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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.
391

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.
392

時間數列分析中控制設計之研究

李朝元, Li, Zhao-Yuan Unknown Date (has links)
本文旨在探討控制設計,而誤差項採用自我迴歸移動平均隨幾模式,損失函數分為平 方誤差與一般函數兩種。全文一冊,共分五章,約三萬餘子。內容如下: 第一章 導論:說明控制設計之目的,理想控制設計的條件,及本文的結構。 第二章 自我迴歸移動平均隨機模式:說明模式的理論基礎,性質,應用及模式的建 立。 第三章 動態系統隨機模式:說明模式的性質,建立,及應用。 第四章 控制設計:分為前饋控制、回饋控制,及一般損失函數的控制。 第五章 結論:說明本文所採用方法的利弊。
393

政策體系與政策變遷之研究:停建核四政策個案分析 / Policy Systems and Policy Change: The Case Study of the Fourth Nuclear Power Plant Policy Discontinuity

莊文忠, Wen-Jong Juang Unknown Date (has links)
公共政策是藉由重大公共議題的討論來分析政府活動的一種研究途徑,將公共政策的過程切割成議題設定、政策規劃、政策合法化、政策執行、政策評估及政策終結等階段,雖可以獲致清晰的流程架構,但此一單向的線性思考方式,不但簡化了政策問題解決的複雜性,亦會喪失政策過程的動態本質。再者,公共政策的研究領域日益蓬勃壯大,研究途徑與方法亦漸趨多元發展,理論概念與分析架構的整合自然日趨重要,如此將有助於研究者將研究議題與經驗資料作最佳的組合。是以,本研究採取非線性的政策動態概念,對政策的演變作一有系統性的探索,在融合有關政策變遷的各種觀點後,提出「政策體系」的理論概念,建立「宏觀」的分析架構作為探索政策變遷現象的基礎。 政策體系乃是以政策過程為焦點,所有與政策性質相關的要素,都可視為政策體系的構成要素。首先,政策是在開放的體系中形成、維持、接續與終結,自環境中汲取養分同時受到環境的限制,由此觀之,外在環境因素是政策體系中不可忽略的一環。其次,討論政策體系自然不能遺漏政策本身的因素,政策乃為解決社會問題而生,沒有社會問題的存在,當然就不會有政策制定的需求,另一方面,政策本身的組構方式則是攸關問題的解決與否。再者,在民主體制中,任何的政策形成與改變都必須取得正當性的依據,只有問題的存在並不保證一定會被政府所處理,必須通過政治結構的考驗才可能有政策產出。最後,政策體系是一個互動的體系,政策參與者之間就政策方案的選擇所從事的各種行為與活動,都可能影響最後的政策產出。歸納言之,一個完整的政策體系至少應該包括幾個要素:外在環境的因素、政策本身的特性、結構性因素的作用及政策行動者的互動行為,這些要素的互動作用會導致政策的變遷。 最後,政策是政府選擇目標與工具來解決社會問題的重要活動,它不是在真空中運作,而是不斷與社會進行互動的連續性過程,這也是政策走進歷史之前會出現變遷的原因,本研究雖然提出具有規範意涵的分析政策變遷的理論架構,但是基於「真實個案是檢驗理論效度的最佳途徑」的法則,本研究以民進黨首次執政時期所推動的停建核四政策個案為例,利用文本中所建立的分析架構來詮釋此一政策變遷的過程,並在結論中整合理論與個案的研究發現,就政策體系的各個面向提出幾個有關政策變遷的假設性命題,以供後續研究之參考與檢證,進而促成政策變遷知識的深化。 / Public policy is a research approach to analyze governmental activities by discussing public issues. However, in most articles, the policy process is seen as a logical succession of steps: agenda setting, policy formulation, policy legitimation, policy implementation, policy evaluation, and policy termination. Although this progression of stages provides a clear and useful framework, it often obscures the complexities of public issues. In other words, most policies are not a process of linear development, from agenda setting to policy termination. Policy change is a common phenomenon. In this way, if we want to understand the dynamics of policy, it is helpful to take a nonlinear perspective. Policy change is used by a wide range of authors in public policy and other disciplines, but there is no consensus on what the definition of policy change is. In fact, this question has not been systematically explored until now. Policy change is not simply a label, but is an important part of the policy process. It is worth drawing more attention to this phenomenon. The aim of this study is to construct an analytical framework of policy change. Within this framework, we distinguish between different types of policy change: policy succession and policy termination, firstly. And we can find some cues from policy change, including organization, statutes, budget, personnel, and media. Secondly, we use the concept of policy system to connect with policy change. This concept contains several elements: external environment, policy attributes, institutional factor, and policy networks. These elements interact with each other to produce policy change. We use this framework to analyze policy discontinuity for the fourth nuclear power plant in 2000. Finally, policy is essentially about government. The major activity of government is seen as choosing goals and instruments to solve social problems. Policy does not exist in a vacuum; it is made in a concrete environment. We should see policy as a continuing process of social action and interaction. This is why policy may be changed before it is terminated. Finally, we provide some hypotheses and suggestions for further research at the end of this study.
394

具整合性與互通性會計與決策管理系統之資訊模式建立--以某全球化營運之高科技公司個案研究 / An Integral and Interoperable Information Model Design of Accounting and Decision Management System--A Global High-Tech Corp Case Study

石太基, Shih, Tai-chi Unknown Date (has links)
傳統會計與決策管理系統受限於現行財務會計報導的架構,並未儲存與財務無關,或不能以金額衡量的資訊,無法對非財務性決策提供有效的幫助。而資訊語意的差異更使得傳統會計與決策管理系統不易與企業內其他資訊系統互通,造成系統整合上的困擾,歷來不斷有學者探討會計與決策管理系統資訊模式建立之方法,以增進會計與決策管理系統資訊模式的有用性。 本研究提出會計與決策管理系統資訊模式建立之框架與方法,強調會計與決策管理系統之建構,應與企業策略發展整體考量,同時導入REA model整合企業整體資訊模式與財會專業資訊模式,並採用UML作為系統發展流程之塑模工具,編製系統發展有關文件,以利後續選擇解決方案的映對程序,確認解決方案符合使用者需求,及增進會計與決策管理系統在企業內的整合性與互通性。 / Traditional accounting and decision management information system cannot support non-financial decision making, because there is only stored financial information without non-financial information due to the current financial accounting reporting structure. The information semantic differences block interoperability between accounting and decision management information system within the organization. And it also has caused the challenge of enterprise information integration. Researchers strive to find viable information modeling process or method to help accounting and decision management information system to be constructed. This thesis presents accounting and decision management information system information modeling framework and process. The framework stresses the construction of accounting and decision management information system must connect with enterprise vision and strategy. It also adopts and expands REA model to integrate accounting information model and enterprise information model at information modeling process. UML is a high-level modeling tool to develop system processes. The goal is to provide a standard method to develop system blueprints beyond tool-specific system solutions and to apply UML modeling documents to map different system solutions and make sure the solution fit with user requirements, and improve the integration and interoperability for accounting and decision management information system design and development.
395

從個人差異看商品設計美感的效果--以消費者商品美感中心性(CVPA)為例 / The influence of product design aesthetics on consumers' responses: Exploring consumers' Centrality of Visual Product Aesthetics as a moderator

范勻瑄 Unknown Date (has links)
近年來大型消費性電子公司均致力發展商品外型的設計美感,試圖以具有視覺美感的商品吸引消費者的目光,以獲得更高的利潤。但本研究認為廠商在追逐商品設計美感時,也應探討消費者差異對於其美感反應的影響;以及不同商品以美感外型包裝時,對消費者的效果差異。對此,本研究以Bloch, Brunel & Arnold(2003)提出的消費者商品美感中心性(CVPA)、商品與自我一致性等概念,探討消費者對美感的心理差異,如何影響其對於商品設計美感的反應。同時並探討商品外顯性的差異,對於消費者的美感反應是否具有調節效果。 透過消費者美感中心性、商品設計美感、以及商品外顯性的2*2*2三因子實驗設計,本研究以3C商品為實驗商品,並以線上實驗的方式進行。研究結果如下: 1. 消費者重視美感的程度與商品設計美感間的一致性,會影響其對於商品設計的愉悅反應。 2. 商品呈現順序會調節不同CVPA消費者對於商品設計的愉悅、品牌興趣、自我與品牌連結、認知價值等反應。 3. 重視美感程度差異的消費者,並不會因為商品外顯性的調節而影響其美感反應。 4. 商品外顯性與商品設計美感之間具有交互效果:對於高外顯商品而言,高美感設計可有效提高消費者的認知價值,但低外顯商品若以高美感設計呈現,亦可使消費者因超乎預期的感受而倍感愉悅。 5. 消費者對於美感在認知層面的自我與品牌連結反應,會顯著受到CVPA「敏銳」面向的影響;在情感層面的美感評估、態度、愉悅等反應,則會顯著受到「價值」面向的影響;在行為層面的品牌興趣、購買意圖,則會顯著受到「反應」層面的影響。 / The role of aesthetical quality of a product has been placed much importance these years in the manufacturing industry, especially in consumer electronic industry. While developing products with aesthetical quality, it is also important to understand how consumers responded to products with high and low levels of aesthetic quality. The present study explored the moderating role of consumers’ psychological differences on their aesthetic responses, and also examined how differently they responded to products that differed on aesthetic quality and conspicuousness. This study adopted the concept of Centrality of Visual Product Aesthetics developed by Bloch, Brunel & Arnold (2003) and drew upon the concept of self-product image consistency to explore how consumers’ aesthetic orientation influence their responses to products with high and low aesthetic design. Moreover, the influence of product differences has also been considered. The proposed hypotheses were tested by a three-factor on-line experiment. The results are as follows: 1. The consistency of consumers’ CVPA and products’ design aesthetics influenced consumers’ pleasant feelings. 2. The order of how the stimuli were presented moderated the consistency effect mentioned above, especially on responses such as: pleasure, brand interest, self-brand connection, and perceived value toward the product. 3. For consumers with different levels of CVPA, the products’ conspicuousness did not moderate their aesthetic responses toward the product with high and low aesthetic designs. 4. There was an interaction between “product conspicuousness” and “product design aesthetics” on consumers’ “perceived value” and “pleasant feelings” toward product designs. 5. Consumers’ aesthetic responses were influenced by different dimensions of CVPA: “Acumen” accounted for significant variance in “self-brand connection,” “Value” explained significant variance in their attitudinal responses toward the product, and “Response” significantly predicted the variance in their behavioral responses. The implications and suggestions for future studies and practitioners were also discussed.
396

自變數有測量誤差的羅吉斯迴歸模型之序貫設計探討及其在教育測驗上的應用 / Sequential Designs with Measurement Errors in Logistic Models with Applications to Educational Testing

盧宏益, Lu, Hung-Yi Unknown Date (has links)
本論文探討當自變數存在測量誤差時,羅吉斯迴歸模型的估計問題,並將此結果應用在電腦化適性測驗中的線上校準問題。在變動長度電腦化測驗的假設下,我們證明了估計量的強收斂性。試題反應理論被廣泛地使用在電腦化適性測驗上,其假設受試者在試題的表現情形與本身的能力,可以透過試題特徵曲線加以詮釋,羅吉斯迴歸模式是最常見的試題反應模式。藉由適性測驗的施行,考題的選取可以依據不同受試者,選擇最適合的題目。因此,相較於傳統測驗而言,在適性測驗中,題目的消耗量更為快速。在題庫的維護與管理上,新試題的補充與試題校準便為非常重要的工作。線上試題校準意指在線上測驗進行中,同時進行試題校準。因此,受試者的能力估計會存在測量誤差。從統計的觀點,線上校準面臨的困難,可以解釋為在非線性模型下,當自變數有測量誤差時的實驗設計問題。我們利用序貫設計降低測量誤差,得到更精確的估計,相較於傳統的試題校準,可以節省更多的時間及成本。我們利用處理測量誤差的技巧,進一步應用序貫設計的方法,處理在線上校準中,受試者能力存在測量誤差的問題。 / In this dissertation, we focus on the estimate in logistic regression models when the independent variables are subject to some measurement errors. The problem of this dissertation is motivated by online calibration in Computerized Adaptive Testing (CAT). We apply the measurement error model techniques and adaptive sequential design methodology to the online calibration problem of CAT. We prove that the estimates of item parameters are strongly consistent under the variable length CAT setup. In an adaptive testing scheme, examinees are presented with different sets of items chosen from a pre-calibrated item pool. Thus the speed of attrition in items will be very fast, and replenishing of item pool is essential for CAT. The online calibration scheme in CAT refers to estimating the item parameters of new, un-calibrated items by presenting them to examinees during the course of their ability testing together with previously calibrated items. Therefore, the estimated latent trait levels of examinees are used as the design points for estimating the parameter of the new items, and naturally these designs, the estimated latent trait levels, are subject to some estimating errors. Thus the problem of the online calibration under CAT setup can be formulated as a sequential estimation problem with measurement errors in the independent variables, which are also chosen sequentially. Item Response Theory (IRT) is the most commonly used psychometric model in CAT, and the logistic type models are the most popular models used in IRT based tests. That's why the nonlinear design problem and the nonlinear measurement error models are involved. Sequential design procedures proposed here can provide more accurate estimates of parameters, and are more efficient in terms of sample size (number of examinees used in calibration). In traditional calibration process in paper-and-pencil tests, we usually have to pay for the examinees joining the pre-test calibration process. In online calibration, there will be less cost, since we are able to assign new items to the examinees during the operational test. Therefore, the proposed procedures will be cost-effective as well as time-effective.
397

英文童謠教學對國小英語補救教學效能之研究 / The Effects of Nursery Rhyme Instruction on EFL Remedial Teaching in Elementary School

吳雅真, Wu,Ya Chen Unknown Date (has links)
本研究旨在探討英文童謠教學對台灣國小英語學習低成就學童對英語的音素覺識、認字、拼字能力、以及英語學習態度的影響。實驗分兩階段進行。第一階段進行小規模的前測作為正式研究的準備,先行測試選用的英語童謠是否適切、教學活動是否可行,以及低成就學童在音素覺識與學習態度是否因此改善等等,並根據初探結果規劃正式實驗。第二階段的正式實驗,除音素覺識與學習態度外,更進一步探討英文童謠教學對認字及拼字能力的影響。 在正式實驗中,實驗對象為桃園市某國小36名四年級的學習低成就學童(學業表現為後百分之十)。研究者將此36名學童隨機平均分配為兩組;實驗組及對照組兩組,各18名學生。對實驗組施以平衡閱讀「由整體到細部」(whole-to-parts)架構設計的英文童謠教學,將音素覺識及字母拼讀法(phonics)等技巧訓練自然地融入有趣的英文童謠情境中;而對照組則單獨採用字母拼讀教學,循序教授字母與音的對應關係。實驗組及對照組每週均有兩節英語補救教學,每節課40分鐘,持續十二週。兩組學生在教學前後各施以前測及後測,內容包括音素覺識測驗、認字測驗、拼字測驗,以及英語學習態度問卷調查,以評量受試者在早期讀寫技巧上的發展,及學習態度上的改變情形。 同組組內前後測比較結果顯示,在十二週實驗教學後,實驗組及對照組二組學生在音素覺識、認字及拼字能力三方面,均有顯著的進步。然而,只有實驗組學生對英語學習的態度有顯著的正向改變,對照組學生則無。此外,兩組組間比較結果發現,雖然在實驗前,兩組學生英語拼讀能力相當,對英語的看法也類似,但經實驗教學後,兩組的後測成績有非常明顯的差異,實驗組學生在音素覺識、認字、拼字能力的進步幅度,以及學習態度各方面,均顯著優於對照組。 以上研究結果顯示,運用英文童謠進行補救教學確實極為有效,不但能增進台灣英語低成就學童的早期讀寫技巧,且能改善其學習英語的態度。本研究之結果及教學建議,可供未來國小補救教學相關研究之參考。 / The purpose of this study was to explore the effects of nursery rhyme instruction on Taiwanese elementary school EFL underachievers with regard to their development on phonemic awareness, word recognition and spelling abilities, and their attitudinal changes toward learning English. The present study was conducted in two stages. A small-scale pilot study was first carried out as a preparation for the formal study. The feasibility of nursery rhyme instruction and the effects of this instruction on phonemic awareness and learning attitudes were tested on seven EFL underachievers preliminary to the formal study. In the second stage, a formal study which followed closely the design of the pilot study, further explored the effects of nursery rhyme instruction on word recognition and spelling abilities. In the formal study, thirty-six fourth grade underachievers (whose academic performances were at the bottom 10 percent) with deficient phonemic awareness were screened for this study. The experimental group and the control group were evenly matched with eighteen students each. The experimental group received nursery rhyme instruction using the “whole-to-parts” framework of balanced reading within which training in skills including phonemic awareness and phonics is embedded into the context of children’s literature. The eighteen subjects in the matched control group received explicit phonics instruction wherein the isolated sound-letter correspondences were sequenced and taught explicitly and systematically. To assess their development in early literacy skills, all subjects took the pretests and posttests of phonemic awareness, word recognition and spelling. Moreover, to measure their attitudinal changes toward learning English, they were administered the attitude questionnaires before and after the remedial instruction. Data was collected from early-September until early-December, 2006, covering twenty four 40-minute class periods for each group. Comparison of within-group performance indicated that both the experimental group and the control group made significant post- over pretest improvements in phonemic awareness, word recognition and spelling abilities. However, only the experimental group had a significant positive change on their attitudes toward English. In addition, at the onset of the study, both groups started with equivalent early literacy skills, and held similar attitudes toward English learning. However, posttest scores revealed that the experimental group significantly outperformed the control group in phonemic awareness skills, word recognition and spelling abilities. Significant differences can also be found in their attitudes towards learning English. The findings from this study indicate that a remedial instruction utilizing nursery rhymes can effectively help Taiwanese EFL underachievers improve their early literacy skills, and more significantly, their learning attitudes towards English. Based on the findings, pedagogical implications and suggestions for further studies are provided.
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國中英語任務型合作學習之電腦活動設計與發展 / Designing and Developing Computer-supported Collaborative Learning (CSCL) Tasks for Junior High EFL Learners in Taiwan

伍如婷, Wu,Ju-ting Unknown Date (has links)
本研究旨在歸納電腦輔助國中英語任務教學之設計原則,並探究學生在使用電腦軟體時的互動模式。同時,本研究期望能進一步了解,針對此一教師設計之電腦輔助英語教學軟體,學生在使用過程所遇到的困難及與學習夥伴互動的模式。 本研究採取質的研究方法,並且以設計本位研究的概念為架構。研究者先行設計出一套任務導向之電腦英語教學軟體,作為研究雛型。研究對象為九對高學習成就之國中生。研究時程分為三個階段,每個階段由三對學生者參與。藉由觀察及訪談,分析出學生(1)分別在三個階段所遇到的困難,以及(2)與夥伴互動的模式。在第一部份,先一一探討學生對於每個任務的反應,再歸納出重要的教學議題及軟體在下一階段所應作的修正。在第二部份,先討論學生在互動的過程所扮演的角色,再呈現訪談資料裡學生內心對於互動過程的感受。本研究發現,符合學生學習需求的軟體設計、教師所提供的心理支持、及學生互動的品質,皆是影響電腦英語教學成效之關鍵因素。 本研究根據以上軟體設計及學生互動的討論結果,進一步提供建議,以作為任務導向之電腦英語教學相關議題之研究參考。 / The purpose of this study is to derive useful insights and principles for the design of the computer-supported collaboration tasks and to explore patterns of learners’ interaction when working on the computer tasks. This study attempts to understand how learners react to the teacher-designed computer-supported collaborative learning tasks and how they work together with their partners. This study adopts qualitative approach methods within the design-based research framework. First, a task-based computer program is designed as a prototype. Then 9 pairs of high-achieving junior high school students are selected to use the software. Throughout the three cycles of implementation with three pairs of students in each, qualitative data are collected through direct observations and an interview. The results are presented according to the three cycles with a separate section on the participants’ interaction. In the three cycles, the participants’ reactions to each task within each scene are first described, and then pedagogical issues and design adjustments for the next cycle are discussed. In the interaction section, three roles taken by the participants across three cycles are identified, with a discussion on the participants’ viewpoints on their interaction. It is found in this study that the program design, the teacher’s support, and the nature of the learner’s interaction are the key elements affecting the outcomes of using this CSCL program. Finally, pedagogical implications and suggestions based on obstacles that the participants encountered during the program are discussed, with the discussion on limitations of this study and suggestions for further research.
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共生依存關係之協同服務系統設計方法研究 / iDesign : Collaborative Service System Design Methodology Underlying Symbiotic Interdependence Relationship

董惟鳳, Tung, Wei Feng Unknown Date (has links)
社會經濟隨著科技的發展而不斷的演變,服務業對於人類生活的重要性也逐漸提升,資訊科技(IT)的力量也大幅提升服務業的營運與績效。IBM提出 「服務科學管理與工程」(Service Science, Management and Engineering; SSME),目的是研究如何透過各領域的結合達到服務創新(Service innovation),包括如何建立新興服務概念設計、如何藉由科技建立量化、標準化、以及系統化的服務設計、服務流程、與服務品質管理協助提升服務生產力(Service productivity)以增進顧客滿意度等議題。由於「服務」相較於「產品」具有不同的特性與內涵,例如服務流程中顧客輸入(Customer input)對於服務程序(Service operation)與服務品質(Service quality)都有關鍵性的影響,且服務內容通常屬於「知識取向」(Knowledge-intensive)為主,服務業較為關注參與者之間的互動與服務交換。然而,服務的「異質性」(Heterogeneity)更存在難以標準化與量化的問題。「智慧型服務設計」(Intelligent Service Design; iDesign)旨在探討如何從服務流程(Service process)中,讓服務提供者(Service provider)與顧客/服務接受者(service receiver)之間的相互共同合作(co-production)來達成互利的服務傳遞(Service delivery)。今日大家期待服務科學這個新領域帶來產業發展機會,尚需要透過更多跨領域的產官學合作。本文將透過一個結合資訊科技、人及服務流程的服務系統範例,來帶領大家探索服務科學的新領域。服務業可以藉由此一參考架構來思考如何可以提供服務生產者與消費者透過科技化的共同生產機制達到共創價值(value co-creation)。本文中所提出的創新服務設計之參考架構與方法論中包含服務的分類、服務系統模式化、以及顧客體驗品質衡量,並彰顯服務業如何從服務科學角度出發,提升服務科技化與創新服務的競爭優勢。 / This study is to present an intelligent collaborative service system (CSS) design (iDesign) including the CSS classification, an analysis-design modeling method, and an experience quality evaluation model for systematic service innovation. State-of-the-art information technology can be used to develop the CSS according to three comprehensive procedures, enabling semi-automated value co-production and systematic service innovation that can meet the goals of service productivity and customer satisfaction for service providers and customers. In view of the preceding research purpose, the three major research questions are addressed in this study: What kind of collaborative service systems can be classified and identified based upon the prerequisites of value co-production? How the collaborative service systems can be modeling and automating its cognitive process and knowledge representations using an analysis-design method (i.e. intelligent service machine)? How an evaluation model can measure the experience quality of the service providers and the customers, and embed the model into the CSS in order to perform service quality management? Meanwhile, the evidences to effects of iDesign-based CSS applications that implemented by the three practical service systems of artwork design, for example, a transactional marketplace service system for mediating music content creation (DesignStorming), a collaborative alignment service system for assisting mobile phone design service (iMobileDesign), and a collaborative personalization service system for facilitating interior design service (iInteriorDesign). According to the research process of design science, this study adopts a single case study to refine the proposed artifact (i.e., iDesign). iInteriorDesign is one of iDesign-based CSS applications, which is analyzed and developed by simple service machine (SSM) and intelligent service machine (ISM) and with the embedded evaluation of E-QUAL based upon one category of classification framework of iDesign. This qualitative study draws the deductive consequence and further proposed a deductive model of theory a (Symbiotic Collaborative Service Model) built by means of the resource dependence theory (RDT) testing. iInteriorDesign envisions an entirely new interior design service experience enabling collaborative interior design provision; architects or interior designers can use the system to effectively communicate with customers based upon symbiotic interdependence relationship behavior to better identify their needs and wants and even attain new inspirations of concept styles from the interactions. The results of case study have conducted the deductive important behavior of symbiotic interdependence relationship within the CSS applications. The results of qualitative research also can further generalize the identical behavior to the adaptability and evolution of value co-production and mutual adaptability within iDesign.
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運用知識模組化與再用發展平台經濟性創新理論之研究-以軟體元件與矽智財為例 / Economies of platform innovation theory through knowledge modularization and reuse: The cases of software components and silicon intellectual properties(SIPs).

吳明機, Wu, Ming Ji Unknown Date (has links)
本論文主要在探索作為產業組織核心之「公司」,將其知識以公開或特定之標準或程序加以模組化(modularization)後,進行公司內部與外部以產品開發為主之知識分工(division of knowledge)與再用(reuse)活動,因而衍生的組織與管理問題,以及公司間知識移轉與學習問題。並希望藉由產業實證,發展以「知識模組化與再用」為基礎之技術創新理論。 研究過程採取紮根理論,針對了軟體產業四家公司與半導體設計業四家公司,分別就其採取軟體元件與矽智財之模組化創新現象進行深入訪談研究,進行編碼過程,將觀念類別抽象化為「績效與競爭力」、「研發知識模組技術力」、「知識模組再用力」、「知識模組平台演進力」、「組織政策與文化」、「產業基礎模組主導者之引導力」、「市場異質性」、「知識模組交易/交換成熟度」及「產業中介組織推動力」等九項。 根據實證發現,知識模組創新公司企業常規為(1)採取知識模組再用平台為核心之產品/服務創新模式;(2)以平台為考量之組織構型設計;(3)建立四項公司內部重要能力—包括研發知識模組技術力、知識模組再用力、知識模組再用平台演進力、及組織政策與文化。至於影響產業知識模組交換/交易之因素,則為(1)開放之平台知識模組來源;(2)營造利於知識模組再用之供需脈絡;(3)妥善運用產業網絡。 有關理論之建構,本研究選擇「平台經濟性」作為核心類別,並以「知識模組動態組合價值性」作為演化準則,經由主軸編碼與選擇編碼等程序,發展出九項命題,藉以建構「平台經濟性創新(economies of platforms innovation)」理論。根據該理論,本研究指出知識模組創新公司,可依據能力審視、能力構築、能力持續等三階段,建構其動態核心能力。 本研究最後針對產業與政府等實務界,提出綜合性建議如下: 一、對產業界之建議 應注意與學習辨識所處產業是否正進入後產業化階段之分合(dis-integration)過程所產生之知識分工趨勢,並參考本研究所提出之「平台經濟性創新理論」,研擬以「平台經濟性」為基礎之知識模組化創新策略。同時,應積極運用知識模組供需脈絡與產業網絡之力量。 二、對政府產業政策之建議 針對協助個別企業提升內部能力方面,可加強輔導企業發展以知識模組再用平台為基礎之研發計畫,並且建立標竿案例與最佳實務,以提供企業導入「平台經濟性創新策略」之參考。同時,針對有主導潛力之知識模組創新企業,協助其深化發展產業主流平台。 此外,與國際相較,台灣知識型企業之規模仍屬偏小,政府輔導機制可加強推動國際級產業基礎模組主導者與國內業者結盟、輔導建立夥伴廠商體系(e.g.旗艦計畫)、輔導建立知識模組交易/交換機制、協助釐清知識模組之智慧財產權爭議、以及積極參與國際標準制訂,並快速擴散相關資訊與技術供產業參考等。 / Knowledge modularization is a popular phenomenon in knowledge-based industries. This study explores issues related to companies, which use open or specific stan-dards/procedures to encapsulate their knowledge into modules, and then use such mod-ules to pursue internal and/or external division of knowledge and knowledge reuse activi-ties, for the purpose of developing products. The said issues include the organization and management issues, as well as knowledge transfer and learning. Through the process of empirical field investigations this study aims to develop a new technological innovation theory, which is based on knowledge modularization and reuse. This study adopted the Grounded Theory, together with case studies, as the main methodology to guide the research process. Eight companies were selected as case stud-ies, which included four companies from the software industry and four design houses from the semiconductor industry. We interviewed these companies to discuss in-depth modularization innovation concerning software components in software industry and silicon intellectual properties (SIPs) in the semiconductor industry. The collected data is differentiated into nine conceptual categories, which are the (1) performance and com-petitiveness, (2) technology capabilities for developing knowledge modules, (3) capabili-ties for reusing knowledge modules, (4) evolution of knowledge module platforms, (5) organization policy and culture, (6) leadership in terms of basic industry modules, (7) market heterogeneity, (8) maturity of knowledge module transactions/exchanges, and (9) promotion of intermediary industry organizations. According to the study's findings, knowledge module innovation companies usually adopt the following procedures : (1) use knowledge module reuse platforms as the core of product/service innovation models; (2) organization structure design based on platforms; establish four internal capabilities, including (i) enhance the technology capabilities for developing knowledge module, (ii) reusing knowledge modules, (iii) speed up the evolution of knowledge module reuse platforms, (5) establish organization policy and culture. As for factors impacting industry knowledge module exchanges/transactions, these include 1) knowledge module sources for open platforms, 2) create supply and demand beneficial to knowledge module reuse, 3) making good use of industry networks. Regarding the formation of a theory, the “economies of platforms” are used as the core category, and develop the “dynamic combination value of knowledge modules” as a criterion of evolution. Through axial and selective coding, nine propositions are devel-oped to support and construct the theory of "economies of platform innovation". Accord-ing to this theory, the study finds that knowledge module innovation companies can build their dynamic core capabilities through three phases, including capabilities positioning, building up capabilities, and sustaining capabilities. The study also proposes several suggestions for the industry and government: 1. Suggestions for the industry: Companies should closely watch and learn to recognize whether the structure of the industry in which they operate is entering a dis-integration process leading to division of knowledge. If so, the companies can refer to the theory of "economies of platform in-novation", to take action on knowledge module innovation strategies based on the economies of platforms. Meanwhile, they should utilize the power of the sup-ply-demand of knowledge modules and industrial networks. 2. Suggestions for the government's industry policies: For the purpose of helping individual firms raise their capabilities, the government could improve R&D assistance programs focused on the establishment of knowledge module reuse platforms. The government can also establish benchmarks or best practice cases as references for companies who would like to adopt innovation strategies for economies of platforms. Furthermore, knowledge module innovation companies with the potential to become industry leaders can be further assisted in developing mainstream industry platforms. Besides, compared with international companies, the scale of knowledge-based companies in Taiwan is small. Therefore, the government can strengthen its efforts in promoting alliances between international industry leaders and Taiwanese companies, help Taiwanese companies to establish strategic partner networks, assist companies in establishing transaction/exchange mechanism for knowledge modules, clarify issues re-lated to intellectual properties of knowledge modules, participate in international stan-dards bodies, and provide up-to-date and relevant market and technology information.

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