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博碩士論文 etd-0905121-164406 詳細資訊
Title page for etd-0905121-164406
論文名稱
Title
打造遊戲化聊天機器人應用-以統計課程為例
Build a Gamified Chatbot Application: An Example for Statistics Course
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
80
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2021-06-22
繳交日期
Date of Submission
2021-10-05
關鍵字
Keywords
遊戲化聊天機器人、系統架構設計、統計學習焦慮、遊戲化、數位服務
Gamified chatbots, System architecture design, Statistics anxiety, Gamification, Digital service
統計
Statistics
本論文已被瀏覽 515 次,被下載 332
The thesis/dissertation has been browsed 515 times, has been downloaded 332 times.
中文摘要
2020年COVID-19疫情影響促進數位轉型發展,其中一個熱門服務趨勢是聊天機器人應用,許多商店、企業、機構都將聊天機器人應用在服務上。聊天機器人技術可以應用在簡單的文字訊息對話,也可以搭配圖像、多媒體訊息,然而2020年末Gartner在調查中發現許多人對聊天機器人的失望,認為聊天機器人只是比較美化的常見問答服務,本研究期望透過遊戲化的概念結合聊天機器人,提供更豐富的體驗來打破這樣的應用思維限制。遊戲化的概念被指出是能夠激勵使用者在非遊戲環境中具備積極態度,主動參與和享受的手段,在本研究使用LINE官方帳號開發聊天機器人,加入遊戲化機制的互動設計,並以統計課程作為示範應用場景。實驗場域是大學社會科系的統計課程,統計課程是一門令學生特別焦慮的課程,遊戲化聊天機器人以卡通獨角獸作為神獸的角色來陪伴學生學習,在課程進行中與學生互動問答,也隨著互動過程神獸會不斷升級。本研究藉由這樣一個遊戲化的聊天機器人跟學生溝通互動以幫助課程學習,並提出遊戲化聊天機器人的系統架構及設計流程作為未來的聊天機器人服務應用參考。
Abstract
The COVID-19 pandemic in 2020 has boosted the development of digital transformation. One of the popular service trends is the application of chatbots. Many shops, enterprises, and institutions have applied chatbots to their services. Chatbot technology can be applied to simple text message conversations, as well as images and multimedia messages. However, in a survey conducted by Gartner at the end of 2020, many people are disappointed with chatbots, thinking that chatbots are just a more beautified FAQ service. This research hopes to break the limitation of such application thinking by combining the concept of gamification and chatbots to provide a richer user experience. The concept of gamification is to motivate users to have a positive attitude, active participation and enjoyment in a non-gaming environment. In this study, we have developed a chatbot with gamification mechanisms, and used the chatbot in a statistics course as a demonstration application scenario. Statistics course is a course that makes students particularly anxious. The main character of the chatbot is a cartoon unicorn which plays as a legend beast to accompany the students to learn. During the course, students interact with the chatbot by answering questions to level up their unicorns. The gamified chatbot is aimed to help students in course learning. The goal of this thesis is to propose the system architecture and design process of the gamified chatbot as a reference for future chatbot service applications.
目次 Table of Contents
論文審定書 i
誌謝 ii
摘要 iii
Abstract iv
目 錄 v
圖目錄 vii
表目錄 ix
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 4
第三節 研究流程 5
第二章 文獻探討 7
第一節 聊天機器人 7
第二節 學習統計學的狀況 7
第三節 數位科技在統計學課程上的使用 8
第四節 人工智慧聊天機器人的特性 9
第五節 聊天機器人於教學上的應用 11
第六節 遊戲化 12
第七節 遊戲化在教育的應用 13
第三章 研究方法 16
第一節 聊天機器人平台—LINE 16
第二節 遊戲化聊天機器人設計 17
第三節 LINE聊天機器人實作方法 21
第四節 實驗示範場域 32
第五節 問卷設計 32
第四章 資料分析與實驗結果 36
第一節 遊戲化聊天機器人實作成果 36
第二節 資料搜集方式與分析工具 43
第三節 信度分析 43
第四節 成對樣本T檢定 44
第五節 平均數統計 48
第六節 關鍵因素影響分析 48
第七節 開放性問答 50
第八節 學生訪談 51
第五章 結論與建議 56
第一節 遊戲化聊天機器人設計 56
第二節 示範場域實驗結果 57
第三節 研究限制 58
第四節 未來的研究建議 59
第六章 參考文獻 60
附錄一 學生訪談逐字稿紀錄 64
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