空間能力評量系統APP:圖學表現、遊戲興趣、遊戲焦慮及持續遊玩意願之相關研究
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Date
2020-03-??
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國立臺灣師範大學師資培育與就業輔導處
Office of Teacher Education and Career Service
Office of Teacher Education and Career Service
Abstract
空間能力是圖學教育的基礎,且是一項已經有兩千多年歷史的學科,然而在過去教學方式大多是透過立體圖來解析三視圖,但從平面視圖來反推立體圖的學習方式顯少被討論。因此,本研究邀請臺北市的技術型高中製圖科學生73名同學進行空間能力評量系統APP的遊玩體驗,並進行問卷調查。再將收集到的數據資料經由信度與效度檢驗,以Virtual PLS進行結構模式驗證。研究結果顯示:一、圖學表現與遊戲興趣呈現正相關;二、圖學表現與遊戲焦慮呈現負相關;三、遊戲興趣與持續遊玩意願呈現正相關;四、遊戲焦慮與持續遊玩意願呈現無相關。
Spatial ability is the foundation of graphic education, and it is a discipline that has more than 2,000 years of history. However, in the past, most of the teaching methods used three-dimensional images to analyze three-point perspective views, but discussions on how to reverse a plan view into a three-demensional image were very few. Therefore, this study invited 73 graphic design students from a vocational high school in Taipei City to experience the Spatial ability assessment APP and receive a questionnaire survey. The study conducted reliability and validity test and then performed structural equation modelling verification by using Virtual PLS. The results showed that: 1. Graphic performance was positively related to the game interest; 2. Graphic performance was negatively related to the gameplay anxiety; 3. Gameplay interest was positively related to continuous intention of gameplay; 4. Gameplay anxiety was not related to continuous intention of gameplay.
Spatial ability is the foundation of graphic education, and it is a discipline that has more than 2,000 years of history. However, in the past, most of the teaching methods used three-dimensional images to analyze three-point perspective views, but discussions on how to reverse a plan view into a three-demensional image were very few. Therefore, this study invited 73 graphic design students from a vocational high school in Taipei City to experience the Spatial ability assessment APP and receive a questionnaire survey. The study conducted reliability and validity test and then performed structural equation modelling verification by using Virtual PLS. The results showed that: 1. Graphic performance was positively related to the game interest; 2. Graphic performance was negatively related to the gameplay anxiety; 3. Gameplay interest was positively related to continuous intention of gameplay; 4. Gameplay anxiety was not related to continuous intention of gameplay.