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| 篇名 |
擴增實境教育桌遊課程對學生溝通焦慮與社會網絡結構之影響
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|---|---|
| 並列篇名 | Effects of an Augmented Reality Educational Board Game Course on Students’ Communication Apprehension and Social Network Structures |
| 作者 | 朱志明、李德炘 |
| 中文摘要 | 本研究旨在探討擴增實境(Augmented Reality, AR)融入教育桌遊對降低學生溝通焦慮與提升社會網絡互動之影響,研究對象為43位參與遠距課輔之學生,於實體相見歡活動中進行探索校園祕寶闖關遊戲,藉此引導學生從虛擬互動轉向真實情境交流。本研究採準實驗法設計,將參與者分為實驗組(20人,採用AR闖關遊戲)與控制組(23人,採用傳統圖卡遊戲)。利用AR之即時互動與虛實整合特性,增強遊戲實境感與趣味性,以激發學生的沉浸感及參與動機,促使成員在協作達成目標的過程中頻繁互動,進而加速人際破冰,引導學生由陌生關係快速整合至團體中。研究結果顯示,在量化分析上,AR融入桌遊能顯著降低學生溝通焦慮,且在社會網絡結構中,實驗組之網絡密度顯著優於控制組,這代表實驗組成員間建立了更為緊密且頻繁的互動連結,有效改善了團隊的凝聚力;質性分析則證實,AR遊戲能有效促進成員互信與熟悉,為後續遠距教學奠定穩固的協作基礎。 |
| 英文摘要 | This study investigated the effects of integrating augmented reality (AR) into educational board games on students’ communication apprehension and social network interaction. The study enrolled 43 students from a remote tutoring program. During a face-to-face orientation event, a “Campus Secret Treasure” game was conducted to facilitate the students’ transition from virtual interaction to real-world social exchange. Through a quasi-experimental design, the participants were assigned to an experimental group (n = 20), which used an educational board game integrated with AR technology, or a control group (n = 23), which used a traditional card-based game. By incorporating the real-time interactivity and virtual–physical integration provided by AR, the game offered a more realistic and engaging learning experience. This approach increased the students’ immersion and motivation, encouraged frequent interaction through goal-oriented collaboration, and facilitated interpersonal ice-breaking and group cohesion among previously unfamiliar students. Quantitative results indicated that the integration of AR into educational board games significantly reduced the students’ communication apprehension. In addition, social network analysis revealed significantly higher network density in the experimental group than in the control group, indicating that the experimental group formed closer and more frequent interaction networks, which effectively enhanced group cohesion. Qualitative findings confirmed that AR games effectively promoted mutual trust and familiarity, thereby establishing a foundation for collaboration in subsequent remote learning activities. |
| 起訖頁 | 023-049 |
| 關鍵詞 | 社會網絡分析、教育桌遊、溝通焦慮、擴增實境、social network analysis、educational board games、communication apprehension、augmented reality |
| 刊名 | 教育傳播與科技研究 |
| 期數 | 202608 (141期) |
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