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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

失業勞工數位學習成效評估之研究—以輔助參加提升數位能力研習計畫者為對象

謝雅青 Unknown Date (has links)
本研究主要在評估「輔助失業者參加提升數位能力研習計畫」之成效,以該計畫之失業勞工為研究對象,且以Kirkpatrick的四個評估準則為研究架構,以了解不同學員屬性背景對數位學習成效的表現是否有差別。主要發現: 一、學員的基本屬性:學員多以女性、中高齡者、高中職學歷、受訓期間兩個月以上、詢問次數七次以上的失業者為最多。 二、學員對於課程內容、數位中心整體的滿意度,皆給予肯定且滿意的評價。可見,這是屬於大眾且普遍性的課程。 三、學員認同自我的學習成效:有七成以上的學員同意研習所學與結業證書對求職有幫助、課程對工作能力提升有幫助、受訓後能提升自信心。 四、後測成績:成績的好壞,不受學員之性別、年齡差異的影響。且,年齡較大、教育程度較低者,有比較高的成績,由此可以推定,此課程對於中高齡者、學歷為國中小的學員,受益程度較高。再者,參訓時間愈長,後測成績愈高。 五、受訓時數:年齡愈大、教育程度為國中小的學員,要花費較多的時間來參加訓練,才能達到預期的學習成效。 六、後測成績與受訓時數之關係:受訓時數愈長,後測成績愈高。可見,多參與課程能幫助學員得到更好的成績與學習成效。 綜合文獻與研究發現,作者認為該計畫可以增加學員回家練習課程內容之部分、並且將失業勞工之背景作分類,再進行數位學習、辦理失業勞工數位學習之進階班、針對產業企業界之需求,擬定數位學習課程,在失業勞工方面,也要學習改變參訓之心態。
2

雲端運算環境下學習社群服務導向架構平台之研究 / A study of service oriented architecture based learning communities platform in cloud computing environment

劉俊宏 Unknown Date (has links)
基於現行套裝式的數位學習平台功能擴充彈性不足,存在無法與他人進行有效互動的限制下,學習者的知識運用缺乏彈性、整合性與相連性。近年來,由於服務概念的普及,各服務供應商有逐漸活絡的現象;服務導向架構技術的逐漸成熟,許多網路服務標準的制定已臻完備;再加上已有多家廠商運用雲端運算的資源與服務重組的概念,使得企業能夠提供整合性的服務。 本研究秉持著「以人為核心,學習從社群開始進化」之概念,以雲端運算與服務導向架構為基礎,開發一個具有知識網絡概念的學習社群平台。透過本研究所提出的社群機制,學習者將藉由個人的學習入口與其他學習者進行互動,在相互學習下達成終身學習的目的。此外,在資料分級儲存的機制下,本研究將雲端上的資料有效地與本地端資料進行整合,如此將能充分利用雲端資源且能將關鍵的資訊掌握在自己的手中,透過此機制能消除將資料置放於雲端業者所產生資訊安全的疑慮。 最後,透過本研究的雲端運算學習社群服務導向架構平台,能讓傳統由上至下的「教育學習」導向的數位學習平台,轉型為新一代的以「知識網絡」導向的知識服務入口。本研究期望能提供學習市場「供」、「需」雙方的資訊媒合平台,由學習服務供應商針對不同課程與學習者之所需,提供客製化的數位學習教材與課程。
3

數位圖書館資訊架構對數位學習之學習成效影響研究-以自然與人文數位博物館為例 / A study on assessing the effects of information architecture of digital libraries on web-based learning performance- a case study on “The digital museum of nature & culture”

林上資, Lin, Shang Tzu Unknown Date (has links)
現今數位圖書館不僅止於將資源數位化,也必須提供館藏、資訊服務和學術活動整合的環境,並具有保存知識與有效支援學習的功能。本研究探究學習者利用數位圖書館支援數位學習時,數位圖書館的資訊架構設計是否影響學習者之學習成效,以及不同學習風格學習者對於數位圖書館提供的資訊架構,是否具有不同的資訊架構使用歷程與學習成效。本研究以國立自然科學博物館所屬之「自然與人文數位博物館」、Morae人機互動分析軟體以及Index of Learning Style(ILS)學習風格量表為研究工具,並利用「自然與人文數位博物館」進行數位圖書館支援數位學習之學習任務,據此探究數位圖書館資訊架構設計是否影響數位學習之學習成效。本研究結果指出數位圖書館支援數位學習具有良好的學習成效,在資訊架構影響學習成效部分發現,組織系統是影響學習成效的主因,並且不同學習成效學習者使用數位圖書館之資訊架構行為具有差異;總體型學習者之學習成效優於循序型學習者;學習成效較佳以及總體型學習者仰賴組織系統較多;而學習成效較差及循序型學習者則仰賴搜尋系統較多。 / Modern digital libraries not only digitalize resources, they are also required to provide an environment which integrates collection provision, information services, and academic activities, in addition to their functions of preserving knowledge and effectively supporting learning. This study investigated whether the design of the information structure of a digital library influences learning performance when learners use the digital library to supplement digital learning, and whether learners of different learning styles have different experiences and learning efficiency through the course of using different information architectures. The present study chose the Digital Museum of Nature and Culture established by the National Museum of Natural Science, Morae (a usability testing software), and the Index of Learning Style (ILS) as its research tools. This study used the Digital Museum of Nature and Culture to supplement digital learning tasks, thereby investigating whether the design of the information architecture of a digital library influenced digital learning efficiency. The present study suggested that the supplementation of digital learning with a digital library resulted in excellent learning efficiency. Regarding the influence of information architecture on learning efficiency, it was found that the organizational system was crucial to learning efficiency. Furthermore, learners with different learning efficiency displayed different behavior when using the information architecture of the digital library. It was found that the learning efficiency of global learners was better than that of sequential learners. Global learners and those learners with superior learning efficiency relied more heavily on the organizational system, while sequential learners and those learners with inferior learning efficiency relied more heavily on the search system.
4

數位學習碩士班研究生線上學習、圖書館使用與學習成效之研究 / Study on Online Learning, Library Use and Learning Outcomes for E-learning Master’s Students

張艾琦 Unknown Date (has links)
時至今日,透過網路,人們學習的管道更加多元,線上學習可以讓學習者有更多的選擇,本研究以我國數位碩士在職專班為研究對象,為線上學習者,又兼具學生與工作者兩種角色,與一般全職學生不管是在上課或使用圖書館情形上都有很大的差異。故本研究目的為:一、探討我國數位在職專班生的特質與數位學習經驗;二、探討數位在職專班生利用圖書館服務與電子資源情況;三、探討數位在職專班生評量教學成效、課程平臺與教材、與圖書館滿意度的看法;四、探討影響數位在職專班生學習成效的因素。期望能對數位在職專班生有更深一層的瞭解,提供更優質的線上學程以及讓圖書館為線上學習者提供更完善的服務,吸引更多潛在的使用者使用圖書館的資源與服務。 本研究透過訪談與問卷調查法的方式,分別針對六位數位在職專班生的訪談結果與196位數位在職專班生問卷調查結果進行分析,研究結果顯示:(一)數位在職專班生女性多於男性,平均年齡介於31歲至40之間,修習數位學程的原因會受到居住地與就職地的影響;(二)數位在職專生的自我效能高;(三)數位在職專班生修課動機為「自我追求」,且選擇線上課程時會考量家庭、工作與通勤時間等因素;(四)數位在職專班生使用大學圖書館的目的主要為:專題報告與課業學習需求,且多透過以網路的方式取用,並以使用電子資源的頻率最為頻繁,較少使用圖書館提供的虛擬參考服務。(五)數位在職專班生肯定教學成效且自評學習成效良好但對課程平台評價較低。(六)數位在職專班生對圖書館滿意度高。此外,本研究亦發現「教學成效」、「課程平臺與教材」、「圖書館滿意度」、「自我效能高低」、「年級」、「電子資源使用」皆與「學生自評學習成效」相關,意即當學生對這些因素感受愈高時,其自評學習成效會愈好。根據獲得之結論,本研究針對數位學程與圖書館兩方面提出建議。 / Nowadays, through the Internet, online learning provides learners with more accesses to gaining knowledge. Online students, usually, are different from common students regarding class situations and library use. The objects of this research are master’s students, who are online learners, and are on-the-job, unlike full-time students. The aims of this study are as follows: 1. To explore the characteristics and E-learning experience of E-learning master’s students. 2. To examine E-learning master’s students' utilization of library services and electronic resources. 3. To discuss students' instructional evaluaton and opinions on online course platforms, teaching materials, and satisfaction with libraries. 4. To investigate the factors that affect the learning outcomes of E-learning master’s students. Via interviews and survey questionnaires, this study respectively analyzes interview outcomes of 6 E-learning master’s students and questionnaire results of 196 E-learning master’s students, and the results and conclusions are as follows: (1) There are more women than men in the E-learning master’s students, of whom the average age is between 31 years old to 40, and the master’s students' sites of residence or their workplace play a dominant role in influencing them to choose digital curriculums. (2) The self-efficacy of E-learning master’s students is high. (3) The motivation of most E-learning master’s students is"self-seeking", and the E-learning master’s students consider their families, works and their commute time when selecting online curriculums. (4) Most E-learning master’s students' purposes of using university libraries are to prepare reports and to obtain learning resources, and they often use library resoueces through the Internet access, in addition, the E-learning master’s students most frequently use electronic resources, while less use virtual reference services of libraries. (5) The E-learning master’s students give recognition to the instructional effectiveness of E-learning curriculums and their self-perceived learning effectiveness is good, but they have less positive comments on online course platforms. (6) The E-learning master’s students have high satisfaction with libraries. Furthermore, this study also finds that: The "instructional effectiveness," "online course platforms," "satisfaction with libraries," "self-efficacy," "grade," and "utilization of electronic resources" are related to the "self-perceived learning outcomes of the E-learning master’s students".Based on the above finding, this study provides suggestions for both digital curriculums and libraries.
5

數位教學輔助系統設計-以國中幾何教學為例

李樺瑾 Unknown Date (has links)
運用資訊及電腦科技的數位學習,漸漸改變許多人的學習方式。過去有許多數位學習之相關研究,大多從認知心理學、學習風格等學習理論面向,探討數位學習者的動機、參與態度、行為、滿意度、學習成效等;但是對於數位學習的內容應如何設計以達到滿意度與學習成效卻甚少研究,且使用者(教學者/學習者)在數位學習的設計過程中往往缺席。而事實上使用者的需求,才是數位學習設計的核心。 本研究以國中幾何為例,探討數位教學輔助系統之設計應如何融入學習活動。亦即以使用者為中心,了解其需求,考量上課情境及學習能力。於開發過程反覆請使用者評估並將回饋意見納入下一輪的設計。系統完成後,請使用者在課堂實際教學情境中運用本系統進行學習活動。 評估結果顯示,系統的內容與教學概念緊密扣連,其互動控制程度及回饋方式提供老師、學生可以逐步並重覆學習,達到教學目標。同時學生認為這樣的上課方式較專注、容易學習、新鮮有趣。因此,本研究所主張之設計方法達到實質成效,並且創造良好、愉悅的教學/學習經驗。 / E-learning has shaped and transformed the ways people learn. Previous e-learning related researches have focused much on the motives, attitudes, behaviors, satisfactions and effectiveness of the learners. However, the users’ (teacher/learner) learning activities have never been taken into consideration during the e-learning design process. The research intends to bridge the gap between the learning activities and the design process. During the initial design stage, the researcher interviewed Math teachers from several junior high schools to identify the suitable e-learning subjects which are too abstract to teach otherwise. After the discussion, Geometry was chosen for the e-learning subject. Through the entire design cycle, whether or not the system meets the teaching objects, students’ learning capacities, and classroom environments were iteratively evaluated and modified. The math teachers were involved in the entire design process. At the end, the completed system was used by teachers in their real math classes. From the results of evaluation, we find that the e-learning system has highly linked to the teaching concepts. The system provides enough interactive controls and feedbacks that allow teachers and students’ to set their own paces to learn gradually or repeatedly. Students agree that this learning process helps them to concentrate more, and achieve better performances. In addition, this e-learning system through the proposed designing process causes a more positive, pleasure and effective learning/teaching experiences.
6

網路資訊尋求策略融入數位學習之研究-以Big6結合WebQuest於Moodle為例 / E-learning and information-seeking strategies:Combining Big6 and WebQuest on moodle

謝章威, Sia, Chong Wee Unknown Date (has links)
數位學習近年來快速成長,網路主題探究式學習已經成為人們關注的新學習模式之一,WebQuest是一種非常成熟的網路學習模式,學習者使用的資訊來源多數來自網際網路,由教學者規劃與指引學習過程給學習者,讓學習者可以循序漸進地進行主題探究式學習。眾多研究結果發現,WebQuest學習模式的確有助於提升學習者的高層次思考、合作學習、問題解決能力,因此,WebQuest成為許多教學者與學生喜歡使用的網路學習模式之一。 WebQuest由教學者篩選網路資源給學生,故學生不需自行搜尋資源,考量到資訊社會的來臨,在資訊過載的時代,想要從網際網路上的巨量資訊中,有條理地處理複雜資訊,培養學生的資訊尋求策略在所難免。資訊教育已成為全球發展重要議題,也是我國九年一貫新課程的七大議題之一,而資訊尋求策略與九年一貫資訊教育目標的關係密切,Big6也被認為是培養資訊素養的最佳途徑。 因此,本研究將Big6技能融入WebQuest學習模式之概念,讓學生透過主題探究所提供的鷹架引導學習的同時,也可以訓練學生對資訊的搜尋、處理、分析、展示與應用的能力,希望接近與九年一貫所設定的資訊教育之核心能力目標,並且實作一雛型來驗證此概念。本研究結果顯示Big6技能適合融入WebQuest網路學習模式,而WebQuest & Big6之概念可於Moodle教學平台實現,希望未來提供教學者及學習者使用。 / In recent years, e-learning has developed rapidly and inquiry-based learning network such as WebQuest has become one of the most prominent and latest modes of learning and absorbing knowledge. WebQuest is a sophisticated e-learning tool in which most of the information provided to the learners comes from the web. However, the webs provided are tailor-made and carefully selected by the educators so the learners can engage in the inquiry-oriented lesson step by step and without deviating from the right course. Furthermore, many scholars has discovered that this particular pattern of learning has proven efficient for internet learners to enhance their skills in higher-order thinking, cooperative thinking as well as problem solving. Given these advantages, it is indisputable that why WebQuests is well received by both educators and learners. In view of we are living in an information society where information overloads, it is hence immensely difficult for internet users to select and process viable internet resources. In dealing with this problem, in WebQuest, it is the educators who are responsible to sieve out useful internet resources for the learners instead of leaving them alone and helpless with abundant information. With IT education has become one of the important issues of global development, it is extremely essential to cultivate internet users with such selective skill. Taiwan, in particular, has even listed IT education as one of the Seven Issues within the Grade 1-9 Curriculum. As the Grade 1-9 Curriculum and information seeking strategies are intimately related to each other, the information problem-solving process model of Big6 is thus deemed as the optimal way of cultivating one’s information literacy. Apart from guiding the internet learners with the scaffold of the inquiry-oriented learning WebQuest, my research, moreover, intends to integrate both the Big6 process model and WebQuest together in order to enhance learners’ ability in internet resources searching, processing, analyzing, displaying and application, as so to achieve the goal of the Grade 1-9 Curriculum in promoting IT education. In addition, I will develop a prototype to validate my conception of the combination between Big6 and WebQuest. The result of my research, besides indicating that Big6 can be integrated with WebQuest, has also proven that the combination’s viability on the Moodle’s platform, which I anticipate, will be facilitating both the educators and the learners in the coming future.
7

數位學習產品之產品特性對消費者知覺及產品滿意度之研究-以階梯數位學院為例

張誌銘 Unknown Date (has links)
數位內容產業的五個核心子產業中,數位學習產業是台灣具有相對較佳全球競爭力的領域。本研究從購買者的角度出發,引用科技接受模式(TAM) ,建構消費性數位學習產品之產品特性如何影響產品購買者之知覺及產品滿意度的評估模式,並進一步根據研究結果對業者提出具體建議。 本研究透過文獻瞭解影響數位學習產品購買者滿意度的產品特性及變數間之路徑關係,進而發展研究問卷;以大台北地區之購買者為樣本進行問卷調查;應用敘述性統計、路徑分析及單因子變異數分析等統計方法及問卷調查所得資料進行分析與推論。 根據有效樣本的歸納結果發現,購買者以36~40歲、大專學歷、從商、家庭每月總收入約8萬至12萬間者為多。顯示此產品的購買者主要以小康家庭的父母為主。 由路徑分析結果可知,數位學習產品的三項重要特性當中,產品互動性是影響產品滿意度之最重要因素,內容豐富性次之,產品便利性又次之。反應出購買者最重視數位學習產品是否能夠有效做到介面互動、教材互動與人際互動。此外,購買者亦相當重視產品內容能否幫助購買者減輕經濟負擔及教改一綱多本所導致的困擾。 路徑分析結果亦揭露了購買者對數位學習產品的知覺有用性較知覺易用性對產品滿意度有更大的影響;因此,業者在媒體行銷策略之重點上,仍難免如傳統補教業者訴諸見證的廣宣手法;此外,業者也應進一歩進行數位學習學習與認知之基礎研究,實質探討如何有效提升購買者之知覺有用性。 由單因子變異數分析結果可知,購買者的背景差異會影響其產品滿意度。因此,業者可以在市場區隔、產品組合、定價方式等政策執行面上考量更有彈性做法;並根據顧客資料,重點加強客服作業,彌補業務通路體系之不足,以建立更佳的產品口碑。 / In five nucleus sub- industries of the digital content industry, the e-learning industry is the realm that Taiwan has an opposite global competitive advantage. This study bases on the angle of purchaser, quotes from the Technology Acceptance Model (TAM), tries to construct a valuation model to study how characteristics of e-learning products could influence the consciousness and the product satisfaction of the purchaser. Furthermore, this study will make suggestions to the suppliers according to the statistical analysis. We develop a questionnaire after recognizing the path relations between the variables and the characteristics (convenience, interaction, content abundance) which influence the e-learning product satisfaction through the previous studies. Then carry on analysis and inferences by applying convenience sampling, description statistical analysis, path analysis, and single factor variation analysis etc. According to the valid samples, it induces that middle-class families are the mainly purchaser group of ladder100. And by the path analysis, the results show that the interaction is the most important of three factors which influence the e-learning product satisfaction, and then sequentially the content abundance and the product convenience. The path analysis also reveals that purchasers’ perceived usefulness has greater influence to the e-learning product satisfaction than purchasers’ perceived ease –of –use. By single factor variation analysis, we know that purchasers’ different back ground will influence their product satisfaction.
8

我國高等教育數位學習發展策略與品質認證規劃之研究

徐敏珠 Unknown Date (has links)
近年來國內外的數位學習發展快速,在高等教育上的發展尤為突出。根據英國經濟學人(EIU)的調查發現數位學習有助於提升國家競爭力與縮短數位落差,因此世界各國莫不將之視為知識經濟時代的關鍵競爭策略。尤其在全球化與WTO的體制下,國內的服務業環境為之丕變,不只工商農業等市場面臨全球競爭的壓力,高等教育市場也將面對來自國外競爭者的威脅,但也可視為我國教育服務業進入國際市場的契機。所以我國高等教育將因激烈的競爭而局蹐不安,或充分把握市場開放與自由化的契機,獲得永續發展,端視我們如何面對挑戰、因應與調適。 當此數位學習狂潮席捲全球,以及全球教育市場開放下,使學習者得以接觸與獲得更多學習機會的同時,也將造成國內學校極大的生存競爭與壓力。當各大學竭盡各種策略或利用數位學習來招徠學生時,可能致使部分學生的學習產出品質未充分受到重視,造成質量失衡。 因此,本研究將探討目前國內高等教育所面臨之社會變遷、科技發展的環境,思考國內高等教育推動數位學習之可行策略。本研究首先進行SWOT分析,從高等教育數位學習發展環境之變化與限制來提出數位學習發展之討論議題;其次,根據討論議題設計問卷以調查國內大專院校教職員對高等教育數位學習發展之意見;再者,根據專家焦點團體對問卷結果與議題之討論過程,提出更具體化之策略議題,作為專家焦點團體進一步之討論內容,透過重複不斷的討論過程凝聚共識,進而獲得我國高等教育數位學習之發展策略。最後,根據發展策略的建議,召開專家焦點團體會議,規劃符合我國需求之數位學習品質認證制度。依據上述研究歷程與結果,提出本研究的結論與建議,期能對政府、學校發展數位學習有所貢獻。 本研究提出之高等教育數位學習發展策略,包含「環境面」、「管理面」、「教學面」,以及「市場面」等,共16項策略: 一、環境面:(1)成立具備統籌資源與推動發展國內數位學習之組織;(2)培育國內數位學習領域專業人才;(3)建立數位智慧財產權管理環境;(4)推動建立與國際接軌之數位學習平台標準。 二、管理面:(1)放寬數位學習學分與學位之限制;(2)建立數位學習品質認證機制;(3)建立數位學習教師激勵機制;(4)大學評鑑可納入數位學習項目。(5)推動大學院校的數位學習發展規劃;(6)推動跨校合作與國際策略聯盟。 三、教學面:(1)成立在地數位學習輔導中心;(2)以混成模式為主要學習模式;(3)引用在地化實例為教學內涵。 四、市場面:(1)拓展全球華語文市場;(2)發展國際級之數位學習課程;(3)以推廣教育或成人教育為利基。 本研究所規劃之我國高等教育數位學習認證制度,係以確保數位學習品質為主要目的,其重點有四項:(1)建立品質認證架構,規劃認證與輔導工作的權責區分,並建立數位學習認證的督導機制。(2)認證的類型分為辦學機構認證、數位課程認證、數位教材認證等三個類別,各類認證分別訂定其專屬的認證規範標準與認證程序。(3)數位學習認證是由各校自主決定申請與否,不是強制性行動。(4)通過認證之辦學機構、課程與教材,可提高數位學習學分占畢業總學分數之比例。
9

數位學習產品之產品特性對消費者知覺及產品滿意度之研究-以階梯數位學院為例

張誌銘 January 1994 (has links)
數位內容產業的五個核心子產業中,數位學習產業是台灣具有相對較佳全球競爭力的領域。本研究從購買者的角度出發,引用科技接受模式(TAM) ,建構消費性數位學習產品之產品特性如何影響產品購買者之知覺及產品滿意度的評估模式,並進一步根據研究結果對業者提出具體建議。 本研究透過文獻瞭解影響數位學習產品購買者滿意度的產品特性及變數間之路徑關係,進而發展研究問卷;以大台北地區之購買者為樣本進行問卷調查;應用敘述性統計、路徑分析及單因子變異數分析等統計方法及問卷調查所得資料進行分析與推論。 根據有效樣本的歸納結果發現,購買者以36~40歲、大專學歷、從商、家庭每月總收入約8萬至12萬間者為多。顯示此產品的購買者主要以小康家庭的父母為主。 由路徑分析結果可知,數位學習產品的三項重要特性當中,產品互動性是影響產品滿意度之最重要因素,內容豐富性次之,產品便利性又次之。反應出購買者最重視數位學習產品是否能夠有效做到介面互動、教材互動與人際互動。此外,購買者亦相當重視產品內容能否幫助購買者減輕經濟負擔及教改一綱多本所導致的困擾。 路徑分析結果亦揭露了購買者對數位學習產品的知覺有用性較知覺易用性對產品滿意度有更大的影響;因此,業者在媒體行銷策略之重點上,仍難免如傳統補教業者訴諸見證的廣宣手法;此外,業者也應進一歩進行數位學習學習與認知之基礎研究,實質探討如何有效提升購買者之知覺有用性。 由單因子變異數分析結果可知,購買者的背景差異會影響其產品滿意度。因此,業者可以在市場區隔、產品組合、定價方式等政策執行面上考量更有彈性做法;並根據顧客資料,重點加強客服作業,彌補業務通路體系之不足,以建立更佳的產品口碑。 / In five nucleus sub- industries of the digital content industry, the e-learning industry is the realm that Taiwan has an opposite global competitive advantage. This study bases on the angle of purchaser, quotes from the Technology Acceptance Model (TAM), tries to construct a valuation model to study how characteristics of e-learning products could influence the consciousness and the product satisfaction of the purchaser. Furthermore, this study will make suggestions to the suppliers according to the statistical analysis. We develop a questionnaire after recognizing the path relations between the variables and the characteristics (convenience, interaction, content abundance) which influence the e-learning product satisfaction through the previous studies. Then carry on analysis and inferences by applying convenience sampling, description statistical analysis, path analysis, and single factor variation analysis etc. According to the valid samples, it induces that middle-class families are the mainly purchaser group of ladder100. And by the path analysis, the results show that the interaction is the most important of three factors which influence the e-learning product satisfaction, and then sequentially the content abundance and the product convenience. The path analysis also reveals that purchasers’ perceived usefulness has greater influence to the e-learning product satisfaction than purchasers’ perceived ease –of –use. By single factor variation analysis, we know that purchasers’ different back ground will influence their product satisfaction. / 第一章 緒論 1 第一節 研究背景 1 第二節 研究動機 5 第三節 研究目的 6 第二章 文獻探討 7 第一節 數位學習 7 第二節 數位學習產業之現況 12 第三節 階梯數位學院 14 第四節 科技接受模型理論 18 第五節 外部變數推導 23 第六節 消費者滿意度 30 第三章 研究方法 34 第一節 研究架構及研究假說 34 第二節 研究變數之操作性定義 40 第三節 問卷設計與調查過程 43 第四節 統計分析方法 45 第四章 研究結果與分析 47 第一節 樣本基本資料分析 47 第二節 信度分析 51 第三節 假說檢定之路徑分析 53 第四節 單因子變異數分析 62 第五章 結論與建議 75 第一節 結論與建議 75 第二節 研究限制與後續研究建議 80 參考文獻 82 中文文獻 82 英文文獻 84 附件 正式問卷 88 表目錄 表2.3.1 階梯數位學院線上課程分類 16 表3.2.1 學習便利性衡量題項 40 表3.2.2 學習互動性衡量題項 40 表3.2.3 內容豐富性衡量題項 41 表3.2.4 知覺易用性衡量題項 41 表3.2.5 知覺有用性衡量題項 42 表3.2.6 產品滿意度衡量題項 42 表4.1.1 樣本基本資料表 48 表4.2.1 數位學習產品購買者滿意度調查表之信度分析結果 51 表4.3.1 因果關係影響路徑及效果分類表 54 表4.3.2 模式總檢定結果摘要表 55 表4.3.3 路徑分析邊際檢定結果摘要表 59 表4.3.4 本研究之假說檢定結果彙整表 56 表4.3.5 路徑分析各項效果總表 58 表4.4.1 性別對各構面之獨立樣本T檢定結果 62 表4.4.2 年齡對各變項之單因子變異數分析總檢定結果 63 表4.4.3 年齡對產品滿意度之單因子變異數邊際檢定結果 64 表4.4.4 職業對各變項之單因子變異數分析總檢定結果 64 表4.4.5 職業對各構面之單因子變異數邊際檢定結果 65 表4.4.6 教育程度對各變項之單因子變異數分析總檢定結果 67 表4.4.7 教育程度對各構面之單因子變異數邊際檢定結果 68 表4.4.8 家庭總收入對各變項之單因子變異數分析總檢定結果 70 表4.4.9 教育程度對各構面之單因子變異數邊際檢定結果 71 表4.4.10 小孩數對各變項之單因子變異數分析總檢定結果 73 表4.4.11 家庭小孩數對知覺有用性之單因子變異數邊際檢定結果 74 圖目錄 圖2.3.1 理性行為理論 18 圖2.3.2 科技接受模式 20 圖3.3.1 研究架構 35 圖4.3.1 路徑分析邊際檢定結果 56
10

數位學習產業新創事業資源演變歷程探討

曾威霖 Unknown Date (has links)
Peter F. Drucker在1985年提出「創業型經濟體系」概念,認為創新與創業精神應是今日組織、經濟及社會賴以存續的主要活動,此外根據中小企業處統計:台灣每年約有10萬家新成立的企業,而且中小企業佔台灣所有廠商數目比例達96%以上,因此中小企業一直是台灣經濟成長的重要支柱,本研究希望能透過瞭解新創事業之資源演變情形,得到一些對創業家有幫助的建議。 本研究以數位學習產業之新創事業為研究對象,個案公司有勝典科技、旭聯科技、天下趨勢、育□數位科技,研究上將新創事業之發展分成三階段,分別觀察個案公司在各階段之資源演變情形。本研究之研究發現如下: 1. 領導者的背景會影響其所看到的機會。 2. 新創事業第一、二階段之行為模式主要是不斷針對市場機會進行動態調整,努力抓住機會,因此在資源運用上較發散。 3. 新創事業在第三階段之資源運用上大都採用集中強化策略。 4. 新創事業在第三階段會因為之前所累積之資源狀況而影響其機會選擇。 5. 數位學習產業中新創事業最需要獲取的關鍵資源前幾名分別為「合作網絡」、「銷售人才」、「整合性人才」、「流程標準化」、「顧客開發能力」,這些都屬於無形資產或能力。 6. 數位學習產業中新創事業最需要獲取的關鍵資源很難取得,部分關鍵資源至今仍非常缺乏。 7. 數位學習產業中新創事業會與顧客共同演化。 8. 數位學習產業中顧客的固著性很高。 9. 數位學習產業中新創事業在第三階段時與主要合作伙伴間會有共同演化現象。 10. 雖然廠商選擇專注於平台領域之思考重點為以標準品方式銷售,但實際上平台產品客製化程度很高。 11. 在數位學習產業的專案中,平台業者常常是各內容提供廠商的統合者。 12. 數位學習產業廠商正逐步脫離「鴻溝」階段。 / In 1985, Peter F. Drucker brought up the concept of entrepreneurial economic system. He thought the entrepreneurial spirit is the inevitable essence of social and economic activities today. According to the statistic from the government, there are about 100,000 new venture established in Taiwan every year, and the proportion of small and medium enterprises to total companies is over 96%. Therefore, small and medium enterprises are always the essential strength of economic growing in Taiwan. This research hopes to provide some useful suggestions to entrepreneur by observing the resources evolvement in new ventures. The research observed four companies in e-learning industry. We divide the new venture developing duration into three periods. After researching, we had those discoveries as below. 1.When the leader discovers or judges the opportunity, his background is an importance influencing factor. 2.In the first or second period, the main acting mode is adjusting and trying to catch market opportunities, so the resources using in new venture are more diverse and dynamic. 3.In the third period, most new ventures use the focus strategy. 4.In the third period, new ventures’ opportunities choosing would be influenced by resources which they accumulate before. 5.In the e-learning industry, the key resources are “networking”, “sales talent”, “integrating talent”, “operation standard process making”, and “customer exploiting”. Most of them belong to intangible assets. 6.In the e-learning industry, it is hard to get for those key resources, and some of them are still lacking until now. 7.In the e-learning industry, new venture and his customer are evolving together. 8.In the e-learning industry, the customers are seldom to change their cooperating companies. 9.In the e-learning industry, new venture and his core cooperating corporate would evolve together in the third period. 10.Even thought the portico companies want to make their production standardization, the customer-designed degree in portico production is very huge. 11.In the e-learning industry, the portico company in projection often plays a resource integrating role. 12.The companies in e-learning industry are leaving the “huge gap” step by step.

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