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題名:應用理論建構以3D虛擬實境為特色之教育介入對高中職濫用愷他命學生的成效
書刊名:數位學習科技期刊
作者:陳志哲廖容瑜 引用關係張萩琴黃久美郭鐘隆 引用關係
作者(外文):Chen, Chih-cheLiao, Jung-yuChang, Chiu-chingHuang, Chiu-miehGuo, Jong-long
出版日期:2016
卷期:8:3
頁次:頁51-69
主題關鍵詞:3D虛擬實境高中職解構式計畫行為理論藥物濫用3D virtual realitySenior high schoolDecomposed theory of planned behaviorDrug abuse
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 博士論文(1) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:45
本研究應用解構計畫行為理論檢驗,以3D虛擬實境為特色之教育介入,對藥物濫用防制的成效。篩選愷他命尿液呈陽性反應個案,共32位學生,分別來自臺灣北區五所高中職,在實施3D虛擬實境影片介入後,以結構式問卷進行調查,並詢問學生對於觀看3D虛擬實境動畫之意見,採徑路分析。結果顯示,輔導員影響、資源條件分別與主觀規範、知覺行為控制有顯著相關,而主觀規範、知覺行為控制與行為意圖顯著相關,但態度與行為意圖關係不顯著。因此,輔導員影響、資源條件能透過主觀規範、知覺行為控制影響行為意圖,顯示此教育介入對學生用藥行為意圖有影響。學生對於3D虛擬實境動畫的接受度高,認同此種創新媒體教學模式,但期望動畫呈現觀感,能有如真人般的感受。本研究亦對未來的研究方向提出具體建議。
The Decomposed Theory of Planned Behavior (DTPB) was applied to develop an education program with 3D Virtual Reality (VR) animation and test its effectiveness on senior high school students with Ketamine use. The participants were 32 students with Ketamine positive urine screening from five senior high schools in Northern Taiwan. After the implementation of the 3D VR Intervention, structured questionnaire survey was then conducted. The data was analyzed by the method of path analysis. The results showed that an education program of 3D VR animation on senior high school students with Ketamine use is effective (p<0.001). Counselor’s influence and resource facilitation condition were significantly associated with subjective norms and perceived behavioral control, respectively. In addition, subjective norms and perceived behavioral control were significantly associated with behavior intention. The study supported the intervention effectiveness of 3D VR animation on senior high school students with Ketamine use. Students felt satisfaction after watching the innovative 3D VR animation and recognized the teaching strategy of utilizing creative media. However, they would like to watch the animations applying immersion VR instead of desktop VR. The further study is needed to explore the intervention effectiveness on stop-use behavior. Interventions should target adolescent Ketamine users, and address the critical messages on 3D VR, especially for the specific situations, physical and mental response and responsive life skills.
期刊論文
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圖書
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