在不同的資訊科技之中,由於電子書具備了儲存性、多樣性、可攜性與方便性等優點,呈 現型態也較多元,並可以提昇學習動機與成效,於是使用電子書來輔助學習,已成為現今 教育現場之趨勢。然而,現今的電子書,大多是應用於一般學習者,少有研究電子書幫助 身心障礙者。而在各種不同的身心障礙中,肢體障礙患者(簡稱肢障者)特別需要被關注, 因為肢障者,在生活上不僅面對很多問題,而且生存環境也讓他們遇到許多障礙,包括: 物理環境障礙、心理障礙與社會環境障礙。有鑑於此,本計畫運用電子書幫助肢障者學習 問題解決。與以往的電子書不同之處在於本計畫將動畫片整合進入電子書,故稱為動畫電 子書。為配合各年齡層肢障者的需求,本計畫將多元化表徵與適性化技術嵌入進動畫電子 書。前者讓使用者自行選擇所需要的媒體、格式與工具;另一方面,後者則是根據不同年 齡層肢障者的需求,自動呈現所需要的媒體、格式與工具。此外,本計畫以實證研究來比 較肢障者對多元化動畫電子書與適性化動畫電子書的反應。從實證研究所獲得的結果,將 用來發展(1)使用者模型:了解肢障者在使用動畫電子書之需求;(2)設計準則:協助設計 者來開發兼容並蓄的動畫電子書,以容納不同年齡層肢障者間的個別差異性。 ;E-books offer many benefits, including storability, multimedia, portability and convenience. Additionally, researchers found that e-books can improve students’ learning performance and motivation. Accordingly, e-books are widely applied in current educational settings. However, e-books are majorly applied to support learning for ordinary people and there is a lack of research to use e-books to help handicapped people. Among various handicapped people, there is a need to pay attention to physical handicapped people because they meet many problems in their daily life, including physical environments, mental confidence and social interaction. Thus, the proposed project will develop an e-book to help physical handicapped people learn problem solving. Unlike most of e-books, we will incorporate animated films into the e-book, which will be, thus, named as an animated e-book in our project. Additionally, multiple representations and adaptive techniques will be employed to accommodate the needs and preferences of physical handicapped people at different ages. The former allows physical handicapped people to choose media, formats and tools by themselves while the latter automatically provides suitable media, formats and tools based on the needs of each individual. Empirical studies will be conducted to compare physical handicapped people’s reactions to the animated e-book with multiple representations and those to the e-book with adaptive techniques. The results from the empirical studies will be employed to create two outputs: (1) Dynamic User Models and (2) Design Guidelines. The dynamic user models are presented as graphic-based descriptions to illustrate the needs of physical handicapped people who interact with the animated e-book while design guidelines can help designers develop animated e-books that can accommodate the needs and preferences of different physical handicapped people.