Learning technologies. It is hoped to provide a theoretical foundation for ESL and E-Learning research. Two major issues are addressed in this paper. They are: (1) the advantage and importance of utilizing technology in ESL program and (2) how ESL teachers use technologies to assist their students in language acquisition. |
關鍵字: | |
著作名稱: | Chen, W. F., Chuang, T. Y., & Chuang, C. P. (2004). Computer-assisted collaborative learning in Taiwan: An experimental study. Proceedings of Society for Information Technology and Teacher Education (SITE 2004), Atlanta, Georgia, USA, March 1-6, 2004. |
年度: | 2004 |
類別: |
會議論文
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摘要: | This study investigated the effect of prior knowledge and teamwork process (CACL with open discussion versus problem-based discussion) on individual learning achievements for middle primary students in Taiwan. 204 fourth-grade students were recruited to participate in the study from a middle/high social-economic standard school district in Tainan City, Taiwan. A two-way analysis of variance (ANOVA) was employed to analyze the results. Statistical results indicate that there were statistically significant differences between both low prior knowledge and high prior knowledge students in varied instructional treatments. In addition, statistical results clearly show that there was a significant difference between CACL with open discussion and CACL with problem-based discussion from students’ learning achievements. |
關鍵字: | |
著作名稱: | Chen, W. F., Chuang, T. Y., & Chuang, C. P. (2004). Effect of varied types of hypermedia display interfaces in facilitating achievement of different learning objectives. Proceedings of Society for Information Technology and Teacher Education (SITE 2004), Atlanta, Georgia, USA, March 1-6, 2004. |
年度: | 2004 |
類別: |
會議論文
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摘要: | This study was designed to compare three different types of hypermedia display interface in hypermedia design: They are 1) browser-scroll; 2) frame-based and 3) popup-window interfaces. In addition, this study also investigated the potential interaction between the interface and students prior knowledge (high versus low). 125 undergraduate students were recruited to participate in the study. A multivariate analysis of variance (MANOVA) was performed to analyze collected data. The main effects and the potential interaction of the two independent variables were examined. Significant differences were found among varied types of hypermedia display interface and students prior knowledge. Discussion on current research findings and suggestions to future research were reported. |
關鍵字: | |
著作名稱: | Chen, W. F. & Chuang, T. Y. (2003). E-Learning in ESL classrooms: A literature review. Proceedings of E-Learn 2003: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Phoenix, Arizona, USA, November 7-11, 2003. |
年度: | 2003 |
類別: |
會議論文
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摘要: | It is no doubt that ESL educators pay more and more attention to using computer technologies in their classrooms. This fact implies that each ESL educator has to gain a practical knowledge of how to apply technologies to facilitate their students’ learning. This paper reviewed current literature in the fields of ESL and E-Learning technologies. It is hoped to provide a theoretical foundation for ESL and E-Learning research. Two major issues are addressed in this paper. They are: (1) the advantage and importance of utilizing technology in ESL program and (2) how ESL teachers use technologies to assist their students in language acquisition. |
關鍵字: | |
著作名稱: | Yawkey, T. D., Chuang, T. Y., Liu, W. R. Tseng, H. Y., Gu, W., & Chen, C. S. (2003). The attitudes of In-Service Teachers toward ESL programs. Proceedings of Mid-Western Educational Research Association (MWERA 2003), Columbus, Ohio, USA, October 15-18, 2003. |
年度: | 2003 |
類別: |
會議論文
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摘要: | With the fast growing in number of students with culturally and linguistically diverse CLD) backgrounds in the States, the needs of teachers who are able to educate and instruct these students are salient. As a result, the issue about how to prepare teachers for these CLD students has become an important topic both in the field of teacher education and for English as Second Language (ESL) programs in schools.
Project Adelante, an in-service teacher training program in Pennsylvania, was deigned to prepare teachers for working with CLD students. A questionnaire was design to check with teachers’ perception about ESL programs. As one of the expected effects for the project, in-teachers show differences in their views and perceptions about ESL programs as well as CLD students.
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關鍵字: | |
著作名稱: | Chuang, T. Y. (2003). The perceptions of online learners in Taiwan: A case study of EduCities. Proceedings of Society for Information Technology and Teacher Education (SITE 2003), Albuquerque, New Mexico, USA. |
年度: | 2003 |
類別: |
會議論文
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摘要: | EduCities, a Web-based learning environment utilizing computer-mediated communication (CMC) as instruction material, is a new domain of learning in Taiwan. Distance education, design and delivery online instruction and CMC in online education have been widely discussed in America. However, research focusing on students’ perceptions of Internet-based educational environments is limited in Taiwan. The sample of this study included six graduate students from Taiwan enrolled in a web design course in EduCities. After a two month course, the researcher used online interview software to collect each participant’s perceptions of the online experience. The result of the interview data supported a positive view of the utility of this website for online instruction. The interviewees also agreed that various courses and the native language benefit would be the reasons EduCities could fulfill students’ satisfaction. How interface influences students satisfaction would be a good issue for the future study. |
關鍵字: | |
著作名稱: | 探討以道德困境案例融入數位遊戲式學習之研究 |
年度: | 2022 |
類別: |
會議論文
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摘要: | 現今在資訊科技、媒體環境、多元價值觀的衝擊之下,不僅台灣社會結構產生許多巨大的改變,尤其對於教育培養下一代,以台灣教育部落實的十二年國教中,品德教育為「道德實踐與公民意識」核心素養為重要內涵,目前雖有較為具體的實質內涵,但並未有更進一步的課程規劃和架構,教師面臨題材與議題上融入的困難。而在過往的研究中顯示,數位遊戲式學習環境可以使學習變得輕鬆有趣,卻鮮少有研究針對道德教育在數位遊戲式中的學習進行探討。近年遊戲敘事與技術多樣化之下,道德困境案例逐漸被運用在許多遊戲之中,玩家在遊戲中成為主要的行動者,需運用道德價值觀進行決策選擇。因此本研究目的在於透過數位遊戲方式引導學生培養道德認知,期待能讓學生在遊戲實驗過程中,理解道德困境的兩難,藉由遊戲和故事的引導,逐漸理解立場與價值觀不同,學習反思。進而延伸台灣公民對於議題的重視,彼此對於不同立場的意見,能有效溝通與尊重。 |
關鍵字: | 數位遊戲式學習、道德困境、品德教育、同理心 |
著作名稱: | 學齡前孩童家長數位素養之初探 |
年度: | 2015 |
類別: |
會議論文
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摘要: | |
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著作名稱: | 學習認知風格對數位遊戲類型與介面設計偏好之探討 |
年度: | 2014 |
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會議論文
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著作名稱: | 探討不同認知風格學生對使用客製化數位證照輔導系統在學習特質之差異-以HTML證照輔導課程為例 |
年度: | 2013 |
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會議論文
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著作名稱: | 遠距教學運用於技職院校生回流教育之探討 |
年度: | 2011 |
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會議論文
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著作名稱: | 「互動式電子白板教室觀察量表」之設計與實驗 |
年度: | 2011 |
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會議論文
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著作名稱: | 適性化數位遊戲運用於認知風格之設計分析 |
年度: | 2011 |
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會議論文
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著作名稱: | 呂明蓁、張智凱、莊宗嚴、何昱穎、鄭栢堯(2011)。新移民的華語文學習需求、課程設計與教法。2011第四屆華語文教學國際研討會暨工作坊,台灣,台北,3月11-12日。 |
年度: | 2011 |
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會議論文
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著作名稱: | 蘇聖雄、莊宗嚴(2011)。視覺化程式語言對高中學生學習遷移成效之初探。悅趣化數位學習國際學術研討會,台灣,屏東,1月7-8日。(NSC98-2511-S-024-004-MY3、NSC99-2511-S-024-003-MY3、NSC99-2631-S-001-001) |
年度: | 2011 |
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會議論文
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著作名稱: | 周志家、莊宗嚴、李易清(2011)。於居家環境中引入感覺統合數位遊戲系統之評量與職能治療。悅趣化數位學習國際學術研討會,台灣,屏東,1月7-8日。(NSC99-2511-S-024-003-MY3、NSC99-2631-S-001-001) |
年度: | 2011 |
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會議論文
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著作名稱: | 呂明蓁、莊宗嚴、余瑋涓、鄭栢堯(2010)。新移民華語文教學現況之困境:以台南市新移民課程實驗教學為例。第四屆教育與文化論壇國際研討會,台灣,屏東,11月26-27日。 |
年度: | 2010 |
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會議論文
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著作名稱: | 柯榮智、李喬吉吉、胡晏翎、莊宗嚴、周志家(2010)。於感覺統合治療中導入Wii Fit平衡板之數位遊戲資料庫系統規劃與設計。TANET 2010臺灣網際網路研討會,台灣,台南,10月27-29日。(NSC98-2511-S-024-004-MY3、NSC98-2631-S-024-001、NSC99-2511-S-024-003-MY3、NSC99-2631-S-001-001) |
年度: | 2010 |
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會議論文
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著作名稱: | 程盈璇、謝政諺、余宜芳、莊宗嚴、周志家(2010)。改善感覺統合失調之體感數位遊戲系統設計。TANET 2010臺灣網際網路研討會,台灣,台南,10月27-29日。。(NSC98-2511-S-024-004-MY3、NSC98-2631-S-024-001、NSC99-2511-S-024-003-MY3、NSC99-2631-S-001-001) |
年度: | 2010 |
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會議論文
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著作名稱: | 李易清、莊宗嚴、林舒雅(2010)。數位遊戲在輔助感覺統合障礙個案治療之探討。2010職能治療師全國聯合會學術研討會,台灣,台南,6月26日。 |
年度: | 2010 |
類別: |
會議論文
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著作名稱: | 呂明蓁、林倩慧、莊宗嚴、蔡家旻、洪文傑、谷圳、鄭栢堯(2009年9月)。新移民線上華語文寫作輔助系統之個案研究。論文發表於第5屆台灣數位學習發展研討會,台灣,臺南。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 華語文作為第二外語的教學中特別指出針對成人和母語學習有很大差異。主要由於第二語言通常在掌握母語之後才在課堂裡學習的,因此不免受母語習慣、第二語言規則類化、非語文因素、缺乏演練的機會及其他因素的影響。本研究旨將針對華語文學習中寫作的教學活動進行語言教學設計及數位學習理論的文獻探討,進一步藉由對數位華語文寫作輔助系統之個案分析與評估,規劃出符合新移民之學習需求與學習特質之數位輔助平台,提供多元且接近真實情境生活化的資源,同時以多媒體結合文字、圖片、聲音、動畫、影片輔以自然語言處理、機器學習技術進行學習平台設計,且以搭配詞語技術輔助新移民學員進行寫作,讓新移民可藉數位化的華語文寫作學習課程來提升其華語文的語言能力。 |
關鍵字: | 華語文寫作、新移民、數位學習、搭配詞語、多媒體 |
著作名稱: | 莊宗嚴、陳緯華(2009)。情境式數位遊戲教學於華語文學習之應用:設計與建構。論文發表於第5屆台灣數位學習發展研討會,台灣,臺南。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | It is no doubt that ESL educators pay more and more attention to using computer technologies in their classrooms. This fact implies that each ESL educator has to gain a practical knowledge of how to apply technologies to facilitate their students’ learning. This paper reviewed current literature in the fields of ESL and E-Learning technologies. It is hoped to provide a theoretical foundation for ESL and E-Learning research. Two major issues are addressed in this paper. They are: (1) the advantage and importance of utilizing technology in ESL program and (2) how ESL teachers use technologies to assist their students in language acquisition. |
關鍵字: | 情境式學習、數位遊戲、教材設計與建構、台灣民間信仰 |
著作名稱: | 黃獻德、李健興、莊宗嚴、蔡一郎、邱敏乘(2009)。基於知識本體之惡意程式分析平台。2009 National Computer Symposium(NSC 2009),台灣,台北。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 近年來,資訊技術快速發展,網路進入無遠弗屆的時代,
個人電腦的運算能力日漸增強,帶來了方便和快速;但
木馬、病毒及後門程式等威脅亦相繼衍生;以目前資訊
安全防護系統所產出的相關數值報告而言,仍需透過專
業人員才可得知所代表的意義,但不同的環境相同的資
料值亦代表不同意義;為了避免時間、效力上的浪費,
本論文預計透過知識本體(Ontology)提供一個完善的
模型來表述,並將資訊安全之惡意程式知識整合模糊標
記語言(Fuzzy Makup Language)建置惡意程式知識
本體、惡意程式分析平台;期許未來,可以即時提供符
合人類思考模式語義,以即時採取適當的處理措施。 |
關鍵字: | 惡意程式, 行為分析, 知識本體 |
著作名稱: | 黃獻德、蔡一郎、邱敏乘、李健興、莊宗嚴(2009)。知識本體於惡意程式行為分析之應用。臺灣網際網路研討會暨全球IPv6高峰會議(TANET 2009),台灣,彰化。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 傳統電腦系統最大的威脅便是病毒感染,但目前網際網路的快速發展,木馬、後門程式等威脅也相繼衍生,惡意程式所造成的資訊安全成為不可忽略的研究議題,為了提升防護的速度以及資訊交流,不少企業組織中資訊相關單位嘗試自行建置惡意程式研究知識庫,供資安人員擬定資安規則;身處Web 2.0及Semantic的世代,除了建置知識庫供資安人員參考,採用知識本體技術建置知識庫,更可以加速其資訊技術的進一步交流,以及可以解決知識庫綱要結構不同的問題。 |
關鍵字: | 惡意程式, 行為分析, 知識本體 |
著作名稱: | 呂明蓁、林倩慧、蔡家旻、洪文傑、谷圳、莊宗嚴(2009)。建構新移民線上中文寫作輔助系統。在2009 數位學習創新與應用學術研討會,台灣,高雄。 |
年度: | 2009 |
類別: |
會議論文
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摘要: | 本研究旨將華語文寫作的實際教學活動跟建構中的數位華語文學習平台結合,並針對新移民之學習需求與學習特質研擬合適的華語文教學方案以及聽、說、讀、寫教材。其中在華語文寫作部分更設計了可提供學生句型練習及引導寫作的數位教學元件,配合既有紙本教材的數位化,希冀藉著貼近使用者需求的課程規劃,配合包含自然語言處理、學習引導、學習評量及遊戲式學習的學習輔助系統,讓新移民可藉數位化的華語文寫作學習課程來提升其華語文的語言能力以及達到自我學習的目的。
為試測此數位化華語文寫作輔助系統之成效,本研究擬採用行動研究,以台南市某國小附設補校22名新移民學員為研究對象,進行為期四週,每週三堂課,每堂三小時,共計36小時的教學活動,預期將達到以下六點具體目標:
(1) 能正確流暢的遣辭造句
(2) 能安排段落、組織成篇
(3) 能提升學習者嘗試不同類型短文的寫作動機
(4) 能應用本身生活經驗於練習寫作
(5) 能使用電腦分享寫作經驗和樂趣
(6) 藉由多媒體優勢而能發揮想像力,嘗試創作
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關鍵字: | 新移民、數位學習、遊戲式學習、華語文 |
著作名稱: | 李健興、黃獻德、莊宗嚴(2007)。基於模糊推論代理人之Web 2.0府城美食知識管理平臺。2007全國計算機會議 (National Computer Symposium, NCS)。 |
年度: | 2007 |
類別: |
會議論文
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摘要: | 國內生活型態迅速的改變,旅遊人口大幅度的增加,在旅遊中,容易忽略了飲食營養健康;另一方面,一般傳統美食介紹網站又過於呆板且制式化,並無法得知該食物的詳細營養資訊。本論文利用Web 2.0的社群分享概念,透過使用者的互動分享來搜集各美食的資料,並且混搭(Mash up)Google Maps清楚標示出所在位置,來建構府城美食知識管理平台,另一方面應用模糊邏輯,適當的標示出使用者的身體質量指數值(BMI)與該食物的口感油膩度與食用該項美食後將產生的熱量,應用模糊推論代理人,因時因人而異的適當推薦給使用者,藉此增加互動,本論文將根據以上所需功能在Ruby on Rails(ROR)為開發語言的架構上,以Linux, Apache2, MySQL, PHP(LAMP)為平台實作出網路社群知識管理平台。 |
關鍵字: | Web 2.0、知識管理、模糊推論、代理人、Ruby on Rails |