博碩士論文 994210003 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:23 、訪客IP:3.14.142.115
姓名 鄭紫云(Chih-Yun Cheng)  查詢紙本館藏   畢業系所 會計研究所
論文名稱 工作經驗與團隊溝通時間對於商業模擬遊戲學習成效之影響-以ShelviDream為例
(Influence of the learning effectiveness of business simulation games by team working experience and communication time:A case study of ShelviDream)
相關論文
★ 大陸台商中小企業價值網絡分析與策略選擇---以C公司為例★ 內部控制與盈餘組成份子評價
★ 分析師預測與會計異常現象★ 家族企業與盈餘管理
★ 在2008年金融海嘯及台灣觀光旅遊政策開放下國際觀光旅館之因應對策-以晶華酒店為例★ 連接器產業導入IFRS之因應對策-以宏致電子為例
★ 主機板產業導入IFRS 之因應對策-以映泰公司為例★ 我國企業導入IFRS的執行成效與政府政策目標之比較-以個案公司為例
★ 商業模式數位模擬系統開發與經驗傳承之研究 -以「2013 ABC決策模擬系統專題」為例★ 商業模式數位模擬系統開發與經驗傳承之研究 -以「2013 Inception 決策模擬系統專題」為例
★ 成功事業模式和失敗事業模式之比較-以「2015事業模式與決策模擬競賽」研究所參賽學生為例★ 成功事業模式和失敗事業模式之比較 -以「2015事業模式與決策模擬競賽」 大學部參賽學生為例
★ 成功事業模式和失敗事業模式之比較 -以「2015事業模式與決策模擬競賽」EMBA參賽學生為例★ 以8十事業模式架構分析日月光收購矽品之綜合效益
★ 以8十事業模式架構分析台積電前進中國的策略佈局★ 以8十事業模式框架分析商業智慧之應用對經營決策與財務績效之影響-8十決策模擬競賽冠軍隊與亞軍隊之比較
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 ( 永不開放)
摘要(中) 本研究以商業模擬遊戲為基礎架構,導入經驗學習之概念,並結合商業模式與作業基礎成本制之概念,聯合開發出這款ShelviDream ABC商業模擬遊戲。透過這套ABC商業模擬遊戲從知識與技能及團隊合作三個學習層面去檢視工作經驗與團隊溝通討論時間長短對於學習成效是否會有所影響。
研究結果顯示ShelviDream ABC商業模擬遊戲作為管理相關課程的教學輔助工具,有助提升學員的學習成效。在討論時間長短方面發現,平均每天討論時間2個小時以上的學員在知識、技能與團隊合作三個層面的學習成效有顯著正向影響,且在知識層面下的商業模式與作業基礎成本制的學習上有顯著影響。在工作經驗影響下,發現在知識與技能及團隊合作層面上有工作經驗的學員在學習成效上的影響是正向顯著的,且在商業模式與作業基礎成本制知識的學習也為正向顯著影響。在工作資歷深淺發現,工作資歷與知識層面的學習成效有顯著正向影響且對於知識層面中的商業模式的學習成效也有顯著正向影響。
本研究亦發現系統所提供的平台與課程設計對於知識、技能、團隊合作三個層面的學習成效都有顯著的影響。但友善介面對於知識、技能、團隊合作三個層面的學習成效則都沒有顯著影響。
摘要(英) This study use our joint developed business simulation game ShelviDream. Based on the conceptual framework of business simulation game this game introduces the concept of experiential learning together with the concept of Business Model and the Activity-Based Costing. In order to study the impact on learning efficiency by actual work experience and the time spending on team communication, we use this ABC simulation model examine three learning levels which is knowledge, skills and teamwork.
Study results indicate that using ShelviDream ABC business simulation game as management class teaching aids will improve learner’s study effectiveness. We found out that more than two hours of discussion and communication time will have significant impact on the effectiveness of learning in the knowledge level and significantly influence on the business model and Activity Based Costing learning in the knowledge level and has a positive impact on the level of skill and teamwork learning. We also found that students with more working experience will have significant positive impact on the level of knowledge, skills and teamwork learning and also has significant impact on the learning of business model and Activity Based Costing. It is said that the more working experience the more significant positive impact on the effectiveness of the knowledge-level and business model learning.
The study also found that the platform provided by the system and curriculum design have a significant positive impact on the level of knowledge, skills and teamwork learning, But friendly interface design has no significant impacts of the learning of knowledge, skills and teamwork.
關鍵字(中) ★ 作業基礎成本制
★ 商業模式
★ 經驗學習
★ 商業模擬遊戲
關鍵字(英) ★ Business Simulation Games
★ experiential learning
★ Business Model
★ Activity-Based Costing
論文目次 摘要 i
Abstract ii
致謝 iii
目錄 iv
表目錄 vi
圖目錄 vii
一、 緒論 1
1-1 研究背景 1
1-2 研究動機 3
1-3 研究目的 4
1-4 研究流程與架構 5
二、 文獻探討 7
2-1 商業模式理論 7
2-2 經驗學習理論 11
2-3 模擬遊戲學習 13
2-4 遊戲模式 15
三、 研究方法 17
3-1 模擬遊戲設計理念與架構 17
3-1-1 模擬遊戲設計理念 17
3-1-2 模擬遊戲架構 18
3-2 研究流程設計 20
3-2-1 教學研究與遊戲流程設計 20
3-2-2 八大決策設計 22
3-3 研究問卷設計 31
3-4 系統軟體開發與介面功能 34
3-4-1 遊戲開發人員與技術 34
3-4-2 模擬遊戲介面與功能 34
四、實驗結果 36
4-1 研究課程與研究對象 36
4-2 問卷資料分析結果 36
4-2-1 問卷效度檢定 36
4-2-2 問卷信度分析 40
4-3 敘述統計分析 41
4-3-1 平均數檢定 41
4-3-2 相關分析 44
4-3-3 迴歸分析 47
五、 結論與建議 51
5-1 研究結論 51
5-2 研究限制與建議 52
參考文獻 53
附錄一 問卷調查表 58
參考文獻 中文部分
﹝1﹞ 沈中偉,科技與學習:理論與實務,心理出版社,台北市,民國97年。
﹝2﹞ 藤野英人 著,找這樣的公司就對了-投資、求職、轉業必勝。蕭仁志 譯,時報出版,台北市, 2005。
﹝3﹞ 鄭漢鐔和高儷華,「以商業模式為基礎的競賽與模擬系統之設計及其教學成效」,2012國際ERP學術及實務研討會,85,2012。
英文部分
﹝1﹞ Adobor, H., and A., Daneshfar,”Management simulations: determining their effectiveness”, Journal of Management Development, 25(2), 151, 2006.
﹝2﹞ Allen, D., and M., Young, “From tour guide to teacher: Deepening cross-cultural competence through international experience-based education”, Journal of Management Education, 21, 168-189, 1997.
﹝3﹞ Annett, J., Feedback and human behavior. , Middlesex, UK: Penguin, 1969.
﹝4﹞ Bagozzi, P.R., “The Legacy of the Technology Acceptance Model and a Proposal for a Paradigm Shift”, Journal of the Association for Information Systems, 244-254, 2007.
﹝5﹞ Baranauskas, M., N., Neto, and M., Borges, “Learning at work through a multi-user synchronous simulation game”, In Proceedings of the PEG’99 Conference, 137-144, 1999.
﹝6﹞ Berlyne, D.E., “Conflict, arousal, and curiosity”, New York: McGraw-Hill, 1960.
﹝7﹞ Cadotte, E. R.,” Business simulations: The next step in management training”, Selections, 54, 8-16, 1995.
﹝8﹞ Caillois, R.,” Man, play, and games”, New York: Free Press, 1961.
﹝9﹞ Cegarra-Navarro, J.G., and F., Dewhurst, “Linking Organizational Learning and Customer Capital through an Ambidexterity Context: An Empirical Investigation in SMEs”, The International Journal of Human Resource Management, 18(10), 1720-1735, 2007.
﹝10﹞ Chapman, K.L., and C.L., Sorge, “Can a simulation help achieve course objectives? An exploratory study investigating differences among instructional tools”, Journal of Education for Business, 74, 225-230, 1999.
﹝11﹞ Chesbrough, H., and R.S., Rosenbloom,” The role of the business model in capturing value from innovation: evidence from Xerox Corporation’’s technology spin‐off companies”, Industrial and Corporate Change, 11 (3), 529-555, 2002.
﹝12﹞ Cohen, K. C.,”The effects of two simulation games on the opinions and attitudes of selected sixth, seventh, and eight grade students”, Johns Hopkins Univ., Baltimore, MD. Center for the Study of Social Organization of Schools, 1969.
﹝13﹞ Cordova, D. I., and M. R., Lepper,”Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice”, Journal of Educational Psychology, 88, 715-730, 1996.
﹝14﹞ Cronbach, L.J., “Coefficient alpha and the internal structure of tests”, Psychometrika, 16(3), 297-334, 1951.
﹝15﹞ Crookall, D.,” A guide to the literature on simulation/gaming”, In D. Crookall & K. Arai (Eds.), Simulation and gaming across disciplines and cultures: ISAGA at a watershed, 151-177, Thousand Oaks, CA: Sage, 1995.
﹝16﹞ Crookall, D., C.S., Greenblat, A., J.H.G.,Coote, Klabbers, and D.R., Watson, “ Simulation Gaming in the late 1980s”, Oxford, UK: Pergamon, 1987.
﹝17﹞ Crookall, D., and D., Saunders,”Towards an integration of communication and simulation”, Communication and simulation: From two fields to one theme, Clevedon, UK: Multilingual Matters, 3-29, 1989.
﹝18﹞ Croson, R.T.A.,” Look at me when you say that: An electronic negotiation simulation”, Simulation & Gaming, 30, 23-37, 1999.
﹝19﹞ Csikszentmihalyi, M., Beyond Boredom and Anxiety. , San Fransisco7 Jossey-Bass. , 1975.
﹝20﹞ Csikszentmihalyi, M., Flow: The psychology of optimal experience. , New York7 Harper Perennial, 1991.
﹝21﹞ Davis, F.,” Perceived Usefulness, Ease of use, and User Acceptance of Information Technology”, MIS Quarterly, 13(3), 319-340, 1989.
﹝22﹞ Dasgupta, S., and G.D., Garson,”Internet simulation/gaming”, Simulation & Gaming, 30, 20-22, 1999.
﹝23﹞ de Felix, W., and R.T., Johnston, “Learning from video games”, Computers in the Schools, 9, 199-233, 1993.
﹝24﹞ Devine, D.J., “Effects of cognitive ability, task knowledge, information sharing, and conflict on group decision-making effectiveness”, Small Group Research, 30(5), 608-34, 1999.
﹝25﹞ Dewey J., Experience and Education. , New York:macmillan, 1938.
﹝26﹞ Drucker, P.F., and J.A., MacIariello, The Daily Drucker: 366 Days of Insight and Motivation for Getting The Right Things Done. , Happer Collins, 2004.
﹝27﹞ Doyle, D., and F.W., Brown,“Using a business simulation to teach applied skills—The benefits and the challenges of using student teams from multiple countries”, Journal of European Industrial Training, 24, 330-336, 2000.
﹝28﹞ Flynn, A.E., and J.D., Klein, “The influence of discussion groups in a case-based learning environment”, Educational Technology Research and Development, 49(3), 71-87, 2001.
﹝29﹞ Fripp, J., Learning through simulations. , London, England: McGraw-Hill, 1993.
﹝30﹞ Fripp, J.,”A future for business simulations?” Journal of European Industrial Training, 21, 138-142, 1997.
﹝31﹞ Garris, R., R., Ahlers, and J., Driskell, “Games, Motivation and Learning: A Research and Practice Model”, Simulation and Gaming, 33(4), 441-467, 2002.
﹝32﹞ Gerstenmaier, J., and H., Mandl, Constructivism in cognitive psychology, in N. Smelser & P. Baltes (Eds.), International Encyclopedia of the Social and Behavioral Sciences,2654-2659, Oxford, Elsevier, 2002.
﹝33﹞ Gibson, C. B., and J., Birkinshaw, “The Antecedents, Consequences, and Mediating Role of Organizational Ambidexterity”, Academy of Management Journal, 47(2), 209-226, 2004.
﹝34﹞ Gredler, M.E., Educational games and simulations: A technology in search of a (research) paradigm, In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology, 521-540, New York: Macmillan, 1996.
﹝35﹞ Greenblat, C.S., Basic concepts and linkages, In C. S. Greenblat & R. D. Duke (Eds.), Principles and practices of gaming-simulation, 19-24, Beverly Hills, CA: Sage, 1981.
﹝36﹞ Hamel,G., Leading the Revolution, Boston: Harvard Business School press, 2000.
﹝37﹞ Hodgetts, R.,” Management gaming for didactic purposes: A new look”, Simulation & Gaming, 1, 55-66, 1970.
﹝38﹞ Hornaday, R.W., and K.E., Curran, “Formal planning and the performance of business simulation teams”, Simulation & Gaming: An International Journal, 27, 206-222, 1996.
﹝39﹞ Jehn, K.A., “A multi method examination of the benefits and detriments of intra group conflict”, Administrative Science Quarterly, 40(2), 256-82, 1995.
﹝40﹞ Johnson, M.W., C.M., Christensen, and H., Kagemann,”Reinventing your Business Model”, Harvarrd Business Review, 2008.
﹝41﹞ Kaagan, S.S., Leadership games: Experiential Learning for Organizational Development., New Delhi, India: Sage, 1999.
﹝42﹞ Kagan, J.,”Motives and development”, Journal of Personality and Social Psychology, 22, 51-66, 1972.
﹝43﹞ Kaiser, H.F., ”An Index of Factorial Simplicity”, Psychometrika, 39, 31-36, 1974.
﹝44﹞ Kibbee, J.M., C.J., Craft, and B., Nanus, Management games, New York: Reinhold, 1961.
﹝45﹞ Kriz, W.C., ”Creating Effective Learning Environments and Learning Organizations Through Gaming Simulation Design”, Simulation and Gaming,34,495-511.
﹝46﹞ Kolb, D.A., Experiential Learning: Experience as the Source of Learning Development. , Prentice Hall, 1984.
﹝47﹞ Kramer, R.M.,”Trust and distrust in organizations: emerging perspectives, enduring questions”, Annual Review of Psychology, 50, 569-98, 1999.
﹝48﹞ Lederman, L.C., Debriefing [Special issue]., Simulation & Gaming, 23(2), 1992.
﹝49﹞ Lederman, L. C., and F., Kato, ”Debriefing the debriefing process”, Simulation and gaming, 235-242,1995.
﹝50﹞ Magretta, J.,”Why Business Models Matter”, Harvard Business Review, 80(5), 86-92, 2002.
﹝51﹞ Malone, T.W., “What makes computer games fun?” Byte, 6(12), 258-277, 1981.
﹝52﹞ Malone, T.W., and M.R., Lepper,”Making learning fun: A taxonomy of intrinsic motivations for learning”, Aptitude, learning, and instruction, 3, 223-253, 1987.
﹝53﹞ McKay, J. and P., Marshall, ”Using Cognitive Mapping for Problem Analysis in Information Requirements Determination”, Journal of IT Cases and Applications, June 2004.
﹝54﹞ Mayer, B.W., K.M., Dale, K.A., Fraccastoro, and G., Moss “Business Simulation Improving Transfer of Learning: Relationship to Methods of Using” Simulation & Gaming, 2011.
﹝55﹞ Noy, A., D.R., Raban, and G., Ravid, “Testing social theories in computer-mediated communication through gaming and simulation”, Simulation & Gaming, 37, 174-194, 2006.
﹝56﹞ Osterwalder A., and Y., Pigneur, Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers, 2010.
﹝57﹞ Parker, L.E., and M.R., Lepper, “Effects of fantasy context on children’s learning and motivation: Making learning more fun”, Journal of Personality and Social Psychology, 62, 625-633, 1992.
﹝58﹞ Pekrun, R.,”Development of task-related motivation in secondary school”, Zeitschrift fur Padagogische Psychologie, 7, 87-97, 1993.
﹝59﹞ Pfeiffer, J.W., Theories and models in applied behavioral science. , San Diego, CA: Pfeiffer, 1994.
﹝60﹞ Pierfy, D.A.,”Comparative simulation game research”, Simulation & Games, 8, 255-268, 1977.
﹝61﹞ Pivec, M.,”Editorial: Play and learn: potentials of game-based learning”, British Journal of Educational Technology, 38(3), 387-393, 2007.
﹝62﹞ Prensky, M., Digital game-based learning, New York: paragon House, 2003.
﹝63﹞ Raisch, S., and J., Birkinshaw,”Organizational Ambidexterity: Antecedents, Outcomes, and Moderators”, Journal of Management, 34(3), 375-409, 2008.
﹝64﹞ Randel, J.M., B.A., Morris, C.D., Wetzel, and B.V., Whitehill, “The Effectiveness of Games for Educational Purposes: A Review of Recent Research”, Simulation and Gaming, 23(3), 261–276, 1992.
﹝65﹞ Renkl, A., H., Mandl, and H., Gruber,”Inert knowledge: Analyses and remedies”, Educational Psychologist, 31,115-121, 1996.
﹝66﹞ Sandberg, K.D.,”Is it time to trade in your business model? “Havard Business School Publishing, Boston, 3-5, January, 2002.
﹝67﹞ Shafer, S.M., H.J., Smith, and J.C., Linder, ”The Power of Business Models”, Business Horizons,48(3),199-207,2005.
﹝68﹞ Thornton, G.C., and J.N., Cleveland,” Developing managerial talent through simulation”. , American Psychologist, 45, 190-199, 1990.
﹝69﹞ Timmers, P.,“Business Models for Electronic Markets”, Electronic Markets, 8(2), 1998.
﹝70﹞ Turban, E., D., King, J., Lee, M., Warkentin, and H.M., Chung, Electronic Commerce: A Managerial Perspective. , Upper Saddle River, NJ: Prentice-Hall, 2006.
﹝71﹞ Venkatesh, V., M.G., Morris, G.B., Davis, and F.D., Davis,”User acceptance of information technology: Toward a unified view”, MIS Quarterly, 27, 425-478, 2003.
﹝72﹞ Virvou, M., and G., Katsionis, “On the Usability and Likeability of Virtual Reality Games for Education: The Case of VR-ENGAGE”, Computers and Education, 50, 154-178, 2008.
﹝73﹞ Viscio, A., and B., Paternack, “Toward a new business model”, Strategy & Business, 20, 2nd quarter, 1996.
﹝74﹞ Walton, G., S., Childs, E., Blenkinsopp,”Using mobile technologies to give health students access to learning resources in the UK community setting”,Health Information & Libraries Journal,22,51-65, 2005.
﹝75﹞ Wolfe, J.,”A history of business teaching games in English-speaking and post-socialist countries: The origination and diffusion of a management education and development technology”, Simulation & Gaming, 39(1), 105-118, 1993.
﹝76﹞ Wolfe, J., and D., Luethge,”The impact of involvement on performance in business simulations: An examination of Goosen’s know little decision-making thesis”. , Journal of Education for Business, 79, 69-74, 2003.
﹝77﹞ Wexley, K. N., and G.P., Latham, Developing and training human resources in organizations., 2nd Ed., New York: HarperCollins,1991.
﹝78﹞ Zott C., and A., Raphae, The Business Model as the Engine of Network-Based Strategies, Pearson Technology Group, 2009.
指導教授 鄭漢鐔(Hann-Tarn Jeng) 審核日期 2012-6-27
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明