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系統識別號 U0026-1608201715594600
論文名稱(中文) 不同浸入程度之學習教材於學齡兒童創造力影響: 以國小高年級美術課為例
論文名稱(英文) The Influence Between Primary Student’s Creativity and the Educative Materials of Different Immersion: A Case Study of Primary Visual Art Course
校院名稱 成功大學
系所名稱(中) 工業設計學系
系所名稱(英) Department of Industrial Design
學年度 105
學期 2
出版年 106
研究生(中文) 陳媛安
研究生(英文) Yuan-An Chen
學號 p36021011
學位類別 碩士
語文別 英文
論文頁數 72頁
口試委員 指導教授-劉說芳
口試委員-李傳房
口試委員-陳重任
中文關鍵字 創造力  擴增實境  國小美術課程  設計教育 
英文關鍵字 Creativity  Augmented Reality  Primary Art Courses  Design Education 
學科別分類
中文摘要 根據新媒體聯盟(New Media Consortium,NMC)對於新科技在K-12階段教育(即台灣中小學教育階段)的相關影響報告中,擴增實境為新科技輔助教育的重點技術之一。21世紀的學習者也能經由許多不同管道與媒介去學習,創意教學也因此而逐漸受到眾人的重視,各種不同的教學方法雨露春筍般推出,本研究設計一系列擴增實境應用於藝術與人文課程期望能激發學習者的學習欲望與創造力並培養學童們合作與邏輯推敲的能力,使其在未來面臨困難能有效地找出最佳解決辦法,利用擴增實境技術將虛擬物件與真實環境做結合,讓學習者能與虛擬物件互動使其更能沉浸在學習過程中。本研究將不同浸入程度的學習教材應用於國小藝術課程設計,教授為期三周的藝術課程,探討對國小高年級學童創造力的影響、了解擴增實境技術應用在藝術與人文課程教學所面臨的問題與改善方向。
英文摘要 According to the report of New Media Consortium (NMC), the new technology impact in the K-12 stage of education (Taiwan primary and secondary education stage), augmented reality is one of the key technology in new science and auxiliary technology education. In 21th century, Students can learn by many different tools and media. Therefore, creative teaching is gradually be taken seriously, a variety of teaching methods springing up like mushrooms. This study devises a series applications of augmented reality in primary art curriculums to inspire students’ motivations and creativity. To develop the students’ ability of collaborate and logical thinking, helping them find out the suitable solution for problems they would face in the future. The advantages of combining virtual objects and real environment make learners can become more immersed in the learning process, they could learn things immediately by interacting with the virtual objects. This study will be applied learning materials which are in different immersion degree to art courses. In three weeks curriculum, explore the impact on the creativity of primary students, find out the problems might meet when applying augmented reality technology and how to improve it.
論文目次 TABLE OF CONTENTS
ACKNOWLEDGEMENTS ii
摘要 iii
ABSTRACT iv
TABLE OF CONTENTS v
LIST OF TABLES vii
LIST OF FIGURES viii
CHAPTER 1 INTRODUCTION 1
1.1 Background and Motivation 1
1.2 Frame and Purpose 2
1.3 Scope and Limitation 5
CHAPTER 2 LITERATURE REVIEW 6
2.1 Augmented Reality in Education 6
2.1.1 The Background 6
2.1.2 Base of Learning Theory 8
2.1.3 Hardware and Software 10
2.1.4 Educational Applications and Advantages 13
2.2 Creativity Related Research 15
2.2.1 Definition of Creativity 15
2.2.2 Creative Education 16
2.2.3 Measure Creativity 17
2.3 Art course in Primary School 21
2.3.1 The Core of Visual Art Courses 21
2.3.2 Teaching Model and Structure 22
CHAPTER 3 Art Course Design 24
3.1 The Standards of Deigning Courses 24
3.2 Curriculum Plans and Educative Materials 26
3.2.1 Control Group 26
3.2.2 Experimental group: Building Blocks 27
3.2.3 Experimental group: AR materials 28
3.3 How to Set the Augmented Reality Materials in Teaching 34
CHAPTER 4 COURSE PROCESS AND EXPERIMENTAL CONTENT 45
CHAPTER 5 DATA COLLECTION AND ANALYSIS 50
5.1 Data Analysis of Pro-Test and Post-Test 50
5.2 Analysis of Variance 53
5.3 Preference Degree for Taking Art Course 54
CHAPTER 6 DISCUSSIONS AND SUGGESTIONS 56
REFERENCES 57
APPENDIX A 60
APPENDIX B 62
APPENDIX C 64
APPENDIX D 65
APPENDIX E 67
APPENDIX F 68
APPENDIX G 72

LIST OF TABLES
Table 2.1 The Application Cases of AR 12
Table 2.2 The Applications of Augmented Reality Technological in Teaching 15
Table 2.3 The Tools Used in Creativity Research 18
Table 2.4 Torrance Tests of Creative Thinking, TTCT 19
Table 2.5 Torrance Tests of Creative Thinking Figural Version Description 20
Table 2.6 The Major Core of Visual Art 21
Table 2.7 Visual Arts Teaching Model 23
Table 3.1 The Segmentation Ability Index of The Art And Humanities Curriculum 24
Table 3.2 AR Materials with Vedio and Mission 29
Table 3.3 AR Materials with Geometry 31
Table 3.4 Coloring Sheets with AR Application 32
Table 3.5 Teaching Process and Equipment 35
Table 3.6 Statistics Data of Art Teachers 44
Table 5.1 Control Group Data 50
Table 5.2 The Experimental Group Data: Building Blocks 51
Table 5.3 Experimental Group Data: Augmented Reality 52
Table 5.4 Creativity Results with Different Educative Materials 53
Table 5.5 Descriptive Statistics 54
Table 5.6 ANOVA 54
Table 5.7 The Preference Degree of Children’s Attitude to Art Course 55

LIST OF FIGURES
Figure 1.1Research Frame 4
Figure 2.1 Present Business Information to Users 7
Figure 2.2 Visualize Information 7
Figure 2.3 Situational Learning Theory 8
Figure 2.4 Constructive Learning Theory 9
Figure 2.5 The Support Software for Augmented Reality DIY 11
Figure 2.6 The Application of AR in Personal Design 14
Figure 2.7 Learn How to Painting with AR Technology 14
Figure 3.1 Materials in First Week 26
Figure 3.2 Geometric Unfold Sheets 26
Figure 3.3 Color Matching Sheets 27
Figure 3.4 Building Blocks with City Theme 27
Figure 3.5 Building Blocks 28
Figure 3.6 Interaction with Augmented Reality Sheet. 34
Figure 4.1 The Process of Experiment 46
Figure 4.2 Pictures Setup in the First Week 48
Figure 4.3 Pictures Setup in the Second Week 48
Figure 4.4 Students Answer Learning Sheets 49
Figure 4.5 Students Color Learning Sheets 49
Figure 4.6 Students Interact With Learning Sheets 49

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