英文摘要 |
Kolb's experiential learning theory indicated that learning is the process of obtaining knowledge through transformation of experience. Learners construct knowledge through interactions involving activities and situations and apply this knowledge to real-life situations. Project-based learning (PBL) assists in connecting theory to practice to achieve deep learning. The researcher had previously adopted PBL strategies in teaching but encountered several problems, such as low learning motivation in students; a lack of practical planning, proposal, and curation skills; and poor project time management. An activity design that incorporates team-based learning (TBL) open communication can improve a team's ability to manage its own work processes. On the basis of experiential learning theory combined with TBL, this study proposed a practical experiential learning instructional design that enabled students to experience a practical learning process of developing augmented reality projects. The research questions of this study were as follows: Can a practical experiential learning instructional design improve students' learning motivation? Can it strengthen students' practical abilities to propose, plan, and perform? Can it improve students' time management abilities and abilities to successfully complete the project? The research design was quasi-experimental, and the research participants were third-year students enrolling in the “Interactive Multimedia Integration Design I” course of the department of digital content design. A valid sample of 50 students was obtained. Students of the 2020-2021 academic year were included in the experimental group and received practical experiential learning instruction. Students of the 2019-2020 academic year were the control group and underwent PBL. The research results revealed that although the practical experiential learning instructional design did not solve all problems related to low learning motivation, the design motivated students with high initial intrinsic motivation, extrinsic motivation, and group self-efficacy to improve their learning performance. Compared with the control group, the experimental group exhibited more effective planning. This group created diverse project designs in augmented reality media display forms. The experimental group's projects had higher performance, and the students in the group demonstrated more effective time management and job completion. The practical experiential learning instructional design combined with TBL and the introduction of practical industry-related experiences improved the effectiveness of PBL. |