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題名:從學習者角度與介面設計因素來探討影響數位學習績效之研究
作者:侯幸雨 引用關係
作者(外文):Hsing-yu Hou
校院名稱:國立雲林科技大學
系所名稱:管理研究所博士班
指導教授:侯東旭
學位類別:博士
出版日期:2009
主題關鍵詞:數位學習績效田口直交表Kepner-Tregoe分析人際智能人因實驗迴歸分析資料探勘數位圖書館導覽設計Kepner-Tregoe AnalysisE-Learning performancesocial intelligenceTaguchi Orthogonal Arrayergonomic experimentRegression AnalysisDigital Library Guide DesignData Mining
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學習條件分為內在條件和外在條件,「內在條件」是指存在於學習者本身,對學習者有幫助的因素,在學習者進行新學習前,便已存在學習者內部;「外在條件」是指存在於學習者外面,足以影響有效教學的各種刺激情境,而此情境是可加以安排或控制的。數位學習(E-Learning)是指學習中輔以電子科技,可以克服時間與空間的限制,具有知識分享與傳遞的功能,以學習者為導向,可提升學習者之學習動機、加速學習態度和降低學習成本。因此本研究試從學習者的角度下去設計,針對不同學習者的屬性來分析設計因子對數位學習績效之影響,期望將來數位學習情境可以滿足個人化的服務需求,並提升數位服務的品質。
本文首先進行田口實驗,試從人因工程四大角度來探討數位學習介面設計對數位學習績效有顯著影響之因子,研究結果發現色彩、溝通介面、回饋和學習型態對邏輯的績效有顯著的差異;而評量期間、資訊量、情境、導引、學習型態及線上的學習習慣等因子將影響到創意績效之結果;較佳的因子組合就會提升數位學習績效,網路教學品質也會有所改善。此外本研究從學習者角度出發,蒐集受試者之網路學習歷程、個人學習風格與電腦學習經驗等,利用統計方法的逐步迴歸分析與資料探勘之Apriori關聯法則與決策樹分類來找出影響數位學習績效的因子,提高因子對績效的貢獻度並建立高績效的學習規則。逐步迴歸分析結果發現邏輯題組方面有顯著影響的因子為:張貼文章、閱讀頁數*性別、會使用軟體種類*性別、上課次數*電腦學習經驗(年)。在創意方面有顯著影響的因子為討論次數*上線時間、閱讀進度*外向、性別等。透過Clementine軟體發現決策樹中屬於理性風格者其在邏輯評量方面表現比較好,從關聯法則與交叉統計分析得到上線久、電腦學習經驗多是兩種評量中導致高績效的共同因子,女生在創意部分則有較好表現。兩者探勘工具都發現上線久且討論多者在創意評量上會表現比較好,所以互動式學習是數位學習中重要的因子。
以上研究發現互動是數位學習中重要的因子,而在多元智能中人際智能可以用來衡量群體互動的績效。為了改善數位學習設計,讓推動數位學習者能推出更適合學習者使用的數位教材,唯有以使用者為中心的人機介面設計方法(User-Centered Design )與軟體功能開發結合,才能設計出適當良好的數位教材。因此第二階段將從數位學習設計者來評量績效,也就是希望可以找出設計規則,讓數位教材品質更好,進而提高學習者之學習績效。本文應用人際智能量表與電腦自我效能量表於環球技術學院的數位圖書館設計者,以便了解設計者人際智能與設計作品績效之間的關係。利用Kepner-Tregoe分析來蒐集設計作品之分數,以決定最後最佳的數位圖書館導覽影片。研究方法中以因素分析、信度分析及相關係數來進行統計分析。因素分析部份參考先前文獻,兩量表皆各分成三大因子,分析結果顯示人際智能三大因子彼此有顯著相關,也跟基礎電腦技能有顯著相關,此外在應用Kepner-Tregoe分析中也找到了最好的數位圖書館設計作品,規則顯示如果設計者有好的基礎電腦技能及好的人際智能,就可以設計出較好的數位圖書館導覽作品。
There are two conditions about learning, one is in inner and the other is in outer situation. Inner condition means the factor which can help learners and exist in learners. Outer condition exists out of the learners and affects teaching and learning situation. Besides, the outer condition can be arranged and controlled. E-Learning means learning with electronic technology and can overcome the limitation of time and space. E-Learning can improve the learners’ motivation and decrease learning cost. In order to provide the good E-Learning service to the learners, the instructors have to design the web teaching system based on the learners’ needs, then to evaluate the learners’ performance and find out significant factors to improve the web teaching quality.
This study applies Taguchi Orthogonal Array of Quality Engineering Techniques and ANOVA to explore the factors that influence the E-learning performance. The human factors approach is used to investigate the factors that have effects on E-Learning performance from the four dimensions—Environment, Task process, Management and Subject. In addition, logical and creative problems are used to evaluate the E-Learning performance. This research finds that Color, Communicated Interface, Feedback and Learning Type have more significant effects on logical performance. In addition, Measured Period, Information Amount, Situation, Guidance, Learning Type and On-line habits have significant effects on creative performance. When the optimal E-Learning factors combination is used, the learning performance is improved and the quality of web teaching is better.
E-Learning can improve the learners’ motivation and decrease learning cost. In order to satisfy learners’ needs and enhance learning quality, the instructors should design and improve E-Learning from learners’ perspective. The objectives of this research are to find the factors that may affect the learning performance from the learners’ perspective, and use the regression analysis to find the significant factors. This research finds that the significant factors on the logical performance are the frequency of pasting articles, interactions between the reading pages and gender, and the interactions between the frequencies of attending the class and prior computer experiences in years. The significant factors on the creative performance include the interactions between the frequency of discussion on line and the average daily on-line time, the interactions between the reading progress and active, and gender. Besides, interactive students can get better performance in logical or creative scores. The research also did data mining from the web learning portfolios, learning styles and learning experiences using Apriori rules, Decision trees and Cross tables in order to perform statistical analyses. We used Clementine software for data mining. In the Decision trees, this research found that the sensing style students could have better logical performance. From Apriori rules and Cross statistical analysis, the high average daily on-line time could create higher performance in creative measurements. Females had better performance in the creative parts of evaluation. Interaction is the most important factor in two methods.
Besides, social intelligence can measure the group interactive performance in multiple intelligences. In order to improve the E-Learning design, as soon as combining User-Centered Design and software function development can let the E-Learning designers present suitable E-Learning materials to learners. Therefore, in the second stage of this research tries to find out the designing rules to let materials quality and learners performance better. This research applied TSIS and computer self-efficiency to the digital library designers in an university library in Taiwan. The KTA analysis was applied to select the best digital library design. The factor analysis, reliability analysis and correlation analysis were applied. The factor analysis used the same factors with that of previous researches in TSIS and computer self-efficiency. The reliability analysis showed good reliability in subscale of the TSIS and computer self-efficiency. The correlation analysis showed the positive correlated among the TSIS subscales and between the basic level of computer self-efficiency and the three TSIS subscales. Finally, the KTA was applied to collect digital library guide movies scores to decide the final alternative design. The result shows that if all the designers are good at the basic computer skill, they have good social intelligence, and therefore they can design better digital library guide.
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