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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

行動App之創新研究 / Study for the innovation of mobile Apps

翁菀瑜, Weng, Wan Yu Unknown Date (has links)
在2012年行動App有持續性的成長,主要成長動能來自於智慧型手機及平板市場的成長。根據國際數據公司IDC的報告與預測, 2012年智慧型手機出貨量將成長至約7億台,年成長率42%,平板出貨量將成長至10,740萬台,年成長率54%。在智慧行動裝置(智慧型手機、平板等)快速成長的帶動之下,行動App的市場規模亦越來越大, 根據IDC預估,全球行動App的下載數量將由2011年的300億次成長至2012年的733億次,成長率達143%。行動App營收來源不僅僅只有單次付費下載及App內付費兩種,還包括了訂閱、App內廣告或下載等其他方式。但是,其實App的獲利方式有很多種,只要讓消費者持續使用App,除了在App內提供服務讓消費者付費來獲利之外,還能透過App連結的廣大生態圈來尋找第三方付費甚至其他模式來獲得營收。 在App產業內,「免費下載」成為吸引消費者的常用方式,2012年免費App的下載數目已是付費App的10倍以上。因此本論文欲探討在免費App的產業競爭裡,App廠商如何透過「創新」來獲取價值,透過個案研究,欲研究的問題如下: 1. 廠商透過什麼樣創新的途徑在App市場裡競爭? 2. 創新為消費者帶來了什麼樣的使用者體驗? 3. 廠商若是能創造良好的使用者體驗,是否能由此持續獲取價值? 透過國外成功個案的分析結果,發現廠商透過以下創新途徑在App市場內競爭:1. App技術創新;2. App服務創新,有以下方式,1) 將技術創新轉變或延伸為各式服務;2) 連到更大的夥伴網絡或生態系統,甚至創造自己的生態系,來重新設計服務價值鏈;3) 免費的商業模式,透過贈送最有價值的資源來培養用戶基礎,才有可能在商業模式上創新。廠商透過創新可帶給使用者的經驗如下:1. 創新的使用需求;2. 降低使用者的成本;3.連結其他服務的入口平台。而廠商創造良好的使用者體驗能持續獲取價值,並且在消費者使用過程中獲取利益的方式如下:1. 透過免費服務或產品與使用者產生連結;2. 不斷更新的服務或內容,讓使用者願意持續使用;3. 給予使用者自定功能的服務來互利雙方,若是使用者不用,此功能亦不會影響服務品質;4. 「無廣告」模式能創造良好的消費者體驗。App透過以上方式能增加使用者忠誠度,透過技術或服務創新能改變商業模式;而良好的使用者經驗的確能夠為廠商獲取價值,透過不斷的創新來幫助增加使用者經驗,透過服務鏈的延伸來改變商業模式,就有機會在使用者的使用過程中獲取價值。 進一步研究台灣廠商現況,透過個案分析發現台灣廠商目前在商業模式上較無創新,但是在技術創新與服務創新的模式上已逐漸累積經驗;台灣廠商對於產品開發的方式分成兩種:一種為產品項目上的連續創新,另一種則為單一產品的漸進式創新;雖然台灣廠商進入App產業的時間不久,但是經過兩年市場經驗的累積,已逐漸了解市場消費者需求,期望能進一步改變商業模式並且朝向國際化市場。 隨著智慧型手機及平板的普及化,只要消費者願意下載行動App至其智慧行動裝置上,此App就是消費者體驗其服務的入口,再加上設計製作行動App的技術及資金門檻不高,因此各家廠商皆在思考如何透過App強化其使用體驗並且進而獲利,前提建構在消費者「願意」下載並且「持續使用」App,因此透過免費下載的模式來增加消費者的下載及使用意願,「免費」使用降低了使用者的進入門檻,良好的使用者經驗更增加了消費者對此App及其服務的忠誠度;當越來越多消費者使用後形成的規模經濟,廠商就有機會經由商業模式的創新持續獲取價值並獲利。智慧型裝置改變了消費者對電子產品的使用方式,連帶創造行動App產業的興起,藉由行動App讓各家廠商拉近與消費者之間的距離,讓廠商渴望創新以吸引消費者目光,因此行動App生態圈的擴大與成熟指日可待。 / In 2012, mobile Apps markets continue to grow since the growth of smartphone market and tablet market. IDC forecasts smartphone shipment volumes will reach 700 million units with annual growth rate of 42% in 2012. And tablet shipment volume will reach 107 million units with annual growth rate of 54%. The market size of mobile Apps would become larger due to the rapid growth of smart mobile device (smartphones/tablets) market. According to IDC’s prediction, worldwide download numbers of mobile Apps grows at 143% year-over-year from 30 billion times in 2011 to 73 billion times in 2012. Revenue of mobile Apps comes from paid Apps but also from in-App advertisement, in-App purchase, subscription and so on. As long as consumers are willing to continue to use the App, the App vendor may make revenue from their customers by some creative business models but not limited to what we had mentioned above. In App market, the most popular way to catch consumers’ eye is “free download.” The download numbers of free Apps are ten times greater than paid Apps in 2012. Although free downloads attract many trial users, App vendors should focus on that how to make their customers re-open the App or continue using the App. Therefore, this theory would like to study on that how App vendors gain value via innovations in the free App competition. Base on case study research, we would like to study the following topics. 1. What kinds of innovations are created by vendors in the competition of App market? 2. What kinds of user experiences are created by the innovation? 3. How do vendors continue to gain value by the great user experiences? According to the analysis result, we have found that App venders have two kinds of innovations. One is technical innovation and the other one is service innovation. There are three kinds of methods for service innovation. 1) To transform or to stretch technical innovation to other services. 2) To connect with larger partner networks or ecosystems. Even to create own ecosystem to re-design service value chain. 3) Free business model – it is possible to have an innovation on business model by gifting customers the worthiest resources to gain customer base. Furthermore, customers can gain good user experience via innovations in the following ways. 1) Vendors should try to create new needs. 2) The App can reduce customers’ cost. 3) The App can be the entrance to connect other platform. Therefore, the methods to enhance user experience are as shown below. 1) To connect with customers by free services or free products. 2) To update contents or services continuously to raise customers’ willing-to-use. 3) To give customers customized services. If customers don’t use the service, it will not influence their user experiences. 4) “Non-advertising” can create wonderful user experiences. As a result, App vendors can earn customers’ loyalty according to given above. To sum up, App vendors win competition and change business model by technical innovation and service innovation that creates great user experiences and worthful value as well. If vendors can keep innovating to enhance user experience and can stretch service value chain to change business model, it is possible to capture value in the customers’ experiencing process. Lastly, we have studied current situation of Taiwanese App vendors and had found that Taiwanese vendors have no innovation on business model but have some experience on product innovation. There are two kinds of product innovation. One is continuous innovation and the other one is incremental innovation. Although Taiwanese vendors are still new comers in App market, they are finding out customers’ needs and wants. They are expected to have more innovations so that they can be seen in a global market. In conclusion, the App is the knocking brick of great mobile experience since most people have smart mobile devices with Apps. Further, designing an App is not a tough barrier. All vendors are thinking about how to enhance user experience and get revenue as well. Free download brings more customers and great user experiences make customers’ loyalty. If more and more customers join to a point of economies of scale, vendors will have chance to innovate and to make value sustainably. Smart mobile devices change users’ behavior and create the market of mobile Apps. Mobile apps make vendors and customers closer so that vendors eager innovations to catch customers. App market is expected to become mature in the near future.
2

不同設計元素之遊戲式英文單字學習APP在學習成效、情緒及注意力之影響研究 / Effects of Design Factors of Game-based English Vocabulary Learning APP on Learning Performance, Emotion, and Attention

曹鼎, Cao, Ding Unknown Date (has links)
遊戲式學習已被證實能夠有效提升學習者的學習成效,而遊戲的愉悅度是否設計得越強烈,對學習成效越有幫助,是個值得探索的問題。此外,遊戲過程中,有哪些遊戲設計要素能夠影響學習成效,同時讓學習者在遊戲中亦能夠感到趣味性,進而達到學習目標,值得我們關切。再者,學習的專注力及情緒在學習型遊戲設計中,也是必須納入考量的面向。因此,本研究分別探討兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,對於學習者學習成效、專注力、放鬆度及單字記憶保留上的影響。 本研究以馬祖高中高三的36位學生為研究對象,根據英語字彙前測成績及性別將其隨機分派至兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,進行四週的英語字彙學習。結果顯示遊戲設計要素較低的組別的學習者,在英文單字學習成效、單字記憶保留上的成效均顯著優於遊戲設計要素較高組別學習者,同時放鬆度亦較高,而專注度不如遊戲設計要素較高的組別,且各依變項間彼此有顯著的正相關。此外,本研究亦進一步證實性別差異存在於不同遊戲設計要素的英語字彙學習APP中,在遊戲設計要素較低的英文單字學習APP中,發現女性學習者擁有顯著較優的英語字彙學習成效及記憶保留度。而本研究也發現「符合程度的挑戰性」為設計遊戲式英文單字學習APP時最需要重視的遊戲設計要素。 綜上所述,本研究證實相較於遊戲設計要素較高的高刺激性英文單字學習APP,遊戲設計要素較低的低刺激性英文單字遊戲APP對於學習成效、單字記憶保留上具有較正面的效應。此一結果顯示像英語字彙學習這樣的認知型學習,在遊戲設計上並不適合納入刺激性較高的遊戲設計要素。此外,對遊戲設計者來說,未來設計英文單字遊戲學習APP時,亦應將性別差異納入設計考量,同時儘可能在遊戲娛樂性及教育性中取得平衡。 / Game-based learning has been proved to effectively boost learners’ learning performance, while whether more enjoyment designed in the game brings better learning performance remains unknown. Besides, what game design factors will affect learning performance and simultaneously keep learners interested in the game is also worth investigating. Moreover, attention and emotion are two dimensions which should be taken into account when designing learning games. As a result, this study tries to assess the effects of using two different English vocabulary learning APPs with significantly different game design factors on learners’ performance, sustained attention, meditation, and vocabulary memory retention, respectively. A pilot study was conducted beforehand to examine whether the two considered English vocabulary game APPs differ significantly in game design factors including concentration, feedback, challenges match player skills, control, and immersion. In the formal study, thirty-six Grade 12 students from Matsu senior high school participated in this study. They were randomly divided into two experimental groups based on gender and pretest scores, separately using two English vocabulary game APPs with significantly different game design factors for English vocabulary learning. The study lasted for four weeks. Analytical results show that students using game with lower scores in game design factors generated significantly better vocabulary learning performance, memory retention and meditation level than those using game with higher scores in game design factors, while sustained attention level was lower. Also, they were significantly correlated to one another. Moreover, this study further confirms that gender differences existed among English vocabulary learning games with different game design factors. Girls were found to have significantly better English vocabulary learning performance and memory retention in the game APP with lower scores in game design factors. Furthermore, “challenge matches players’ skill” was found to be the most important game design factor when designing game-based English vocabulary learning APPs. In conclusion, this study confirms that English vocabulary game APPs with lower exciting elements have more positive learning effects on learning performance, memory retention than those with higher scores in game design factors. The result indicates that when designing games, higher exciting game design factors are not suitable for cognitive learning, such as English vocabulary learning. Finally, this study provides suggestions for future game-design developers to take gender differences into consideration when designing English vocabulary learning game APPs, and meanwhile tries to strike the balance between educational purpose and entertainment of the game APPs.

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