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博碩士論文 etd-0802118-043450 詳細資訊
Title page for etd-0802118-043450
論文名稱
Title
應用物聯網設計互動式密室逃脫與玩家合作問題解決之行為分析
Design an interactive escape room and analyze behavioral differences between collaborative problem-solving groups by using Internet of Things
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
103
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2018-07-16
繳交日期
Date of Submission
2018-09-02
關鍵字
Keywords
合作問題解決、物聯網、密室逃脫、行為分析、遊戲化
Gamification, Behavior Analysis, Escape Room, Internet of Things (IoT), Collaborative Problem Solving (CPS)
統計
Statistics
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The thesis/dissertation has been browsed 5835 times, has been downloaded 1 times.
中文摘要
合作問題解決能力為二十一世紀人才所需具備的重要能力之一。從教育文獻中可知多數為提供學生一模擬情境來了解其合作問題解決能力總結性評估,而對於合作問題解決過程之探討尚待進一步研究。本研究運用物聯網設計一互動式密室逃脫,提供一多人真實互動之環境,讓多名玩家能夠於實體環境中進行合作問題解決。透過遊戲設計因子問卷、遊戲滿意度問卷及紀錄玩家於活動中的行為變化進一步了解互動式密室逃脫之設計成果與玩家合作問題解決之過程。玩家之合作問題解決行為依據文獻定義與感測器資訊輔助編碼為溝通性(Communication)、回應性(Responsiveness)及合作性(Cooperation)三種單一行為,並將同時間發生之複合行為納入編碼。透過序列分析了解玩家於互動式密室逃脫之合作問題解決行為變化與差異。互動式密室逃脫設計結果玩家對各項設計因子感到滿意,同時也獲得未來進一步改良之方針,例如提升任務的引導性及加入適性化提示來幫助玩家更容易理解任務並解決謎題。合作問題解決行為分析結果顯示高分組的玩家在進行活動時傾向由溝通性開始,低分組的玩家則是從回應性開始,而高分組易從單一行為轉變為複合行為,低分組的玩家則是傾向停留在單一行為。
Abstract
One of the most important skills for the individuals in the 21st century is collaborative problem solving (CPS). Literature suggests that simulation tests of various scenarios can be adopted as a summative evaluation to assess students’ collaborative problem solving. However, the process of students’ collaborative problem solving requires additional tools or technologies to record students’ behaviors and therefore has not been thoroughly investigated yet. Therefore, this study designed and implemented an interactive escape room allowing multiple gamers to collaboratively solve problems in the scenario simulation by using Internet of Things (IoT) for recording the data of students’ behaviors. Along with the data, a questionnaire including game design factors and gamers’ satisfaction was used for behavior analyses of gamers’ CPS. The data collected by IoT was then coded into three types of gamers’ behaviors for successive sequential analyses, namely communication, responsiveness, and cooperation which would be observed in combinations. For the results of the questionnaire, the gamers’ was satisfied with the design of the interactive escape room in this study and their feedback was useful for improvements in the future. Adding task guidelines and adaptive prompts, for example, can help gamers understand the problems in the simulated scenario and solve the problems with a certain level of support. For the behavior analyses, the results show that the gamers with higher CPS scores solved the problems form spoken conversations (i.e., the behavior of communication); whereas the gamers with lower CPS scores started from looking around the environment of the interactive escape room (i.e., the behavior of responsiveness). On the other hand, the gamers with higher CPS scores likely transited from a single behavior to a combination of behaviors, and the gamers with lower CPS scores likely stuck with a single behavior.
目次 Table of Contents
論文審定書 ................................ ................................ ................................ ..................... i
論文提要 ................................ ................................ ................................ ........................ ii
致謝 ................................ ................................ ................................ ................................ iii
摘要 ................................ ................................ ................................ ................................ v
Abstract ................................ ................................ ................................ ......................... vi
目錄 ................................ ................................ ................................ ............................... vii
圖目錄 ................................ ................................ ................................ ............................ x
表目錄 ................................ ................................ ................................ ........................... xii
第一章、緒論 ................................ ................................ ................................ ................ 1
第一節、研究背景與動機 ................................ ................................ .................... 1
第二章 文獻探討 ................................ ................................ ................................ .......... 5
第一節、合作問題解決 ................................ ................................ ........................ 5
第二節、密室逃脫與教育上之應用 ................................ ................................ .... 7
第三節、物聯網於教育遊戲上之應用 ................................ ................................ 8
第四節、序列分析 ................................ ................................ ................................ 8
第三章、互動式密室逃脫設計 ................................ ................................ .................. 10
第一節、互動式密室逃脫規則設計 ................................ ................................ .. 10
第二節、互動式密室逃脫遊戲主題設計 ................................ .......................... 12
第三節、 互動式 密室逃脫遊戲流程以及謎題設計 ................................ .. 14
一、第間密室之流程與謎題 ................................ ................................ .. 18
二、第間密室之流程與謎題 ................................ ................................ .. 20
三、第間密室之流程與謎題 ................................ ................................ .. 25
四、謎題之提示 ................................ ................................ .......................... 28
第四節、 互動式密室逃脫遊戲物件設計 ................................ .................. 29
第一間密室之遊 戲物件設計 ................................ ................................ ...... 30
第二間密室之遊戲物件設計 ................................ ................................ ...... 32
第三間密室之遊戲物件設計 ................................ ................................ ...... 35
第四章 研究方法 ................................ ................................ ................................ ........ 40
第一節、研究變數與操作型定義 ................................ ................................ ...... 40
第二節、研究工具 ................................ ................................ .............................. 41
一、互動式密室逃脫 ................................ ................................ .................. 41
二、合作問題解決編碼系統 ................................ ................................ ...... 42
三、遊戲滿意度問卷 ................................ ................................ .................. 46
四、遊戲設計因子問卷 ................................ ................................ .............. 47
第三節、實驗設計 ................................ ................................ .............................. 47
一、實驗對象 ................................ ................................ .............................. 47
二、實驗流程 ................................ ................................ .............................. 47
第四節、資料分析 ................................ ................................ .............................. 48
一、合作問題解決行為分析 ................................ ................................ ...... 48
二、滿意度分析 ................................ ................................ .......................... 48
三、遊戲設計因子分析 ................................ ................................ .............. 49
第五章 結果與討論 ................................ ................................ ................................ .... 50
第一節、人口統計資訊 ................................ ................................ ...................... 50
第二節、問卷分析 ................................ ................................ .............................. 51
一、遊戲滿意度分析 ................................ ................................ .................. 51
二、遊戲設計因子分析 ................................ ................................ .............. 52
第三節、合作問題解決行為分析 ................................ ................................ ...... 55
一、序列分析 ................................ ................................ .............................. 55
二、相關性分析 ................................ ................................ .......................... 65
第四節、綜合討論 ................................ ................................ .............................. 75
一、遊戲滿意度與設計因子討論 ................................ ...................... 75
二、合作問題解決行為討論 ................................ ................................ ...... 77
第六章 結論 ................................ ................................ ................................ ................ 81
第一節、研究發現 ................................ ................................ .............................. 81
第二節、研究貢獻 ................................ ................................ .............................. 81
第三節、研究限制 ................................ ................................ .............................. 82
第四節、未來研究 ................................ ................................ .............................. 82
參考文獻 ................................ ................................ ................................ ...................... 84
附錄一、遊戲滿意度問卷 (Hanus & Fox, 2015) ................................ ....................... 88
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