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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

從行銷通路看台灣童書出版之發展

楊金都, Yang, K.T. Unknown Date (has links)
本研究者緣自1978年投入職場以來,長年從事出版行銷工作的背景和對童書情有獨鍾的偏愛心懷,在久經實務操作和用心觀察之後,撰述本研究。 本研究嘗試對台灣童書出版行銷通路發展的歷史軌跡和現況加以描述;對童書出版業的產業特質,加以剖析;並就數十年來蔚為主流的行銷管道:經銷,郵銷,和直銷等三種通路的特質,4P組合方式,成本結構,經營的關鍵成功因素,和其面對的主要難題等要項,加以分析、討論,並對通路的未來發展趨勢,概廓描繪。 本研究同時以天衛文化為個案,介紹其公司緣起,願景,組織,行銷通路運作網絡的結構和淵源,經營狀況和特色,瞭解其面對的問題和因應措施並提出建言,以供參考。 本研究的結論是對台灣童書出版產業全面、長期的發展,寄予厚望,除了市場、消費者、出版業者、通路業者都亟待觀念與技術的提昇、突破之外,也寄語政府當局妥當扮演適切的角色,不宜缺席。 本研究的綜合建議是: 一、童書的行銷通路,亟待競合重組的改造。 二、行銷通路的發展必須走向多元整合,追求綜效。 三、產業秩序與道德規範尚待塑造。 四、兒童教育理念的提升推廣,資訊化的加強是業界當前要務。 五、童書出版應以兒童為中心,要正視孩子的需求和影響力。 以上,為本研究記要,謹供閱者參考指正。
2

壞牙齒查理:電子童書的遊戲性探索 / Bad Tooth Charlie: exploration of the playfulness in electronic children’s book

吳怡潔, Wu, Yi Chieh Unknown Date (has links)
歷史中,童話故事以童書的呈現方式最歷久不衰,受各世代的孩童青睞,但其中一特殊文類「遊戲書」或稱「玩具書」,包括翻翻書、折拉書、洞洞書、立體劇場書或組合變形書等非平面圖書籍,在圖畫書中卻處於較邊陲的地位,許多老師甚至羞於將遊戲書當作課堂上教材,在兒童文學中遊戲書的討論常常是缺席的,但遊戲書真的較其他兒童文學或科普教育書籍不重要嗎?1959年兒童宣言強調,兒童遊戲娛樂目標應與受教育目標同等重要,兒童遊戲權利更在1989年聯合國兒童權利公約第三十一條中,受到明文規範,公約中強調各國都應該積極鼓勵兒童對遊戲權的近用,是故童書的遊戲性質不應被如此低估,甚者,在電子媒介的新疆域中,電子童書的遊戲性更需要被深入探索。 本文透過《壞牙齒查理》的創作,探討電子童書的遊戲性,希望這個創作文本可以同時包含平面童書的線性故事內涵,以及遊戲的娛樂性質。平面童書如玩具書透過機關的設計,提供兒童探索的樂趣,而電子童書可以提供的則是一個遊樂的空間,透過多媒體以及動態的設計,電子童書的臨場感可以讓兒童更投入於閱讀情境中,平面腳本與遊戲腳本對文本來說,等於是獨立的兩次性創作,《壞牙齒查理》的遊戲文本,將平面文本中的各場景整合成一個遊樂場,希望兒童行走於其中,不僅得到一個新故事,也在裡面玩了一趟。 / In Fairy tale field, children’s book is the most popular and widely spread media cherished by children from generation to generation. However, there is one particular type among children’s books, “Toy Book,” which is usually absent in the discussion. The playfulness of toy book should not be underestimated. Moreover, in the electronic media field, the playfulness of electronic children’s book should be explored and discovered as well. By creating “Bad Tooth Charlie”, this research aims to study the playfulness of electronic children’s book. “Bad Tooth Charlie” contains the story line of traditional children’s book and the entertainment factor of toy and interactive game. Through the design of multimedia and dynamic tricks, electronic children’s book can provide a virtual playground, a vivid presence feeling for kids and make them involving into the story even more. By reading “Bad Tooth Charlie” electronic children’s book, the little audiences can enjoy not only a brand new story, but also a great playing time.
3

電子童書與幼兒閱讀理解之研究

徐韶君, Hsu,Shao Chun Unknown Date (has links)
本研究採實驗研究法,旨在探討電子童書中,動畫與文本一致性及年齡對幼兒閱讀理解的影響。實驗採用的研究工具為Living-books系列之「小馬斯特上學去」的電子童書,研究樣本以台北縣市四所公私立幼稚園中大班幼兒為實驗對象,中班受試樣本30人,隨機選取各班人數分派至實驗二中;大班受試樣本60人,隨機選取各班人數分派至實驗一與實驗二中,實驗一分為實驗組(30人)與對照組(30人),實驗組閱讀動畫與文本一致之電子童書,對照組閱讀動畫與文本較不一致之電子童書。 本研究之實驗研究分為實驗一與實驗二,實驗一旨在分析大班幼兒閱讀動畫與文本一致性與否對閱讀理解的影響;實驗二旨在探討中班與大班幼兒閱讀電子童書時,其閱讀理解的差異。 閱讀理解評量以個別施測方式進行故事回憶測驗及故事理解測驗,其中故事理解測驗分為文意理解測驗及推論理解測驗。將所得的資料以單因子變異數及二因子混合設計變異數進行統計分析,以了解研究之結果。 研究結果顯示: 一、在閱讀動畫與文本一致性高之電子童書時,對於故事回憶測驗的得分,實驗組得分顯著高於對照組得分。 二、在閱讀動畫與文本一致性高之電子童書時,對於故事理解測驗的得分,實驗組不論在文意理解或推論理解上,得分皆顯著高於對照組得分。 三、大班組幼兒在故事回憶測驗上的得分顯著高於中班組幼兒的得分。 四、大班組幼兒在故事理解測驗上的總分顯著高於中班組幼兒。在文意理解測驗中,大班組得分顯著高於中班組得分,而推論理解的得分則未達到顯著性的差異。 五、故事回憶與故事理解的相關,在實驗一與實驗二中,不論是文意理解或推論理解,與故事回憶皆呈現顯著正相關。換句話說,閱讀動畫與文本較不一致之電子童書時,故事回憶量低,故事理解得分亦較低;而閱讀動畫與文本一致之電子童書時,故事回憶高,故事理解得分則較高。 研究者根據研究結果與限制,提出對教師、父母、出版商及未來研究方面的建議。 關鍵字:閱讀理解、動畫與文本一致性、電子童書、幼兒 / This study has two parts: one is to research the impact of coherence between text and animation on children’s reading. The other is to analyze the effect of ages on children’s reading comprehention while they read electronic story books. The research adopted one of a series of Living-books, called Little Monster At School. 30 aged 4 and 60 aged 5 children from public and private kindergartens of Taipei city and County participated in the study. There were 2 tasks. Tesk one was coherent text for experimental group. Task 2 was incoherent text for control group. The content of the two tasks was the same. After reading the electronic book, all children took memory test and comprehension test which was devided into 2 sub-score: fact comprehension and inference comprehension. Results are: 1. Memory test’s scores of experimental group is obviously higher than that of control group. 2. Reading comprehension scores of experimental group is also higher than that of control group. 3. Memory test’s scores of age 5 children is higher than age 4 children. 4. Age 5 children get higher total reading comprehension scores than age 4 children. Furthermore, they get higher score on fact questions. Scores of inference questions however, do not show age difference. 5. Memory and story reading comprehension scores have positive correlation. It reveals that children reading coherent animation and text have higher memory scores and higher comprehension scores. On the other hand, children who had the incoherent text had poor scores of both. Based on the results, researcher provides suggestions for teachers, parents and book publisher. Key words: reading comprehension, animation of electronic storybooks, coherence of text, kindergarten children.

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