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以SOLOMO為基礎之遊戲式古蹟學習系統設計與開發

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4. 以政府公開資訊平台中,古蹟公開資訊,作為此 App 開發移動定位服務 (Location-based Service,LBS)的基礎,以強化應用程式的設計與開發。 5. 數位遊戲結合古蹟當地商家合作推出 E-Coupon,刺激學生再次前往參訪。 為解決上述問題,本研究所發展之App將以行動定位服務(Location-based Service, LBS)結合數位遊戲來進行設計,以自創的虛擬角色「咕G喵」在App中與學生進行引導 及互動,並結合Facebook社群平台讓學生能夠即時將學習成果及遊戲成就與社群分享, 同時與古蹟當地商家合作,提高台灣古蹟學習的娛樂性與互動性,且可促使有小朋友的 家庭共同前往,讓學習不僅僅在學校,而能與家庭教育做結合。

參﹒遊戲式古蹟學習系統

本研究應用政府開放資訊平台中的古蹟公開資訊,結合SoLoMo (Social,Local, Mobile)的特色發展一創新的遊戲式古蹟學習App,讓學生在寓教於樂的過程中進行古蹟 學習,此外並結合特殊關卡與角色的設計,學生須於特定古蹟景點參訪以解鎖特殊遊戲 活動,並且在遊戲中達到學習成就後以取得古蹟附近商家所提供的E-Coupon,使學生 能夠將虛擬與真實資源結合,實際於實體古蹟景點參訪學習。本研究期望經由此App的 開發與使用,將學習、觀光、消費串聯起來,形成一正向循環的運作模式。 一﹒系統開發工具與平台 為發展本研究所提出之遊戲式古蹟學習系統,本研究所採用之開發工具與平台如下 所述:

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圖3 應用程式主畫面 圖4 Let’ GO畫面

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陸﹒參考文獻

[1] G. J. Hwang, P. H. Wu and H. R. Ke, “An interactive concept map approach to supporting mobile learning activities for natural science courses,” Computers & Education, vol. 57, no. 4, pp. 2272–2280, 2011.

[2] Y. M. Huang, Y. M. Huang, S. H. Huang and Y. T. Lin, “A Ubiquitous English Vocabulary Learning System: Evidence of Active/Passive Attitudes vs. Usefulness/Ease-of-Use,”

Computers & Education, vol. 58, no. 1, pp. 273-282, 2011.

[3] Y. M. Huang, Y. T. Lin and S. C. Cheng, “Effectiveness of a Mobile Plant Learning System in a Science Curriculum in Taiwanese Elementary Education,” Computers &

Education, vol. 54, no. 3, pp. 47-58, 2010.

[4] Y. T. Lin and Y. C. Lin, “Effects of mental process integrated nursing training using mobile device on students’ cognitive load, learning attitudes, acceptance, and achievements,”

參考文獻

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