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篇名
使用教育音樂節奏遊戲提升陳述性記憶形成之成效研究--以記憶清治時期台灣建設發展史之細節為例
並列篇名
Study of Using Educational Rhythm Game to Improve Explicit Memory Formation - A Case Study of Remembering the Details of Construction History of Taiwan during Qing Dynasty
作者 鄭光宇鄭建文
中文摘要
隨著行動通訊技術的發展,電信業者面臨建設基礎設施的投資大幅增加。網路共享讓業者間可以彼此合作,因此逐漸成為佈建網路時的營運策略。本研究採取深度訪談並納入價值網深刻地探討行動通訊市場上各參賽者對於網路共享的認知,詳細檢視不同業者的觀點與相異處。本研究結果發現,透過共站共構減少基地台數量,可降低民眾反彈的聲浪,新進業者經由網路共享能夠降低投資門檻,而且網路共享能減少新進業者進入市場的障礙,鼓勵各家業者營運重點轉向創新服務,而非網路佈建。行動通訊業者在市場上,除了彼此競爭顧客以外,應該注重納入合作關係,提升雙方的附加價值,如此有助於市場的健全運作。 With the development of mobile communication technology, telecom operators face a substantial increase in investment in infrastructure construction. Network sharing allows companies to cooperate with each other, so it has gradually become a business strategy when deploying networks. This study adopts in-depth interviews and incorporates value net to explore the perception of network sharing among various participants in the mobile communications market, and examine the views and dissimilarities of different players. This study found that reducing the number of sites through co-sited coexistent can reduce the public's protest. New players can reduce the investment barriers through network sharing, and network sharing can reduce the barriers for new players to enter the market. The operational focus has shifted to innovative services rather than network deployment. Operators in the market, in addition to competing with customers, should pay more attention to the inclusion of cooperative relations and increase the value-added of each other, which will help the health of the market.
英文摘要
This research focuses on how learning behavior and memory are formed during the process of playing educational rhythm games and discusses about what kind of method allows players to have a deep impression on the details of a specific thing, and help players achieve better learning results within a short period of time. According to the analysis of Melton (1963), the memory is divided into three stages: Encoding, Storage, and Retrieval. A piece of information is first being noticed, then temporarily stored in the brain as short-term memory, and lastly goes through the process of consolidating to form long-term memory. Cognitive psychologists found that in short-term memory, audibly similar words are more confusing than semantically similar words, and it is suggested that the dominant memory type in short-term memory is mostly the auditory memory. However, applying this feature of auditory memory to the field of educational games in order to improve the efficiency of learning in educational game is the main focus of this study. This study attempts to combine an educational rhythm game which only lasts three to five minutes with the history of Taiwanese construction during the Qing Dynasty, and to integrate the linear structure of music with the linear structure of history to create a new educational game learning model. Through the experiment, observation, and feedback from 30 high school students, we found that in fast-paced music rhythm games, the memory effect of auditory messages outweighs the effectiveness of visual information, especially when important messages are placed within the chorus thanks to the repeat process. The result echoes to the result of Conrad's confusing experiment in 1964. It also implies that when a new information needs to be remembered in minutes, the use of repetitive auditory messages may achieve better memory outcomes than the use of visual messages.
起訖頁 342-354
關鍵詞 數位遊戲式學習工作記憶歷史教育音樂遊戲Digital Game Based LearningWorking MemoryHistorical EducationMusic Games
刊名 管理資訊計算  
期數 201809 (7:2期)
出版單位 管理資訊計算編輯委員會
該期刊-上一篇 台灣人工智慧產業公司經營績效之研究
該期刊-下一篇 消費者選購健康按摩器材需求偏好之研究
 

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