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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.
51

實質選擇權模型應用在線上遊戲產業的評價

楊松穆, Yang, Song-Mu Unknown Date (has links)
當傳統財務理論的現金流量折現模型,對評價網際網路面臨挑戰時,如何評價網際網路便成為學者們探討的課題。 本研究探討以實質選擇權法來評估高科技公司之股價。本研究以Schwartz及Moon(2001)模型為主,逐步推演出公司價值。考慮公司負債狀況,以實質選擇權模型來評估線上遊戲公司—智冠科技每股價值。本篇文章另外考慮當公司受到產業競爭、公司發佈推出新產品等個別的訊息時,營業收入會受到相當大的影響。因此在公司營收波動方面加入跳躍過程。本研究加入跳躍過程的修正模型,經模型測試後發現比Schwartz及Moon(2001)模型,更能預測股價。 以2000年第一季至2003年第一季為止之財務報告資訊估計參數,並採蒙地卡羅模擬法求出實質選擇權法模型股價,為每股新台幣103.32元,與智冠科技2003年5月14日的收盤價為102.5元比較,可知利用實質選擇權法所求出的理論股價與實際股價相當接近,所以實質選擇權法不失為評估理論股價的一種評價模型。 由敏感度分析結果,可知影響智冠科技股價的重要參數為:期初營業收入、期初預期收入成長率的標準差、長期收入成長率、營收成長率之回復平均參數、長期變動成本參數、正負面事件發生跳躍的頻率。
52

線上學習關鍵事件比較研究

張敬岳, Chang, Jing Yue Unknown Date (has links)
線上學習(又稱「遠距教學」)在各領域的應用近年來不斷成長,學校教育當中也有越來越多的課程使用線上學習來實施教學工作。因為線上學習有別於一般傳統教學,具有資訊科技的介入,因此線上學習能帶來那些有別於傳統面授的效益是研究者所關心的,希望能經由滿意因素比較研究,了解線上學習的效益。 本研究是採用關鍵事例法(CIT)所做的質性研究,研究對象是國立政治大學線上學習的使用者(包含學生、助教和老師),用電話訪談或面談的方式來蒐集使用滿意╱不滿意的事件。研究將線上學習課程分成「同步」、「面授錄影」、「面授與非同步」及「線上非同步」四種類型,並配合課程結構問卷,對學生學習滿意進行分析,接著再比較助教、老師的滿意因素,找出三者個別的滿意原因,再經由整合比較找出整體的滿意╱不滿意因素。研究發現: (一)影響學生線上學習滿意╱不滿意的因素,共有「教學熱誠和技巧」、「情感互動」、「回饋互動」、「知識互動」、「資訊傳輸」、「教學系統軟硬體使用」、「課程設計」與「非電腦類教室設備」八類。 (二)影響助教線上學習滿意╱不滿意的因素,共有「動機需求」和「資訊科技介入對工作績效影響」二大原因。其中,動機需求含有「工作報酬」、「成就」、「社會需求(對老師)」、「社會需求(對學生)」四類;資訊科技介入有「系統使用流暢性」、「系統功能對教學效果影響」與「教學支援」三類。 (三)影響老師線上學習滿意╱不滿意的因素,共有「正面效益」和「負面效益」二大原因。正面效益的方面有「科技效益認知(樂觀)」、「創新求變」二類,負面效益則有「功能存疑」、「適應不良」與「技術和人力支援」三類。 (四)科技介入對於學生助教和老師的滿意都會有影響,但影響不同。 關鍵詞:線上學習、關鍵事例法、學習滿意 / Distance- Learning (also called “E- Learning”) keeps in growing as it applies to each field in recent years, as well as more and more courses uses Distance- learning for teaching in school education. Distance- Learning differs toward Traditional Learning because of the infusion from information technology; therefore the efficiency that Distance- Learning brings which differentiates from Traditional Learning is concerned by researcher through comparing satisfaction factors in this study to understand the benefit of Distance- Learning. This study adapt Critical Incident Technique (CIT) as qualitative research, research subject is Distance- Learning users (contains student, teaching assistant and lecturer) from National Chengchi University, which uses telephone surveys or face- to- face interview to collect usage satisfaction/dissatisfaction incident. This study categories Distance- Learning into “Synchronous”、“Personal Instruction and Video Recording”、 “Personal Instruction and Asynchronous” and “Distance Asynchronous” by incorporating course structure questionnaire to proceed student satisfaction analysis, followed by comparing satisfaction factors from teaching assistant and lecturer to find out individual satisfaction factors. Through integration and comparison of overall satisfaction/dissatisfaction factors, study result shows: (1) Factors influence Distance- Learning students’ satisfaction/dissatisfactions are “Teaching Enthusiasm and Skill”、“Emotional Interaction”、“Feedback Interaction”、“Knowledge Interaction”、“Information Transmission”、“Distance- Learning System Hardware/Software Usage”、“Curriculum Design” and “Non- computerized class facility”. (2) Factors influence Distance- Learning teaching assistants’ satisfaction /dissatisfactions are “Motivational Needs” and “Influences of Information Technology infusion toward Work Performance”. There are “Working Salary”、“Achievement”、“Social Needs (to lecturer)”、“Social Needs (to student)” within “Motivational Needs”; while “Information Technology Infusion” has “Fluent usage of System”、“Influences of System Function toward Teaching Effect” and “Teaching Support”. (3) Factors influence Distance- Learning lecturers’ satisfaction/dissatisfactions are “Positive Efficiency” and “Negative Efficiency”. “Positive Efficiency” has “Recognition of Technology Efficiency (optimism)” and “Innovativeness”, while “Negative Efficiency” has “Insecurity”、“Discomfort”、“Technical and Human Support”. (4)Technology infusion influences students’、teaching assistants’ and lecturers’ satisfaction, but with different influence. Keywords: Distance- Learning, Critical Incident Technique (CIT), Learning Satisfaction
53

商業智慧應用之研究-以銷售分析為例

吳文宗 Unknown Date (has links)
根據<CFO Magazine>調查,75%的高階主管在面臨擬定策略時,通常無法獲得即時且完整的資訊,以致於在競爭激烈的產業環境中,失去了主動出擊的機會,也錯失了替公司創造財富的機會。 企業要提升競爭力,除了與企業本身運作的良窳相關外,也與整體的資訊支援能力有高度的關係。企業相關資訊系統的資訊如何作適度的整合,以利相關使用者,因此導入整合管理、決策與資訊科技的商業智慧系統,對內可以提升管理績效,對外以形成競爭優勢,實際化資訊為行動,並將其績效評估以指標式呈現,藉助有效的績效管理來提升服務,降低管理成本,以求競爭力的提升。Kaplan and Norton在平衡計分卡一書上說「如果您不能對他進行衡量,您便無法管理它」。 在傳統資訊應用的環境裡,只要使用者一有資訊的需求,就會要求資訊人員設計程式來列印所需的報表,或查詢所需的資訊,但也因為要更深入瞭解報表的內容,所以需要用更多的報表來作補充說明,如此就陷入了所謂的「傳統報表的惡性循環」裡,而使用者卻感覺永遠少一張報表。 「Get the right information,to the right people,at the right time」是商業智慧系統應用的最佳境界,然而其資料的來源,除了外部資訊外,絕大部份是從企業的歷史資料或由現有的應用系統提供,商業智慧是整合企業所有應用系統的資料,以提供給所有的使用者使用,也就是這些應用系統所產生的資料是商業智慧的基礎,有了這些資料,商業智慧才能發揮功效,兩者是相輔相成,企業如能充分發揮商業智慧和應用系統的各自特點,結合應用,必能提高企業的競爭力。 因此本論文提供一個銷售分析的實際案例,以Top Down的思考模式來定義各階層使用者的需求,而實際開發的步驟是以Bottom Up的方式來建置,以整體規劃,分階段執行的建置方式來確保商業智慧系統專案的成功。
54

線上拍賣交易控制之研究:Yahoo!與eBay之比較與分析

范詠嵐, Fan, Yung-Lan Unknown Date (has links)
近年來,隨著網際網路的普及,電子商務蓬勃發展,線上拍賣蔚為風氣,然而新事業往往帶來新的風險。在電子商務環境下,企業應採行必要的控制,以使線上交易順利安全地完成,並確保客戶的隱私、增加顧客的信賴感,進而提昇企業營運與聲譽。線上拍賣所涉及外部人士相當多,其所提供的個人及競價交易資料相當龐雜。因此,從事線上拍賣之公司執行內部控制時,除考慮其內部環境之控管外,也應考量其對於線上拍賣參與者之影響。 本研究之目的在於探討線上拍賣環境下的交易控制。根據相關文獻,本研究彙整出一套線上拍賣交易控制實務的評估架構及準則,以國內兩大線上拍賣網站:Yahoo!與eBay為個案,進行比較及分析,並作為設計研究問卷之基礎。其次,本研究利用問卷調查目前參與線上拍賣者以及潛在使用者對於現有線上拍賣交易控制之看法,藉以瞭解填答者對於不同交易控制構面之滿意度及其影響因素。 經由上述之個案研究及問卷資料統計分析,本研究發現: 1、 在個案分析及比較方面,就隱私性而言,兩個案網站皆僅提供制式的隱私權政策,使用者無法選擇部分同意,而被迫提供超過其意願之資料或無法禁止第三者使用其資料。在交易完整性方面,兩個網站皆提供相當完整但繁複之政策,但可考慮將所有政策彙整歸類,以便於使用者夠迅速取得必要之資訊。至於交易安全性方面,兩網站可增加對使用者之溝通,讓使用者不但明瞭其自身的義務,亦能瞭解企業對保護整體拍賣系統之承諾。 2、 就滿意度而言,eBay使用者對於該網站政策之滿意度高於Yahoo!使用者,但Yahoo!使用者對於該網站提供之交易平台之滿意度則高於eBay使用者。 3、 就問卷統計分析結果而言,拍賣網站使用者最為重視:(1)網站必須足以完善保障其個人資料及隱私權,以及(2)網站足以確保交易之完整性。換言之,使用者擔心其所提供之各項資料考能遭到竊取、盜用或不當使用,並憂慮交易過程中可能發生的詐欺或不公平行為。不過,使用者雖然相當擔心其所面臨的風險,其對於網站相關政策之瞭解,卻不是全面及深入的,並認為此等政策僅有普通的完善度,滿意度也僅略高於普通。 4、 使用者及潛在使用者對於拍賣交易之整體看法顯著不同,前者較後者傾向肯定線上拍賣,並有較高的願意繼續於線上交易,即使在發現可能遇見交易風險時,也較傾向繼續使用該交易平台。 5、 問卷發放方式會影響實證結果。本研究問卷同時採用網路發放及現場發放,兩種來源回收的問卷在基本資料上有以下之差異: (1) 年齡差異:網路樣本較現場樣本年輕。 (2) 職業差異:網路樣本多為學生,現場樣本多為實務界人士。 (3) 交易次數差異:網路樣本較現場樣本有較多次的交易經驗。 (4) 上網時數差異:網路樣本之上網時數高於現場樣本。 進一步分析顯示,兩組樣本對於政策之認同、資料安全、政策瞭解度、危害考量及整體滿意度皆有顯著差異。網路填答者對網路政策認同度高,較不擔心資料安全問題,遭遇危害後也較願意繼續使用交易平台,整體滿意度也較佳,但卻不如現場填答者願意瞭解拍賣網站政策。因此,後續研究者似應考量不同問卷發放方式及對象,對於其實證結果可能帶來的影響。 6、 綜合上述可知,無論就個案比較分析或問卷結果而言,兩個案網站之隱私性、完整性及安全性政策皆未臻完備,仍有進步的空間。換言之,現有使用者及潛在使用者對於目前交易平台所提供之相關政策之雖非不滿意,卻也不甚肯定其完善性。基於隱私性、完整性以及安全性政策之完善程度為顧客選擇交易網站之重要原因,兩網站似應進一步改善其相關政策,以增進顧客對其之信任及滿意度。 / In recent years, with the prevalence of the Internet, electronic commerce becomes a popular form of business. More people are participating in online auctions. However, new business brings new risks. In electronic commerce, organizations must implement necessary controls to secure their online transactions and to protect their customers’ privacy. By gaining the customers’ trust, a corporation can build up its reputation and enhance its businesses. Online auction involves numerous parties and lots of personal and transaction data. Consequently, when designing and implementing its internal controls, an online auction firm should consider not only the control of its internal environment, but also the effects of these controls on the outside parties involved. The purpose of this study is to explore the transaction controls for online auction. Based on relevant literature, we developed a set of guidelines for evaluating the transaction controls for online auction. Two famous online-auction sites, Yahoo! and eBay, were compared and analyzed with these guidelines. The results also served as the basis of our research questionnaire, which was used to collect data from both the current online auction participants and the potential users. The survey provided evidence with respect to the respondents’ overall opinion of online auction transaction controls, as well as their levels of satisfaction on different aspects of controls and the factors affecting their satisfaction. Our research findings are as follows: 1. Both Yahoo! and eBay provide standardized privacy policy statements. The users do not have the option for partial agreement. They are often forced to provide extra personal data and can’t prevent the third party’s use of the data. As for transaction integrity, both online-auction sites provide fairly complete and detailed policies. However, finer summarization and classification of these policies is needed to facilitate the users’ access of the information. For transaction security, both websites should improve the communication with their users such that the commitment to secure their online auction systems is well understood. 2. In general, eBay users are more satisfied with its policy than Yahoo! users. However, Yahoo! users’ level of satisfaction of the transaction platform is higher than that of eBay users. 3. Based on the survey, the users care most about a website’s ability to protect their personal data and privacy as well as the integrity of online transactions. That is, they are concerned about the possible theft and misuse of their data and the fraud or inequity occurred in the transaction process. However, given the concern on these risks, the users’ understanding of or attempt to understand the related policies is not as thorough or comprehensive as it can be. Their satisfaction with the related policies is only slightly above average. 4. The overall opinion about online auction is significantly different between the current users and non-users (potential users). The former group has a more positive view on online auction and is more willing to continue their online transactions. Even with the potential transaction risks, they intend to remain on the same transaction platform. 5. Different ways of distributing research questionnaires may affect the survey results. In this study, we use both on-line survey (through a BBS) and on-site survey. These two groups of respondents have the following differences in profile: (1) the on-line respondents are, on average, younger than the on-site respondents, (2) most of the on-line respondents are students, whereas the on-site respondents are mostly practitioners, (3) the on-line respondents use the on-line auction more frequently, and (4) the on-line respondents spent more time on the Internet. Additional analyses indicate that the above two groups differ significantly in the acceptance and understanding of website policies, the concern over data security and risks, as well as their overall satisfaction of the websites. In general, the on-line respondents are more positive toward the websites’ policies, less concerned about data security, willing to accept the potential risks, and more satisfied with the websites’ transaction controls. Therefore, future research should consider the potential effects of different ways of distributing questionnaire on its survey results. 6. In summary, both online auction websites’ policies on privacy, transaction integrity and transaction security are not as comprehensive or complete as proposed by the relevant literature. Both users and non-users are only moderately satisfied with these policies. Since the completeness of the above policies are determining factors in the users’ choice of transaction platform, both websites should further improve their policies on transaction controls and privacy to enhance their customers’ confidence and satisfaction in using the platforms.
55

電子保險契約效力之研究

陳怡冰, Chen , Yi-Ping Unknown Date (has links)
根據資策會ACI-FIND最新調查數據顯示,截至民國九十二年十二月底止,我國經常上網人口達883萬人,寬頻用戶數達289萬戶,由於網際網路連網應用普及率為39%,各產業皆致力於發展電子商務,試圖於虛擬電子交易平台創造豐厚的收益,去年(民國九十二年)我國B2C電子商務市場規模達新台幣220.9億元,較去年成長近40.3%,網路商務快速成長已成為企業高效率銷售通路,保險業也不例外。近年來保險業者相繼加入電子商務的行列之中,保險業者不僅於網站上提供保險資訊、諮詢服務,更藉由網際網路上之電子商務網站銷售保險商品,對保險業者及消費者而言,僅為一種新的行銷通路,惟因當事人的意思表示係由電子訊息之方式作成,其投保的流程也與傳統之投保不同,故電子保險契約之效力與傳統保險契約是否因投保媒介為網路而有不同,係值得討論之法律問題。 由於契約之成立與生效對要保人影響甚鉅,經由網路所為之締約行為較傳統投保更為複雜,不僅涉及保險法、民法,尚涉及電子簽章法。本文之研究重點為,經由網際網路直接於線上投保而成立之保險契約,其成立要件與生效要件與一般保險契約之異同,諸如電子代理人、電子意思表示合致之時點、電子文件是否等同於「書面」、電子保單之法源依據、網際網路上當事人能力、電子意思表示錯誤等問題。 保險電子商務涉及之問題相當廣泛,包括電子簽名之效力、認證中心(certification authority,簡稱CA)對當事人身份之確認、線上付款之安全性、網際網路服務提供業者(Internet Service Provider,簡稱ISP)之責任、消費者保護、網路交易課稅、個人資料保護、管轄權、審判權及準據法等問題。本文著眼於保險電子商務中,消費者於網際網路上直接投保時,電子保險契約效力之探討。 第一部份 說明何謂保險電子商務、及其種類,並介紹世界各國保險電子商務現今之發展概況,及定義本文所稱之電子保險契約。 第二部份 首先討論傳統保險契約之成立要件,保險契約之成立要件分為一般成立要件與特別成立要件。一般成立要件為:當事人、標的、意思表示合致;特別成立要件:保險契約是否為要式契約?及保險契約是否為要物契約? 其次論述電子保險契約與傳統保險契約在成立要件上所產生之特殊議題:在當事人此一要件,爭議之點為電子代理人之法律地位及其性質是否為當事人;在意思表示此一要件,討論電子化意思表示之性質及電子化意思表示到達時點;於保險契約之要式性,討論保險電子契約如何符合書面、簽章等要式性之要求;於保險契約之要物性,本文討論保險業管理辦法第四條之一,確認電子保單之法源。 第三部份 首先討論傳統保險契約之生效要件,保險契約之生效要件亦可分為一般生效要件及特別生效要件,並區分保險契約為損失填補保險與定額給付保險二大類,分別討論其各別之生效要件。 其次論述電子保險契約與傳統保險契約在生效要件上之特殊議題:在當事人須具完全行為能力此一要件,討論於電子交易中如保確定締約當事人之行為能力;在意思表示須健全方面,討論電子錯誤之法律問題;在定額給付保險契約之特別生效要件中之「他人死亡契約須經該他人書面同意」,討論電子契約的書面同意如何執行之問題。 第四部份 結論 針對上述議題進行法學討論及提出將來之修法建議。
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推薦系統在家庭親子問題之應用

黃仁智 Unknown Date (has links)
在目前網路和資訊科技迅速發展的環境底下,我們可對推薦系統做多方面的應用,而我們可知在一般家庭底下或多或少都會面臨一些狀況。為瞭解決大多數家庭都會面臨到的問題並省卻一般以人工來解決問題的方式,我們將提供一套線上解答系統並適時推薦有效答案給使用者。首先可利用FAQ的機制,讓使用者自行在系統上面尋找解決的方法和管道,提供一般的基本解答;然後結合推薦系統的功能,讓此問題的解答更加個人化。有別於一般的推薦系統只以個人為推薦單位,此系統將以家庭為單位的基礎底下實現推薦機制,以期能夠適時給予屬於整個家庭為核心之最適當的建議。並藉由使用者本身對系統之解答所做出的回饋來持續修正系統的準確度,以提高使用者的滿意度。 / Under current E-business environment, it is a great issue to keep customer's relationship by improving their satisfaction. On the other hand, it is usual to have some parent-children problems in families. Therefore, in order to assist to the problem-solving that most families would encounter, this research proposes an on-line system to recommend answers to users in appropriate time. The system would combine the mechanism of FAQ, which offer the general basic answer, and the function of recommender system to allow the personalized answers further. The proposed system is different from other recommender systems because we take the whole family as a unit, not just the looking-for-help parent or child. In addition, we would collect feedbacks provided by users who have applied the system answers. It is hoped to improve the user’s satisfactions, solve their family problems.
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線上小組遊戲競賽教學法對學習成效影響之探討(以高中數學為例) / An Investigation of the influence online team game tournament has on learning performance: take senior high mathematics for example

蘇順聖, Su, Shun Sheng Unknown Date (has links)
本篇研究屬於行動研究,在「資訊融入教學」的口號下,利用moodle 系統 建立「十年數木百年數人」教學平台,配合高中數學課程提供線上輔助學習資料, 並搭配討論區之方式輔助學習。 然而同學們的使用率不高,線上學習的成效不彰,無法達到預期的功效。經 過文獻探討的過程,考量線上學習之特性及各種線上學習理論基礎,決定以合作 學習為基礎,遊戲學習為導向,取法即時戰略遊戲之特性,規劃教學策略,設計 一個可以跨班級合作學習的競賽搶答系統,藉以取代平時測驗的教學機制。 在2007 年3~4 月期間,對研究者所任教之台北市立陽明高中一年四班、一 年五班、一年六班進行實驗,藉由實驗法與問卷法驗證此教學策略之教學成效, 結果顯示: 一、客觀成績無法證明線上競賽搶答的教學設計優於傳統利用小考的教學設 計,故得到此跨班級的競賽合作學習方式無法提升成績的結論。然而對 教師而言,可以彌補因經驗上的不足所造成的學習成效差距。。 二、跨班級的競賽合作學習方式無法改變學生的自我學科能力認知。 三、對於程度中上的學生而言,線上學習(課業輔導模式)是較不被接受的。 四、跨班級的競賽合作學習方式無法改變學生的學習態度。 五、此跨班級的競賽合作學習方式可以提升合作學習風氣。
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命中注定會成癮?:由玩家的線上遊戲生命歷程探討遊戲「成癮」 / Destined to be Addicted?: Understanding Game "Addiction" through Gamers' Online Gaming Life Story

李宜家, Lee, I Chia Unknown Date (has links)
玩大型多人角色扮演線上遊戲(MMORPGs)的行為在國內日漸普遍,但是許多人玩線上遊戲的現象卻經常被社會大眾和媒體報導認為是一種負面社會問題,並將玩遊戲與遊戲成癮作直接的連結。許多成癮研究也強化了「持續玩線上遊戲的行為,最終容易導致病態行為成癮的結果」之因果邏輯。但是,事實上許多玩家經常自行決定進入、持續玩,和退出一款線上遊戲,並非最終都會走向遊戲成癮的宿命。因此,本研究的主要目的即在於透過遊戲玩家的個人線上遊戲生命歷程,重新檢視遊戲「成癮」以及「玩線上遊戲便注定導致病態成癮」的邏輯。 運用深度訪談和參與觀察方法,描繪出線上遊戲玩家的長期線上遊戲生命歷程,再試圖詮釋他們離開、持續玩、退出遊戲這些投入程度的變化是受到哪些因素影響,以及在什麼脈絡之下做出的決定。本研究發現許多玩家曾經意識到自己「成癮」於玩線上遊戲,但是只是階段性的反常狀態,甚至是可以接受的一種生活方式。玩家們不只是受到線上遊戲設計的被動牽引而長時間持續投入大量心力玩遊戲,他們在玩遊戲的過程中,受到遊戲設計、玩家社群、生活脈絡和個人對於這些因素的價值判斷等多元因素的影響,持續調整和監控自己的遊戲行為和投入程度,從中協調出最能夠滿足他們的多元愉悅感。另外,當他們對於自己玩遊戲的投入程度感到疑惑時,傾向於尋求玩家社群的協助。因此,本研究認為玩線上遊戲導致病態成癮的論述須要被重新檢視,因為許多被認定為病態成癮的現象只是線上遊戲玩家生命過程中的片段現象。 / Playing massive multiplayer online role playing games (MMORPGs) has become a popular activity in Taiwan, but it has often been regarded as a social problem, linking to game addiction, by the mass media and the public. Many addiction researches have also enforced the logic that “pathological game addiction is the most likely result of continuous online gaming activity”. However, many gamers in fact often begin, continue, and quit playing an online game according to their own will, instead of ending up as a pathologic game addict. Therefore, the main purpose of this research is to re-approach game “addiction” and the logic of “online gamers are destined to be addicted” through gamers' online gaming life story. Using methods of depth interview and participant observation to depict gamers’ long-term online gaming life story, this research tries to interpret under what social context and influencing factors, do gamers change their attitude and effort to playing online games. Findings of this research tells us that many online gamers claim to have been “addicted” to online gaming some time in the past, but the “addiction” is only a certain stage in their long-term gaming life, and even regarded as a life-style by some. Online gamers do not continuously put a lot of effort to playing games just because they are attracted by the features of online game design. During the course of game play, they are persistently influenced by game design, gaming community, social context, and their own judgment of values. Also, they often self-monitor and re-adjust their gaming styles and effort, in order to meet their needs of multiple pleasures. Moreover, when gamers become confused of how they should re-adjust their gaming activities, they tend to search for assistance from the gaming community. Therefore, this research believes that the problematic logic of pathological game addiction being the final destined result of gaming should be reconsidered and understood from other perspectives, because many phenomenon currently considered pathologic addiction, may only be a short period or segment of gamers’ normal long-term online gaming life.
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國小高年級學童線上遊戲玩家行為與人際關係、自我概念關係之研究-以臺北市為例 / Research on the relationship among the player behavior of online game,interpersonal relation and self-concept for elementary school students in Taipei city

李黃寶, Lee, Huang Pao Unknown Date (has links)
本研究旨在探討臺北市國小高年級學童的線上遊戲玩家行為,期望能分析線上遊戲玩家行為與學童之人際關係、自我概念的關係,綜合歸納之後,提供教育主管機關、學校行政及老師、家長、學生等教育相關人員的參考。 本研究以九十七學年度就讀於臺北市公立國民小學之高年級國小學童為研究對象,採分層隨機叢集取樣,依照臺北市十二行政區,每區甲、乙組學校規模取樣,共計 48班,回收率80.6%。而本研究使用之研究工具為「國小高年級學童線上遊戲玩家行為及基本資料之調查」及「真實與網路人際互動問卷」、「兒童自我概念量表」,並根據調查結果採用敘述統計分析、卡方考驗、t考驗、單因子變異數分析等統計方法,得到如下之研究發現: 一、國小高年級學童線上遊戲玩家行為以「成就行為」最多,「對戰行為」最少。其中在線上遊戲玩家行為的偏好上,不同性別的高年級學童表現有顯著差異:在「社交行為」上女生高於男生,在「對戰行為」上,男生高於女生。 二、國小高年級女生在真實人際關係表現較男生更為良好,而性別的不同並未在網路人際關係及自我概念上有顯著差異。 三、父母對學童參與線上遊戲態度不同,對學童在線上遊戲玩家行為上沒有影響,但在真實與網路的人際關係有顯著的影響,其對學童的整體自我概念的影響不顯著,但對「心理自我」的自我概念層面上會有顯著的影響。 四、不同線上遊戲玩家行為的國小高年級學童在真實人際關係上有顯著差異,其中「成就行為」、「探險行為」及「社交行為」者,較「對戰行為」者的真實人際關係更為良好;在網路人際關係上亦有顯著差異,其中「社交行為」者,較「成就行為」、「探險行為」及「對戰行為」者的網路人際關係更為良好。 五、國小高年級學童的整體自我概念並未因為線上遊戲玩家行為之不同而有顯著差異,但自我概念在「能力自我」層面上,線上遊戲玩家行為是「成就行為」者,較「對戰行為」者的能力自我概念更為良好。 六、國小高年級學童的真實人際關係並未因為是否參與線上遊戲而有顯著差異,但有參與線上遊戲之國小高年級學童,其網路人際關係較未參與線上遊戲者更為良好,同時整體自我概念亦未因是否參與線上遊戲而有顯著差異。 依據本研究所得之主要發現,提出以下建議: 一、對教育主管機關之建議: (一)制訂並嚴格執行線上遊戲分級制度,避免不當的線上遊戲內容影響學童的自我概念發展與人際關係。 (二)結合線上遊戲之概念,研發結合各學習領域之數位遊戲式學習(Digital Game-Based Learning)線上自學教材。 二、對學校行政及教師之建議: (一)充實學務處、輔導室及教師線上遊戲相關資訊科技安全及輔導知能,在生活與課程中輔導學生認識線上遊戲、瞭解自我。 (二)多元面向的推廣親職教育,鼓勵家長充實線上遊戲安全相關知能。 (三)教師透過教學及活動,輔導學生認識自我,發展多元人際關係。 三、對家長及學生之建議: (一)家長應用正向的態度,指導學童進行線上遊戲。 (二)家長應具備基礎的線上遊戲安全常識,指導學童正確的進行線上遊戲。 (三)學生應多接觸線上遊戲之外的休閒活動,拓展生活經驗與人際關係。 / The purpose of the research is to investigate online game behavior of high grades elementary school students in Taipei city and to examine the relations among online game behavior, interpersonal relation, and self-concept. Personal variables such as sex , grade and Parents’ attitude of disciplining to the online game to the students to research the relations among online game behavior, and interpersonal relation, self-concept. There are 806 samples chosen from elementary school students in Taipei city area in the study. That adapt questionnaires are used in this research. The data obtained is analyzed with frequency distribution, percentage, mean, standard deviation , t-test , and one-way ANOVA, glm. The main findings of this research are as follows: 1. The most of online game behaviors of the high grades students of elementary school is “achievers”, and the fewest is “killers”. The partiality of online game behaviors differs from male and female students. Female is higher than male in the scores of “socilizers”; male is higher than female in in the scores of “ killers”. 2. The true interpersonal relation of high grades female students is better than male students. The internet interpersonal relation and self-concept have no difference of showing because of sex. 3. Different parents’ attitudes of disciplining to the online game to the high grades students has no effect on online game behavior, but do have obvious effect on true and internet interpersonal relation. And parents’ attitudes don’t have obvious effect on mass self-concept, but do have effect on psychological self-concept. 4. Different online game behaviors have obvious effect on true and internet interpersonal relations of the high grades students of elementary school ,the true interpersonal relation of “ achievers”, “explorers” and “socializers” is better than that of “killers”; the internet interpersonal relation of “socializers” is better than that of the others. 5. The mass self-concept of the high grades students of elementary school do not have difference of showing because of different online game behaviors, but do have effect on able self-concept, especially, the able self-concept of “achievers” is better than that of “ killers”. 6. The true interpersonal relation and the mass self-concept of the students of elementary school have no difference of showing because of whether the high grades students attends online game or not. But the students who attends online game has better internet interpersonal relation than those who doesn’t attend online game, at mean time. According to above findings, suggestions are offered for school guide and advanced researches.
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催 熟:數位學習產業創新過程—階梯ladder100.com個案 / Hastened the ripening: innovative process of digital learning industry-case study: ladder 100.com

陳榮裕 Unknown Date (has links)
本文是一個產業催熟的故事,記錄一個台灣原創的數位內容產業創新的過程。 在2002年至2006年之間,階梯數位科技公司快速催熟數位學習產品,也快速催熟數位學習市場。個案故事展現的是:在新的產業(數位內容)、新的市場(網路化與大中國市場興起)的環境下,帶著台灣中小企業彈性靈活、勇於冒險性格,也敢於做大夢的創業精神(要做華人的全球品牌),催生了階梯的事業創新模式,也因而浮現了「催熟」的特殊創新動態過程。 在催熟過程中浮現了從創業精神、機會辦識、定位、資源運用、策略選擇,到創造價值的創新脈絡,而這些脈絡,可以從階梯公司之前近三十年的創業歷程中,找到一脈相承卻又有所不同的創新基礎。階梯個案在很短的時間內,創造了數位內容產業創新高峰,階梯ladder100.com線上課程創造了龐大產值,大幅縮短了從機會辦識到價值創造的進程,其中催熟的關鍵是內外部資源的靈活運用,但也因資源管理的問題,導致催熟失控,付出昂貴代價。階梯個案ladder100.com創業浮現過程,也是數位產業發展一堂寳貴的課。 階梯在數位學習產業發展的階梯數位學習產業創新「催熟」,以及催熟第四年的創業危機,整個過程可看到的,不但是台灣數位學習產業、數位內容產業的創業個案經驗,同時,台灣知識型產業的機會與挑戰,也在此浮現。 關鍵字:數位內容 線上課程 創新產業 催熟 / This article is a story of ripened industry, keeping track of innovative process of the digital content industry originated from Taiwan. During 2002 to 2006, the ladder digital company were rapidly ripening e-learning products as well as e-learning market. This individual case revealed: under a circumstance of new industry (digital content) and new market (the global network and the rise of Pan-China market), together with the flexible and agile characteristics, Taiwan small and medium enterprises were braved in adventure and dared to have a stunning dream of creating the Chinese’s global brand; with such a ventured spirit, it hastened an innovative model of ladder’s business, so emerged the ripening of the newly and particularly dynamic process. In the ripening process, it emerged from the creative spirit, opportunity identification, orientation, resource application, and strategy option to the new valued innovation contexts, from which the innovative foundation that came down in one continuous line, but also in a different way, can be found from the creative course about thirty years prior to the ladder digital company. Within a very short time, ladder’s individual case had created a high peak of digital content business. The ladder 100.com e-learning course created a massive yield, and substantially shortens the process from opportunity identification to value creation, during which the ripening key point consists in nimble used of internal and external resources. Because of the issue of resource management, therefore, it resulted in the ripening out of control, so as to pay out an expensive cost. In the process of creative emergence of the ladder100.com, it became a precious lessen for the development of digital industry. The ladder digital company created the “hastened the ripening” in the e-learning industry and development, and ripens the 4th year creation crisis. In the whole process, what we may see is not only Taiwan’s e-learning industry and digital-content industry, but also the opportunity and challenge of Taiwan’s knowledge-based industry. Key Words: Digital Content; E-learning Course; Innovation Industry; Ripening

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