完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | 徐宛麟 | en_US |
dc.contributor.author | Shu,Wan-Lin | en_US |
dc.contributor.author | 孫春在 | en_US |
dc.contributor.author | Sun,Chuen-Tsai | en_US |
dc.date.accessioned | 2015-11-26T00:56:03Z | - |
dc.date.available | 2015-11-26T00:56:03Z | - |
dc.date.issued | 2015 | en_US |
dc.identifier.uri | http://140.113.39.130/cdrfb3/record/nctu/#GT070252814 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/126170 | - |
dc.description.abstract | 「益智遊戲」時常被應用在學習上進行探討,近年來遊戲發展走向「混搭類型」(hybird genre)的趨勢,遊戲APP使用率最高的益智遊戲也出現混搭類型,將傳統益智遊戲結合養成遊戲的性質。無論是益智遊戲或養成遊戲皆具有心流(flow)的特徵,但遊戲類型的混搭似乎提升了遊戲的複雜度,使玩家的心流經驗與學習也可能產生反效果。 本研究立基於此,透過托尼非語言測驗評量與問卷調查,以神魔之塔與Candy Crush 作為研究工具,來探討結合養成元素的休閒益智遊戲與一般的休閒益智遊戲對於心流經驗與邏輯推理能力的差異性,進而探究養成元素對心流與學習的影響。 研究結果發現,益智遊戲並沒有因結合養成遊戲元素而對玩家的心流體驗產生正向或反面的效果。同樣的,無論是否結合養成元素,益智遊戲皆能增進玩家的邏輯思考能力,結合養成元素並不會抑制或干擾其認知上的學習成效。且研究還發現,由於神魔之塔將轉珠機制與養成密不可分地結合,對玩家找尋目前遊戲畫面中最佳配對狀態的「分類」能力有正向影響,此結果可供教育者與遊戲開發者去進行教學與遊戲創作的設計方向思索。 | zh_TW |
dc.description.abstract | “Puzzle game” is used for academic research quite often. In recent years, the trend of puzzle games deign tends to be “hybrid genre” . Even the most popular game apps is “hybrid genre”. It combines traditional puzzle games with the feature of development factors. Both puzzle games and development factors’ characteristic is “flow”. However, the mix of games enhance the complexity of games and may cause the opposite effect in players’ flow experience and learning. Based on this research purpose, TONI -3 and questionnaires will be used as research tools to assess “Tower of Saviors” and “Candy Crush” in order to first find out how the combination puzzle games of the development factors and regular leisure puzzle games make the differences of flow experience and logical reasoning ability and further explore how the development factors impact on flow and learning. The research found that the combination of development factors do not cause any good or bad effect on players’ flow experience. Likewise, no matter whether combining with development factors, puzzle games can enhance players’ logical ability and will not restrain nor distract players’ cognition learning. Moreover, the research also found out that “Tower of Saviors” has positive impact on players while players look for best matching “assorting” ability in current games since “Tower of Saviors” ties transfer beads and development factors closely. This result can be a direction for educators and game developers. | en_US |
dc.language.iso | zh_TW | en_US |
dc.subject | 益智遊戲 | zh_TW |
dc.subject | 心流經驗 | zh_TW |
dc.subject | 邏輯推理 | zh_TW |
dc.subject | 養成 | zh_TW |
dc.subject | Puzzle Games | en_US |
dc.subject | Flow | en_US |
dc.subject | Logic Reasonging | en_US |
dc.subject | Development Factors | en_US |
dc.title | 益智遊戲中的養成元素對心流經驗與邏輯推理能力之影響──以神魔之塔和Candy Crush為例 | zh_TW |
dc.title | The Effect of Development Factors in Puzzle Games on Flow and Logic Reasonging- Two Case Studies on Tower of Saviors and Candy Crush. | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 理學院科技與數位學習學程 | zh_TW |
顯示於類別: | 畢業論文 |