Fall 2025 - Now | 我的通識。我設計 My General Education. My Design | 總策劃 Project Director
Fall 2025 - Now | 我的通識。我設計 My General Education. My Design | 總策劃 Project Director
活動宗旨:
發現中原:透過校園闖關與探索,認識校園故事、歷史與人物,深化對中原大學的理解。
畢業回憶:提供應屆畢業生在畢業季留下創意、趣味的校園回憶。
跨域學習:結合 STEAM 教育理念,跨領域融合科技、藝術、文化與社會知識,培養多元能力。
數位互動教育:利用 AR、AI、行動裝置與互動系統,將學習與校園探索結合,寓教於樂。
活動目標:
以遊戲化方式認識校園、培養科技素養與美感能力。
建立校內數位創新與跨域合作的示範模式,培養「數位科技種子力量」。
活動方式:
參與者使用手機登入遊戲系統,透過 AR 與定位尋找校園關卡,完成解謎與創意任務。
系統依完成速度與正確性進行排行榜競賽。
完成所有關卡後,可兌換文創紀念品與電子證書。
活動時間與地點:
時間:2026 年 6 月 1 日至 5 日,上午 9 時至下午 5 時(週一至週五)
地點:中原大學全校區(A、B、C 校區),服務台設於全人教育村北棟一樓
參與對象與人數:
中原大學教職員工生
主要對象:應屆畢業生
預估人數:500–800 人
特色亮點:
遊戲化探索校園,結合歷史故事與文化元素
AR、AI、互動系統科技加持
創意任務與排行榜競賽,提升趣味性與參與感
文創紀念品與電子證書作為活動回饋
Purpose:
Discover CYCU: Participants explore the campus through interactive challenges, learning about its stories, history, and people.
Graduation Memories: Provide graduating students with a fun and creative experience to leave memorable moments during graduation season.
Interdisciplinary Learning: Integrate STEAM education by combining science, technology, engineering, art, and mathematics, fostering cross-domain knowledge and skills.
Digital Interactive Education: Utilize AR, AI, mobile devices, and interactive systems to merge learning with campus exploration in a fun and educational way.
Objectives:
Introduce participants to the campus through gamified exploration while enhancing digital literacy and aesthetic appreciation.
Establish a model for campus digital innovation and interdisciplinary collaboration, cultivating a “digital technology seed force.”
Activity Format:
Participants use their mobile phones to log into the game system, navigate the campus via AR and GPS, and complete puzzles and creative tasks.
Performance is ranked based on speed and accuracy.
Completing all challenges allows participants to redeem cultural souvenirs and digital certificates.
Date and Location:
Date: June 1–5, 2026, Monday to Friday, 9:00 AM – 5:00 PM
Location: Entire CYCU campus (A, B, C campuses), service desk at Holistic Education Village North Building, 1st floor
Target Audience & Estimated Number:
CYCU students, faculty, and staff
Primary target: graduating students
Estimated participants: 500–800
Highlights:
Gamified campus exploration combining history and cultural storytelling
Use of AR, AI, and interactive technology
Creative tasks and leaderboard competitions for enhanced engagement
Cultural souvenirs and digital certificates as rewards