跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.88) 您好!臺灣時間:2026/02/15 23:34
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

我願授權國圖
: 
twitterline
研究生:吳紀瑩
研究生(外文):Chi-Ying Wu
論文名稱:STEM科學玩具市場推廣之課外趣味學習空間輔助探討
論文名稱(外文):Marketing STEM Toys through Interesting Extracurricular Learning Spaces
指導教授:周碩彥周碩彥引用關係
指導教授(外文):Shuo-Yan Chou
口試委員:周碩彥喻奉天郭伯勳
口試委員(外文):Shuo-Yan ChouVincent F. YuPo-Hsun Kuo
口試日期:2019-06-05
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:工業管理系
學門:商業及管理學門
學類:其他商業及管理學類
論文種類:學術論文
論文出版年:2019
畢業學年度:107
語文別:中文
論文頁數:42
中文關鍵詞:STEM教育科學玩具遊戲趣味學習DIY
外文關鍵詞:STEM educationsciencetoygamefun learningDIY
相關次數:
  • 被引用被引用:1
  • 點閱點閱:477
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:1
父母重視孩子的教育,期望幫助孩子奠定未來發展的基礎,擔心自己的孩子輸在起跑點,然而,這樣的擔心使孩子從小開始承受課業壓力,可能導致孩子成長的過程中壓力比快樂的回憶還多,這未必是家長心裡真正期望的結果,身為父母,在期望孩子未來發展順利與快樂成長之間難以抉擇。
因應科技發展影響著未來的生活,教育方向包含培養STEM相關能力、學習STEM素養、運用STEM知識技能,以培養未來的世界與工作所需的相關能力。讓本世代小朋友快樂玩,同時學習STEM相關能力,在課外趣味學習空間中學習是其中一個方法,提供小朋友不同於一般學科的學習體驗,可作為STEM科學玩具進入市場推廣之切入點。
本研究透過文獻探討及深度訪談臺灣STEM科學玩具產業界專家,透過課外趣味學習空間,如何使小朋友對STEM更感興趣、家長更認同STEM科學玩具對孩子的幫助、提升家長對STEM科學玩具的觀感,以使STEM科學玩具推廣至市場有正向幫助,本研究整理出「STEM科學玩具推廣策略作法」,期望有助STEM玩具於台灣市場之推展。
Parents value education for their children. Most of them regard the grade of academic curriculum as a top priority and hope to assist their children in developing the essential ability for their future. They worry that children may lose at the starting point. Based on this kind of worries, children bear much pressure since they are babies. It may cause that they recall having pressure more than happiness in their childhood. However, it may not be parents’ expectation. As parents, it’s hard to decide to make a happy childhood for their children, or sound foundations for them.
The scientific and technological development is influencing the future life. In the aspect of education, people focus on developing the ability about STEM, learning core competencies of STEM, utilizing the knowledge and skill of STEM. According to different individual personality, develop the personal competitive ability for the future.
By means of extracurricular learning spaces, provide children with different learning experiences. While playing around in this kind of space with joy, children learn some skills about STEM. It is a starting point to popularize STEM toys.
Based on the literature reviews and interviews of the experts of STEM toys in Taiwan, through extracurricular learning spaces, make children more interested in STEM and enhance parents’ recognition about benefits for kids. To conclude” The strategy of popularizing STEM toys” for marketing STEM toys in Taiwan.
圖目錄 5
表目錄 6
摘要 7
ABSTRACT 8
誌謝 9
第一章 緒論 10
1.1 研究背景 10
1.2 研究動機與目的 11
第二章 文獻探討 13
第三章 研究方法 21
3.1 訪談對象 21
3.2 訪談大綱內涵 21
3.3 質化分析 24
第四章 研究結果與討論 25
4.1 觸發兒童興趣的環境或情境 26
4.2 科學玩具課後趣味學習空間價值 29
4.3 研究結果 34
第五章 研究結論與建議 36
5.1 研究結論 36
5.2 研究建議 38
5.3 研究限制 39
5.4 未來研究議題建議 39
參考文獻 40
[1] Committed To Improving The State Of The World (2016), “The Future of Jobs,” Global Challenge Insight Report, 39-40.
[2] Committed To Improving The State Of The World (2018), “The Future of Jobs Report,” Insight Report, 8.
[3] The Economist and Intelligence Unit (2016), “Education to 2030,” The Economist Intelligence Unit Limited 2016.
[4] 親子天下雜誌90期(2017.06.01)網頁(https://www.parenting.com.tw/article/5074230-李開復:AI時代,情感是人類最後一道防線/)
[5] 教育部(2014), “十二年國民基本教育課程綱要,” p.3
[6] 國際數學與科學教育成就趨勢調查2011國家報告TIMSS2011, 218-230.
[7] Maria Fusaro, Maureen C.Smith. (2018), “Preschoolers’ inquisitiveness and science-relevant problem solving,” Early Childhood Research Quarterly, Vol.42, 1st Quarter 2018, 119-127.
[8] STEM教育,維基百科(最後修訂於2019年5月11日12:35)網頁(https://zh.wikipedia.org/wiki/STEM教育)
[9] Ortiz, A. M. (2015), “Examining students’ proportional reasoning strategy levels as evidence of the impact of an integrated LEGO robotics and mathematics learning experience,” Journal of Technology Education, 26(2), 46-69.
[10] Suzanne Hidi, K. Ann Renninger (2006), “The Four-Phase Model of Interest Development,” Educational Psychologist, 41(2), 111–127.
[11] David A. Bergin (2016), “Social Influences on Interest,” Educational Psychologist, Vol. 51, 2016 - Issue 1, 7-22.
[12] K. Ann Renninger, Jessica E. Bachrach and Suzanne E. Hidi (2018), “Triggering and maintaining interest in early phases of interest development,” Learning, Culture and Social Interaction, Available online 23 December 2018.
[13] Dormann C., Biddle R. (2006), “Humour in game-based learning,” Learning, Media and Technology, Vol. 31, 2006 - Issue 4: Digital Games and Learning, 411-424.
[14] Beaumie Kim, Wing Ho. (2018), “Emergent social practices of Singapore students: The role of laughter and humour in educational gameplay,” International Journal of Child-Computer Interaction, Vol.16, 2018, 85-99.
[15] M. Braund, M.J. Reiss (Eds.) (2004), “Learning science outside the classroom,” Routledge-Falmer, London, England.
[16] M. Petrich, K. Wilkinson and B. Bevan (2013), “It looks like fun, but are they learning,” Design, make, play: Growing the next generation of STEM innovators, 50-70.
[17] Philip Kotler, Hermawan Kartajaya and Iwan Setiawan (2017), “行銷4.0:新虛實融合時代贏得顧客的全思維,” 天下雜誌, 劉盈君 (Ed.)
[18] 阿里研究院新零售研究報告(2017.3)網頁(https://blog.csdn.net/zw0Pi8G5C1x/article/details/80906338)
[19] Alexander Osterwalder and Yves Pigneur (2012), “Business Model Generation (獲利世代:自己動手,畫出你的商業模式), ” 早安財經文化有限公司, 尤傳莉(譯者);林之晨(導讀)
連結至畢業學校之論文網頁點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊