利用問題導向學習法於工程動態影像模擬之教學 期末報告 ·...
TRANSCRIPT
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Problem-based learning
Blender
33.361.1%
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iii
..............................................................................................................................1
.....................................................................................................................4
2.1 ...................................................................................................................4
2.2 ...................................................................................................................5
2.3 ...................................................................................................................6
2.4 ...................................................................................................................6
.....................................................................................................................8
3.1 ...............................................................................................8
3.2 .........................................................................................................10
3.3 .........................................................................................................11
...........................................................................................................12
4.1 ........................................................................................................12
4.2 ................................................................................................................14
4.3 ...................................................................................................................16
.......................................................................................................23
5.1 ..........................................................................................................................23
5.2 ..........................................................................................................................24
....................................................................................................................................26
............................................................................................................................27
................................................................................................................................29
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1
Problem-based learning,
PBL
(
1.2)
(Merrill,2002)
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2
Blender
Blender
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Problem-based learning 1.2( 1.1)
Blender Blender
(Leinhardt,& Steele,
2005)
1.1 Blender
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3
1.2 Blender
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4
2.1
2.1()()
()
Blender
Blender
Blender
Blender
() Blender
(1)
(2)
()
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5
2.1
2.2
96 97 Blender
96 97
2.1
BlenderBlender10(
)23()
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6
2.1 Blender
3
3
3
3
Blender
2.3
1. Blender:
2. :3(111)
3. : 9616(142)97
35(29123)
2.4
2.2
1. 200858
2. 20088
3. 96BlenderBlender
200846
4. 97Blender20081120091
5. 2008620091
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7
2.2
2008 2009
4 5 6 7 8 9 10 11 12 1 2
96 Blender
97 Blender
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8
3.1
Blender96
97
96
3.1
3.1 Blender()
1 3
()
()
2 3
3 3
IPO
(Path)
4 3
(Path)
(Infor WindowWorld Window )
97
-
9
(1)
-(2)-(3)-(4)-
()
3.23.1
3.2Blender
1 3
()
()
2 3
()
3 3
IPO
(Path)
4 3
(Armature)
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10
3.1
3.2
3.2
(b) (a)
(c) (d)
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11
3.2
3.3
Blender
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12
Blender
Blender
96
97
4.1
Blender
()
(a)
(b)
BlenderBlender
(Modeling)(Material)(Animation)(Game Engine)
Blender
(a)(b)(c)
(d)(e)
(b)~(d)
1 3 5
(e)42
0
10
-
13
T
T
T (independent samples T test)
T T
T
p 0.05
T
T (pair-samples T test)
T
(analysis of variance, ANOVA)
F p 0.05
F *
(Correlation )
correlation coefficient
+1.00-1.00A
BA
B
-
14
4.2
4.19735
162.2
9774.29%9668.75%
4.1
Frequency Percent Valid
Percent
Cumulative
Percent
97 Valid 29 82.9 82.9 82.9 1 2.9 2.9 85.7 2 5.7 5.7 91.4 3 8.6 8.6 100.0 Total 35 100.0 100.0
96 Valid 14 87.5 87.5 87.5 2 12.5 12.5 100.0 Total 16 100.0 100.0
Frequency Percent Valid Percent Cumulative
Percent
97 Valid 6 17.1 17.1 17.1 17 48.6 48.6 65.7 11 31.4 31.4 97.1 1 2.9 2.9 100.0 Total 35 100.0 100.0
96 Valid 5 31.3 31.3 31.3 4 25.0 25.0 56.3 5 31.3 31.3 87.5 2 12.5 12.5 100.0 Total 16 100.0 100.0
6.
Frequency Percent Valid Percent Cumulative Percent
97 25 71.43 71.43 71.43
10 28.57 28.57 100
Total 35 100 100
96 10 62.5 62.5 62.5
6 37.5 37.5 100
Total 16 100 100
8.
-
15
Frequency Percent Valid Percent Cumulative Percent
97 10 28.57 28.57 28.57
10% 8 22.86 22.86 51.43
10-40% 10 28.57 28.57 80
40-60% 7 20 20 100
Total 35 100 100
96 6 37.5 37.5 37.5
10% 2 12.5 12.5 50
10-40% 4 25 25 75
40-60% 2 12.5 12.5 87.5
60-90% 1 6.25 6.25 93.75
10% 1 6.25 6.25 100
Total 16 100 100
48. PBL
Frequency Percent Valid Percent Cumulative Percent
97 1 2.86 2.86 2.86
PBL 3 8.57 8.57 11.43
PBL 26 74.29 74.29 85.71
5 14.29 14.29 100
Total 35 100 100
96 PBL 2 12.5 12.5 12.5
PBL 11 68.75 68.75 81.25
3 18.75 18.75 100
Total 16 100 100
49. PBL
Frequency Percent Valid Percent Cumulative Percent
97 PBL 29 82.86 82.86 82.86
10-40% 3 8.57 8.57 91.43
40-60% 3 8.57 8.57 100
Total 35 100 100
96 PBL 11 68.75 68.75 68.75
10% 2 12.5 12.5 81.25
10-40% 1 6.25 6.25 87.5
40-60% 1 6.25 6.25 93.75
10% 1 6.25 6.25 100
Total 16 100 100
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16
4.3
4.2
4.2 Blender
N Mean Std. Deviation t p value
97 34 86.10 10.75 0.46 0.65
96 14 87.13 4.70
4.3
4.1 Blender
4.3 Blender
(Modeling)
(Material)
(Animation)
(Game Engine)
97 2.94 1.97 2.55 1.93
96 2.44 1.69 2.38 0.76
0.5 0.28 0.17 1.17
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17
4.1 Blender()
4.4 2D CAD
9745.71%
9656.25%3D Sketch up97
96
Blender97
96
5
blender
4.4
12. 2D CAD
Frequency Percent Valid Percent Cumulative Percent
97 7 20 20 20
16 45.71 45.71 65.71
10 28.57 28.57 94.29
2 5.71 5.71 100
Total 35 100 100
96 3 18.75 18.75 18.75
9 56.25 56.25 75
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18
4 25 25 100
Total 16 100 100
13. 3D Sketch up
Frequency Percent Valid Percent Cumulative Percent
97 9 25.71 25.71 25.71
20 57.14 57.14 82.86
5 14.29 14.29 97.14
1 2.86 2.86 100
Total 35 100 100
96 6 37.5 37.5 37.5
8 50 50 87.5
1 6.25 6.25 93.75
1 6.25 6.25 100
Total 16 100 100
14. Blender
Frequency Percent Valid Percent Cumulative Percent
97 7 20 20 20
13 37.14 37.14 57.14
14 40 40 97.14
1 2.86 2.86 100
Total 35 100 100
96 3 18.75 18.75 18.75
8 50 50 68.75
4 25 25 93.75
1 6.25 6.25 100
Total 16 100 100
15. Blender
Frequency Percent Valid Percent Cumulative Percent
97 4 11.43 11.43 11.43
15 42.86 42.86 54.29
9 25.71 25.71 80
5 14.29 14.29 94.29
2 5.71 5.71 100
Total 35 100 100
96 4 25 25 25
8 50 50 75
1 6.25 6.25 81.25
-
19
2 12.5 12.5 93.75
1 6.25 6.25 100
Total 16 100 100
50. Blender
Frequency Percent Valid Percent Cumulative Percent
97 2 5.71 5.71 5.71
40 1 2.86 2.86 8.57
20 4 11.43 11.43 20
10 9 25.71 25.71 45.71
5 16 45.71 45.71 91.43
1 3 8.57 8.57 100
Total 35 100 100
96 40 1 6.25 6.25 6.25
10 6 37.5 37.5 43.75
5 9 56.25 56.25 100
Total 16 100 100
() Blender
4.5 Blender
Blender
4.5 Blender
96 97 t p
Mean Std. Deviation
Mean Std. Deviation
9.
1 2 0.73
2 0.97 0 0.24
2 2.31 0.95
2.43 0.92 0.42 0.85
3 2.06 0.85
2.14 0.65 0.37 0.47
4 2.94 0.77
3.06 0.91 0.46 0.19
5 2.25 0.86
2.4 1.01 0.52 0.72
6 2.63 0.96
2.43 0.92 -0.7 0.95
7 2.69 1.01
2.8 0.8 0.43 0.2
8 2.06 0.77
1.89 0.72 -0.8 0.86
9 1.63 0.72
1.6 0.55 -0.14 0.12
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20
10 2.63 0.72
2.71 0.93 0.34 0.22
11 1.88 0.81
1.91 0.78 0.16 0.89
12 1.81 0.66
2 0.73 0.88 0.75
13 2.94 1
2.71 0.93 -0.78 0.96
10. Blender
1 2.19 0.83
2.77 1.09 1.9 0.86
2 2.88 0.96
3 0.87 0.46 0.38
3 3.38 0.89
3.34 0.91 -0.12 0.4
4 2.44 0.89
2.69 0.99 0.86 0.69
5 2.44 0.89
2.83 1.01 1.32 0.38
6 3.13 0.96
3.06 0.91 -0.24 0.92
7 2 0.52
1.89 0.72 -0.57 0.09
8 1.69 0.6
1.89 0.87 0.83 0.57
9 2.56 0.89
2.66 0.94 0.34 0.94
10 2.88 0.81
2.69 0.87 -0.74 0.29
11 2.56 0.89
2 0.64 -2.56 0.01
12 2.06 0.77
2.46 1.07 1.33 0.04
:
() Blender
Blender
4.6
Blender
4.6Blender
N Mean Std. Deviation Correlation
97 35 2.31 0.54 0.61*
Blender 35 2.6 0.63
96 16 2.29 0.54 0.76*
Blender 16 2.52 0.57
*p
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21
Blender
4.7
Blender
4.7
N Mean Std. Deviation t
97 29 2.3 0.58 -0.34
6 2.38 0.37
Blender 29 2.67 0.63
1.41
6 2.28 0.57
96 14 2.36 0.55 1.27
2 1.85 0.33
Blender 14 2.55 0.57
0.58 2 2.29 0.77
*p < 0.05
Blender
4.8Blender
4.8 Blender
96 97 t P value
Mean Std. Deviation
Mean Std. Deviation
1 2.56 1.09
2.86 0.69 0.99 0.01
2 2.88 1.09
3.2 0.76 1.23 0.31
3 3.25 0.93
3.11 0.93 -0.48 0.67
4 2.75 0.86
3 0.97 0.88 0.75
5 3.63 0.72
3.37 0.65 -1.26 0.74
6 3.75 0.68
3.37 0.65 -1.91 0.98
7 3.44 0.96
3.29 0.71 -0.63 0.26
8 3.75 0.86
3.66 0.64 -0.43 0.25
9 3.13 0.89
2.91 0.82 -0.83 0.68
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22
10 3.38 0.96
3.17 0.79 -0.8 0.23
11 3.69 0.95
3 0.94 -2.42 0.47
12 3.63 1.15
3.09 0.92 -0.0125 0.12
13 2.38 1.09
2.2 0.8 -0.65 0.18
14 2.88 1.02
2.69 0.83 -0.7 0.53
:
()
4.9
4.9
()
97 (17)
(9)
96 (9)
(5)
() BlenderPBL
4.1080%Blender
PBL
4.10 BlenderPBL
Frequency Percent Valid Percent Cumulative Percent
97 30 85.71 85.71 85.71
5 14.29 14.29 100
Total 35 100 100
96 13 81.25 81.25 81.25
3 18.75 18.75 100
Total 16 100 100
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Blender
96
97Blender
5.1
Blender
96
33.397
61.1
5.15.2
5.1 (Armature)
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24
5.2 (Game Engine)
5.2
1.
(Lab)
(Lab)
2.
(5.3)
Guidance
Reference
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5.3 blender
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1. Campbell, M., & Cheng, H. H. (2007). Teaching computer-aided mechanism design
and analysis using a high-level mechanism toolkit, Computer Applications in
Engineering Education, 15(4), 277-288.
2. Djordjevic, J., Nikolic, B., Borozan, T., & Milenkovi , A. (2008). CAL2: Computer aided learning in computer architecture laboratory. Computer Applications in
Engineering Education, 16(3), 172-188.
3. E. Mart, D. G., & Huang, C. J. (2006).A PBL Experience in the teaching of computer graphics. Medical Education, 25(1), 95-103.
4. Hmelo-Silver, C. E. (2004). Problem-based learning: what and how do students learn? Educational Psychology Review, 16(3), 235-266.
5. Leinhardt, G., & Steele, M. (2005). Seeing the complexity of standing to the side: instructional dialogues. Cognition and Instruction, 23(1), 87-163.
6. Licea, G. J., Jurez, R., Martnez, L. G., & Aguilar, L. (2008). Developing programming tools to reach a deeper understanding of advanced programming
concepts. Computer Applications in Engineering Education, 16(4), 305-314.
7. Mandal, P., & Wong, K. K., & Love, P. E. D. (2000). Internet-supported flexible learning environment for teaching system dynamics to engineering students.
Computer Aid engineering education, 8(1), 1-10.
8. Merrill, M. D. (2002). A pebble-in-the-pond model for instructional design. Performance Improvement, 41(7), 39-44.
9. Mias, C. (2008). Electronic problem based learning of electromagnetics through software development. Computer Applications in Engineering Education, 16(1),
12-20.
10. Nair, K. U. (2001). Adaptation to creation: progress of organizational learning and increasing complexity of learning systems. Systems Research and Behavioral Science,
18(6), 505-521.
11. Oliver, J., & Prim, M. (2005). Mixed-project-based learning methodology in computer / electronic engineering. SIGITE Conference 2005, 291-294.
12. Prince, K. J. A. H ., van Eijs, P. W. L. J., Boshuizen, H. P. A., van der Vleuten, C. P. M., & Scherpbier, A. J. J. A. (2005). General competencies of problem-based learning
(PBL) and non-PBL graduates. Medical Education, 39(4), 394-401.
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13. Redondo, M. A., & Bravo, C. (2005). DomoSim-TPC: collaborative problem solving to support the learning of domotical design. Computer Applications in Engineering
Education, 14(1), 9-19.
14. Schmidt, H. G., Vermeulen, L., & van der Molen, H. T. (2006). Longterm effects of problem-based learning: a comparison of competencies acquired by graduates of a
problem-based and a conventional medical school. Medical Education, 40(6),
562-567.
15. Wolfram, A., & Stefan, H. (2002). Problem-based learning versus lecture-based learning in a course of basic pharmacology: a controlled, randomized study. Medical
Education, 33(2), 106-113.
16. Yapp, C. H. W., & See, A. K. B. (2008). Teaching image processing: a two-step process. Computer Applications in Engineering Education, 16(3), 211-222.
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Blender
(Blender)
2008 5
1.
2.
3.
4. project 3 95 95~90 90~80 80~70 70
5. 1()23
6. ?
7. ?
8.
10% 10-40% 40-60% 60-90%
10%
9.
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30
(1)
(2)
(3)
(4)
(5)
(6)
(7)
(8)
(9)
(10)
(11)
(12)
(13)
blender
10. Blender
(1) Blender
(2) Blender
(3) Blender
(4)
(5) Blender
(6)
(7)
(8)
(9)
(10)
(11)
(12) Blender
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11. Blenderd
(1)
(2)
(3)
(4)
(5)
(6)
(7)
(8)
(9)
(10)
(11)
(12)
(13)
(14)
12. 2D CAD ?
13. 3D sketch up
?
14. Blender
?
15. blender
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16. Blender
Blender
17. ()
18. (g:move)r:rotate
s:scale
19. subsurf
20.
21.
22.
23. Subdivide
24. Bevel
25. k-key (Knife)
26. ( Clouds
Wood Magic Noise )
27.
28. (
Logo)
29.
30.
31. ( or ..)
32. (Wireframe)
33. Shift + P Render
34. Parent
35.
36. IPO curve
37. IPO curve
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33
38. parent
39.
40. cyclic
41. Armature Bone
42. Physics Engine
43. Game Engine
44. Game Engine (
)
45. G
46. Fields:
(Blender )
Problem-based learning
47. blender ?
48. ?
49.
10% 10-40% 40-60% 60-90%
10%
50. blender
40 20 10 5
1
51. blender