17. 要評量的依變項,是整篇論文的元神
? Oral anxiety and learning confidence in
the AR-supported language learning using
TikTok
? 卡簡單遊戲化AR桌遊教學模式融入廟宇文化
對高中生人文宗教素養、科技接受度、學習
表現之影響
29/07/2020共 176 页 17
30. 質性資料的編碼歸納 – 另一種表示法
29/07/2020共 176 页 30
? (1) Technology Acceptance: Some subjects said that this was the first time
they had used such an advanced system but were excited when using the
affective interface (e.g. interviewees 003 and 011).
? (2) Arts Design Learning : Many learners stated that this tutoring system
provided a good learning atmosphere to improve their appreciation of
aesthetics and digital arts design (e.g. interviewees 001, 007 and 012).
? (3) Interaction: Some subjects believed that the affective interaction was
attractive. They hoped additional elements would be added to thesystem,
such as additional content (e.g. interviewees006, 009 and 012).
? (4) Satisfaction: Many learners said that they felt emotionally fulfilled and
mentally satisfied while using the affective agent-based interface(e.g.
interviewees 002 and 006).
? (5) Inspiration and Instructiveness: Most users found the system instructive.
Most responded that they had good feelings while using the system (e.g.
interviewees 005 and 008).
? (6) Exploration and Comprehensibility: Most interviewees said that they were
very willing to explore the system further. Most gained comprehension
through the combination of agents with the affective interface (e.g.
interviewees 004, 008 and 010).
31. 質量互相佐證 – 研究發現
29/07/2020共 176 页 31
? Affective interfaces of the ATSDAs system were easy to use and not excessively
complex. (SUS#2 and SUS#3)
? This system was easy to learn and instructive. Moreover, users did not need support
from a technician when using this system. (SUS#4, SUS#7, Interview#5)
? Learners were willing to explore the system, and improve their comprehension of the
system via affective agents. (Interview#6)
? The tutoring system and affective interface were integrated well. (SUS#5)
? Agent visual design in the affective interface was consistent. (SUS#6)
? The interface was very user-friendly and made learners feel confident. (SUS#8, SUS#9)
? Users liked interacting with this system, and believed that the affective interface was
attractive.(SUS#1, Interview#3)
? The system provided a good learning context for learners to enhance their knowledge
of digital arts design. Furthermore, users did not need to learn a lot prior to using the
system. (SUS#10,Interview#2)
? Users felt excited when using the affective interface. Therefore, they felt emotionally
fulfilled, mentally satisfied and had good feelings while using the affective agent-
based interface. (Interview#1, Interview#4, Interview#5)
? Users considered the ATSDAs affective interface very usable. (mean SUS score was
high at 84.9)
44. 相關國內外教學實踐的期刊 (科教為例)
? Computers in Human Behavior
? Computers and Education
? Journal of Computer-Assisted Learning
? Interactive Learning Environment
? Computer Assisted Language Learning (English learning)
? British Journal of Educational Technology
? Innovations in Education and Teaching International
? Journal of Educational Technology & Society
? Innovations in Education and Teaching International,
? Educational Technology Research and Development
? Behaviour & Information Technology
? The Asia-Pacific Education Researcher
? Journal of Educational Computing Research29/07/2020共 181 页 44
55. Google 的生態系統
提供了 Total Solution
? 排除最好用的 Zoom 不說,
目前最佳選擇是 Google Meet,
?他以 Google 的生態系統
提供了 Total Solution,
?並且一直開發外掛。
? 當然前提是 for 遠距教學
而非團隊專案 <= Teams 更優
29/07/2020共 220 页 55
100. Research 1: using IRS to bridge gap
between pre-class and in-class learning
? ETRD, Educational Technology Research and Development (SSCI-revised)
? Flipped learning is recognised by educators as an effective instructional method that has transformed
traditional in-class lectures into at-home learning instruction. However, where this pedagogical
approach has been adopted, certain problems in in-class learning and classroom dynamics have
arisen. In this study, a learning activity based on the Instant Response System (IRS) is proposed to
help students in in-class contexts to reach the target level of understanding, and foster positive
learning climates and classroom dynamics. A series of IRS question-and-answer learning activities was
created for the study. The activities were delivered as formative assessments in each of the lessons
to assist EFL (English as a foreign language) students with English language learning. An experiment
was conducted to evaluate the effectiveness of this approach in the context of an English language
course at a university. A total of 102 university students participated in the experiment; 52 were
assigned to the experimental group and learned with the IRS approach while 50 were in the control
group and learned with the PPT learning method. The empirical results demonstrate that IRS can
effectively promote students’ academic learning achievements and foster positive perceptions of
learning. The results also show that current and forthcoming IRS technology offers a feasible way to
build bridges between pre-class learning and in-class interactive learning activities
29/07/2020共 220 页 100
Zuvio +翻轉教學
104. Research 2: using IRS to promote interaction
during the class in the flipped learning context
? TAPER, The Asia-Pacific Edu Researcher (SSCI)
? Flipped learning practices face increasing pressure on the effectiveness of the
implementation, as it has significantly transformed pedagogical practices. Although this
pedagogical approach has become increasingly popular over the last 10 years, certain
challenges to implementation have inevitably arisen. In this study, a learning activity
based on the Interactive Response System (IRS) using a pair-and-share (PS-IRS) strategy
is proposed for helping students achieve optimal use of target language, thus bridging
the pre-class and in-class contexts in flipped learning. A sequence of PS-IRS activities
were created for the study, and the activities were delivered in a collaborative manner
in each of the lessons in order to assist students in English language learning. An
experiment was conducted to assess the effectiveness of this approach in the context of
an English as a foreign language (EFL) course at a university. A total of 85 university
students participated in the experiment, 45 assigned to the experimental group and
learned with the PS-IRS approach, and 40 in the control group and learned with a
teacher-led (TL-IRS) learning method. Results indicate that the PS-IRS approach
provides effective interactive learning opportunities that promote students’ willingness
to communicate (WTC) and reduce their learning anxiety. This study builds on existing
discussion of integrated-IRS teaching strategies in the literature and extends it into the
context of the flipped language classrooms.
29/07/2020共 220 页 104
Zuvio + 合作分享
106. 2)In-class learning:
pairs presenting their designed
texts on ZUVIO
3)In-class learning:
group discussion and groups presenting their co-created
conservation texts on ZUVIO29/07/2020共 220 页 106
107. (a)Out-of-class learning: learners
offering their feedbacks on ZUVIO
(b) In-class learning :
1) discussion in random chosen pairs
29/07/2020 107共 220 页
結果:ZUVIO組的交流意願提升,學習焦慮降低
和研究1的結果
差在哪裏?
108. Research 3: using IRS to conduct in-class
peer assessment in a flipped learning
context
? IETI, Innovations in Education and Teaching International (SSCI)
? Peer assessment (PA) has transformed traditional teacher-only assessment into
student-centred assessment. While this pedagogical approach has been adopted
online in recent years, incorporating PA into classrooms has proven to be
challenging. In this study, mobile-supported PA (M-PA) activities using Instant
Response System (IRS) mechanisms to enhance oral proficiency are proposed for
English as a Foreign Language (EFL) students. A quasi-experiment was conducted to
evaluate the effectiveness of this approach in the context of an English language
course at a university. A total of 60 university students participated, 30 of whom
were in the experimental group using the M-PA method and 30 of whom were in the
control group using the conventional teacher-only assessment method. The results
show that the M-PA method can effectively promote students’ oral proficiency,
facilitate personal reflection, and foster positive perceptions of learning.
29/07/2020共 220 页 108
Zuvio + 合作學習 + 同儕互评 +口語能力
217. Expert–based prototype evaluation
? Prototyping — Wizard of OZ
? This work utilises a sophisticated design process. Before the
final affective interface was designed, alow-fidelity prototype
was developed.
? This work developed a ‘Wizard of Oz’ prototype (Preece et
al.2007).
? In this prototype, a human hiding behind the interface ‘fakes’
the system.
? Whenever a user inputs apiece of text, the human made an
affective response to the user.
? The prototype will be evaluated by experts
29/07/2020共 164/191 页 217
218. Cognitive walkthroughs
? Five experts worked with designers
on prototype evaluation.
? Two expert-based evaluation methodologies
were used:
?cognitive walkthrough (認知排演)
?heuristic evaluation (啟發式評估)
(Preece et al. 2007, Zhang et al. 2010).
29/07/2020共 164/191 页 218
219. Cognitive walkthroughs
? The following is a list of steps used in the cognitive walkthrough.
? (1) The characteristics of typical learners who would use the
system are identified and documented.
? (2) Some sample actions learners may take are identified.
? (3) Prototypes are designed.
? (4) Designers and experts work together for analysis.
? (5) Analysers walk through sequences for each sample action
learners may take while interacting with the system.
The following questions should be answered during the
walkthrough:
? . Are correct actions obvious for learners to take?
? . Will learners notice that a correct action is available?
? . Will learners interpret the affective response from an action correctly?
? (6) All findings are documented to improve system design.29/07/2020共 164/191 页 219
220. Heuristic evaluation
? The heuristic evaluation was performed after cognitive
walk throughs.
? Each expert spent 1–2 hours
examining the prototype at least twice.
? First, experts grasped the interactive interface manipulation
procedure and gained system knowledge.
? The experts then assessed system usability problems.
? Finally, experts discussed their evaluation results, prioritised
problems and offered solutions.
? 根據 Jakob Nielsen 十項使用者體驗設計優化原則
29/07/2020共 164/191 页 220
222. Design improvements
? All interfaces were re-designed, such that their appearance was
consistent.
? The appearance of agents was re-designed to increase their visual
appeal. Moreover, additional functions and sounds were added to
agents.
? Advanced affective computing algorithms were developed to
improve emotion recognition accuracy and affective feedback
efficiency. These improved algorithms are introduced in
subsequent sections. System robustness was improved. Additionally,
? the number of user options for controlling the system was
increased.
29/07/2020共 164/191 页 222
224. Interviews (紮根, 主軸編碼)
? (1) Technology Acceptance: Some subjects said that this was the first time they had used
such an advanced system but were excited when using the affective interface (e.g.
interviewees 003 and011).
? (2) Arts Design Learning : Many learners stated that this tutoring system provided a good
learning atmosphere to improve their appreciation of aesthetics and digital arts design
(e.g. interviewees 001, 007 and 012).
? (3) Interaction: Some subjects believed that the affective interaction was attractive. They
hoped additional elements would be added to thesystem, such as additional content (e.g.
interviewees006, 009 and 012).
? (4) Satisfaction: Many learners said that they felt emotionally fulfilled and mentally
satisfied while using the affective agent-based interface(e.g. interviewees 002 and 006).
? (5) Inspiration and Instructiveness: Most users found the system instructive. Most
responded that they had good feelings while using the system (e.g. interviewees 005 and
008).
? (6) Exploration and Comprehensibility: Most interviewees said that they were very willing
to explore the system further. Most gained comprehension through the combination of
agents with the affective interface (e.g. interviewees 004, 008 and 010).
29/07/2020共 164/191 页 224
225. Evaluation results (質量合體)
? . Affective interfaces of the ATSDAs system were easy to use and not excessively complex.
(SUS#2and SUS#3)
? . This system was easy to learn and instructive. Moreover, users did not need support from a
technician when using this system. (SUS#4,SUS#7, Interview#5)
? . Learners were willing to explore the system, and improve their comprehension of the system via
affective agents. (Interview#6)
? . The tutoring system and affective interface were integrated well. (SUS#5)
? . Agent visual design in the affective interface was consistent. (SUS#6)
? . The interface was very user-friendly and made learners feel confident. (SUS#8, SUS#9)
? . Users liked interacting with this system, and believed that the affective interface was
attractive.(SUS#1, Interview#3)
? . The system provided a good learning context for learners to enhance their knowledge of digital
arts design. Furthermore, users did not need to learn a lot prior to using the system.
(SUS#10,Interview#2)
? . Users felt excited when using the affective interface. Therefore, they felt emotionally fulfilled,
mentally satisfied and had good feelings while using the affective agent-based interface.
(Interview#1, Interview#4, Interview#5)
? . Users considered the ATSDAs affective interface very usable. (mean SUS score was high at 84.9)
29/07/2020? 共 164/191 页 225