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研究生:楊淑如
研究生(外文):Yang, Shwu-Ru
論文名稱:影響數位學習之因素:互動性與知覺娛樂性
論文名稱(外文):The Factor Of Adapting E-Learning : Interactivity And Enjoyment Perception
指導教授:莊東穎莊東穎引用關係汪志堅汪志堅引用關係
指導教授(外文):Juang, Tong-YingWang, Chih-Chien
學位類別:碩士
校院名稱:國立臺北大學
系所名稱:資訊管理研究所
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2007
畢業學年度:95
語文別:中文
論文頁數:106
中文關鍵詞:終身學習數位學習科技接受模式互動性知覺娛樂性
外文關鍵詞:long-life learninge-learningTAMinteractivityenjoyment perception
相關次數:
  • 被引用被引用:5
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二十一世紀的競爭實力係以知識、科技為主要的競爭資源,因此推動終身學習有其必然的趨勢,傳統「以老師為學習活動的中心、以教室為學習活動的場所」之學習模式在時空上皆造成學習的瓶頸與障礙,故透由資訊設備、技術與網路的運用發展出新的學習模式:數位學習。
數位學習除了提昇國家競爭力外,其產業的發展,則又是國家產業經濟的一大利基,但數位學習卻面臨著建置初期成本所費不貲、績效難以短期呈現、使用者接受度與持續力等問題,故若能找出影響數位的學習因素,將有利於推動終身學習的發展。
本研究以科技接受模式為主要的研究架構,再針對動機模式及同儕間的互動性加以探討。研究方法運用結構方程式模式分析各種模式的適配度,結果發現互動性的增加會正向的影響使用者的知覺易用性,知覺易用性的增加也增強了娛樂性的知覺,而知覺娛樂性及知覺有用性對於學習者使用意願有著不分軒轅的直接影響力,更有趣的是無論是知覺易用性或知覺娛樂性,皆會透過知覺有用性間接地影響學習者使用意願。
國內的數位學習應用尚在萌芽階段,本研究透過使用者使用數位學習後的問卷調查分析並提出互動性延伸科技接受模式,期能對於數位學習的推動有些許的幫助。
In 21th century, what Taiwan own to compete with other countries are knowledge and technologies. Promoting the long-life learning has become the world-wide trend. The traditional way of learning which took place in the classroom and taught by teachers face to face, has become the neckbottles and barriers of learning. E-learning, a new learning way combines with technological device, is a new way to promote the long-life learning.

E-learning is a source of competence for a country. However there are some difficulities for spreading e-learning. For example, the high cost for implementing e-learning framework, the hard work to evaluate performance of e-learning, the low e-learning acceptance of users, the short sustaining power of e-learning users, and so on. It is necessary to find the critical factors of adapting e-learning to promote the long-life learning.

This research adopt the TAM (Technology Acceptance Model) to explore the motivational model and interactivities between learners. SEM (Structural Equation Modeling ) was used to analysis the fitness of different models. Finally, this study concluded the results for e-learning acceptance as follows :
 The more interactive the e-learning system is, the more ease of use perception the learners have.
 The more ease of use perception of the e-learning system is, the more enjoyment perception the learners have.
 Both enjoyment perception and usefulness perception efftct directly on the e-learning usage intention.
 Both ease of use perception and enjoyment perception effect the e-learning usage intenion indirectly, which are mediated by the usefulness perception.

The application of e-learning in Taiwan is in a initial stage. This research used an empirical survey to examine the e-learning user acceptance after using a period of time, and proposed an interactivity-extended technology acceptance model. We hope this model could give a hand on promoting e-learning and long-life learning.
第一章 緒 論 1
第一節 研究背景 1
第二節 研究動機 3
第三節 研究目的 4
第二章 文獻探討 5
第一節 數位學習(e-Learning) 5
第二節 科技接受模式(Technology Acceptance Model) 8
第三節 內生動機(Intrinsic Motivation)與學習 14
第四節 互動(Interactivity) 28
第三章 研究設計與方法 39
第一節 研究架構與構念定義 39
第二節 研究假說 40
第三節 問卷設計 43
第四節 研究對象與資料蒐集 45
第五節 資料分析方法 45
第四章 資料分析 55
第一節 敘述性統計資料分析 55
第二節 信度分析 61
第三節 效度分析 63
第四節 同源偏差分析 64
第五節 關聯性分析 66
第六節 結構方程式模式(SEM)分析 67
第五章 結論與建議 83
第一節 研究結論 83
第二節 研究貢獻 86
第三節 研究限制與後續研究建議 88
參考文獻 90
附錄 96
附錄1: 網路問卷訊息公告畫面 96
附錄2: 網路問卷訊息通知-臺北e大鮮活電子報第114期 97
附錄3: 網路問卷 98
附錄4: 各構念問項代號對照表 102
附錄5: 敘述性統計資料(職業別:公務人員) 103
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