跳到主要內容

簡易檢索 / 詳目顯示

研究生: 蔡馨儀
Tsai,hsin-yi
論文名稱: 以商業模式為基礎之模擬競賽系統設計與績效研究-以「2012 Ms. Hotel決策模擬系統專題」為例
A Study of the Design and Performance of Business Model Based Simulation and Gaming System – A Case Study of the Ms. Hotel 2012 Project
指導教授: 鄭漢鐔
口試委員:
學位類別: 碩士
Master
系所名稱: 管理學院 - 會計研究所
Graduate Institute of Accounting
論文出版年: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 79
中文關鍵詞: 競賽與模擬系統設計專案管理商業模式
外文關鍵詞: Design system of gaming and simulation, project, business model
相關次數: 點閱:18下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 近年來隨著觀光產業的復甦,餐旅管理學系在大學排名中逐漸提升,現今許多餐旅管理學系教學者透過教學輔助系統提升教學效果,除了餐旅管理學系外,一般管理相關學系的教學者亦可透過教學輔助系統激發學生的興趣,提升教學效果及學生的學習成效。然而,市面上大部分關於服務業的經營模擬遊戲主要是著重在傳統的生產、銷售、人力資源、研發及財務等管理,顯少有以商業模式為設計基礎之決策模擬系統,因此,透過國立中央大學會計研究所鄭漢鐔教授與資管學系的林熙禎教授聯合指導之專題團隊,共同開發以商業模式為基礎之模擬競賽系統,並採用傳承方式,持續開發決策模擬系統。
    本研究的專題團隊則為承接Ms. Hotel 2011決策模擬系統,但因Ms. Hotel 2011仍存在許多缺失,因此,本論文目的為持續改善Ms. Hotel 2011及開發Ms. Hotel 2012,探討Ms. Hotel 2012預期目標與實際成果間差異及差異原因。
    本研究將專題過程分為四個階段,定義、規劃、執行及結案階段,並以8十商業模式之架構闡述及分析專題的設計與開發過程。本研究分析結果針對團隊成員、規劃與執行過程及系統本身方面提出幾項差異原因及改善建議,其中,系統開發的關鍵失敗因素為團隊默契及相處、團隊執行方式、時程規劃及系統Bug四項;最後則對於系統部分功能提出改善建議。


    Because of the revival of the tourism recently, the rank in food and beverage management is getting higher. Nowadays not only do many teachers of food and beverage management promote the teaching effects via teaching aids system, also teachers in general school of management intrigue students’ interests via the system to improve the learning intension. However, on the market most service industries in running business simulation game focus on the traditional production, sale, human resource, research, and financial affairs and so on, but rarely focus on the design basic in Business Model; therefore, we formed a team, which is under the instruction of Professor Hann-Tarn Jeng and Shin-Jen Lin of National Central University, to lead us to develop the Business Model Based Simulation and Gaming System, and followed the traditional way to keep doing the Management Simulation System.
    The Project Team carried on the A Case Study of the Ms. Hotel 2012 Project, but there are so many disadvantages, so the purpose of the essay is to improve and develop Ms. Hotel 2012 project to discuss the differences of the expected goals and practical results.
    The research divided the project into four parts: definition, plan, implement, and closure report, and displayed and discussed the design of the project and the process of developing on the basis of eight-ten business model. Also, the analysis of the research recommended a few differences and advices about the team members, planning, the process of implement and the system itself. Among those, the key factors of system development‘s failure are the way how team members get along with, how the teamwork goes on, the way the team implement a plan, the time schedule and Bug system. In conclusion, we pointed out some advices about some parts of the system function.

    摘要 i Abstract ii 誌謝 iv 目錄 v 圖目錄 vii 表目錄 viii 一、 緒論 1 1-1  研究背景 1 1-2  研究動機 2 1-3  研究目的 3 1-4  研究流程與架構 3 二、 文獻探討 5 2-1  競賽與模擬系統設計 5 2-1-1 數位遊戲與數位遊戲式學習 5 2-1-2 競賽式數位遊戲學習之意義與特點 5 2-1-3 數位教學輔助工具的特性 6 2-1-4 模擬遊戲結合教育的好處及成效 6 2-1-5 數位遊戲之架構與特徵 7 2-2  專案管理 11 2-2-1 專案定義及特性 11 2-2-2 專案生命週期 12 2-2-3 數位遊戲專題 12 2-3  商業模式 12 三、 研究方法 17 3-1  個案研究法 17 3-2  專案生命週期 18 3-3  8十商業模式 19 四、 專題執行 25 4-1  Ms. Hotel 2012決策模擬系統專題 25 4-1-1 專題介紹 25 4-1-2 專題範疇 25 4-2  專題生命週期四階段 27 4-2-1 定義階段 28 4-2-2  規劃階段 30 4-2-3  執行階段 33 4-2-4  結案階段 56 五、 結論與建議 61 5-1  研究結論 61 5-2  未來改善建議 64 參考文獻 66

    網路文獻
    1. PMI國際專案管理協會,http://www.pmi.org/default.aspx。
    2. 特波國際,http://www.top-boss.com.tw/。
    中文部分
    1. PMI國際專案管理學會著,專案管理知識體指南(中文繁體PMBOK® Guide),熊培霖、陸正平、范淼、林衛國、傅旭昇譯,初版,博勝科技文化,台北市,2009。
    2. Yin, Robert K.著,個案研究設計與方法,周海濤、李永賢、張蘅譯,初版,五南圖書,台北市,2009。
    3. 王維聰、王建喬,「數位遊戲式學習系統」,科學發展,467,46-51頁,2011。
    4. 吳鐵雄,「電腦軟體遊戲帶來的影響」,教育人力與專業發展雙月刊,39,17-21頁,民國七十七年。
    5. 莊世偉,「線上數學遊戲的合作與競爭模式設計」,國立台北師範學院數理教育研究所,碩士論文,民國92年。
    6. 許光華,專案管理:知識體系的觀點,初版,華泰文化,台北市,2006。
    7. 劉旨峰、簡幸如,「專題導向數位遊戲製作教學模式之個案探討」,人文暨社會科學期刊,5,113-130頁,民國九十八年。
    8. 鄭漢鐔,8十商業模式-企業創新的動態系統,出版中,2013。
    9. 鄭漢鐔、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。
    10. 賴炎卿,「問題導向式與電腦遊戲式教學策略對於國小學生電腦課之學習動機與推理能力成效之研究」,國立台中教育大學數位內容科技學系,碩士論文,民國90年。
    11. 鍾文武,學會專案管理的11堂課,初版,博碩文化,新北市,2010。
    英文部分
    1. Adobor, H., and Daneshfar, A., “Management simulations: Determining their effectiveness”, Journal of Management Development, 25(2), 151-168, 2006.
    2. Baranauskas, M., Neto, N., and Borges, M., Learning atwork through a multi-user synchronous simulation game. In Proceedings of the PEG’99 Conference, Exeter, UK , 137-144, Exeter, UK: University of Exeter., 1999.
    3. Caillois, R., “Man, play, and games”, New York: Free Press, 1961.
    4. 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.
    5. Cordova, D. I., and Lepper,M. R., “Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice”, Journal of Educational Psychology, 88, 715-730, 1996.
    6. Crookall, D., Oxford, R. L., and Saunders, D., “Towards a reconceptualization of simulation: From representation to reality”, Simulation/Games for Learning, 17, 147-171, 1987.
    7. de Felix,W., and Johnston, R.T., “Learning from video games”, Computers in the Schools, 9, 199-233, 1993.
    8. Fallows, Stephen J.; Kemal Ahmet, Inspiring Students: Case Studies in Motivating the Learner, Routledge, 63, 1999.
    9. Faria, A. J., “Business simulation games: Current usage levels—An update”, Simulation Gaming, 29(3), 295-308, 1998.
    10. Garris, R., R., Ahlers, and J., Driskell, “Games, Motivation and Learning: A Research and Practice Model”, Simulation and Gaming, 33(4), 441-467, 2002.
    11. Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S., “Instructional media and technologies for learning”, 7th ed. Columbus: Merrill/Prentice Hall, 2002.
    12. Hogle J. G., Considering Games as Cognitive Tools: In Search of Effective "Edutainment", University of Georgia Department of Instructional Technology, 1996.
    13. Jason Rutter and Jo Bryce, Understanding Digital Games, London: Sage, 249, 2006.
    14. Johnson, M.W., C.M., Christensen, and H., Kagemann, “Reinventing your Business Model”, Harvarrd Business Review, 2008.
    15. Ke, F., and Grabowski, B., “Game playing for maths learning: Cooperative or not? ”, British Journal of Educational Technology, 38(2), 249-259, 2007.
    16. Knotts Jr., U. S., and Keys, J. B., “Teaching strategic management with a business game”, Simulation & Gaming, 28, 377-394, 1997.
    17. Laramee, Francois Dominic, Game Design Perspectives: Advances in Computer Graphics and Game Development, 2002.
    18. Lepper, M. R., & Chabay, R., “Intrinsic motivation and instruction: Conflicting views on the role of motivational processes in computer-based education”, Educational Psychologist, 20(4), 217-230, 1985.
    19. Magretta, J., “Why Business Models Matter”, Harvard Business Review, 80(5), 86-92, 2002.
    20. Malone, T. W., “What makes computer games fun? ”, Byte, 6(12), 258-277, 1981.
    21. Malone, T.W., and Lepper,M.R., Making learning fun: Ataxonomy of intrinsic motivations for learning. In R. E. Snow&M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. 3. Conative and affective process analyses (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum. (1987)
    22. Mayer, B.W., Dale, K.M., Fraccastoro, K.A., and Moss, G., “Improving transfer of learning: Relationship to Methods of Using Business Simulation”, Simulation & Gaming, 42(1), 64-84, 2011.
    23. Munns and Bjeirmi, “The role of project management in achieving project success”, International Journal of Project Management, 14(2), 81-87, 1996
    24. Osterwalder A., and Y., Pigneur, Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers, 2010.
    25. Penford, P., W.F. Kong, and W.K.A. Lee, “VIRTEL - Teaching Hospitality with a Virtual Hotel E-simulation”, in Asia-Pacific Educational Research Association International Conference (APERA), Hong Kong, 2006.
    26. Prensky, M., ed. Digital Game-Based Learning, McGraw-Hill, New York, 2001.
    27. Rieber, L. P., “Animation, incidental learning, and continuing motivation”, Journal of Educational Psychology, 83, 318-328, 1991.
    28. Schramm, W., “Notes on case studies of instructional media projects”, Working paper for the Academy for Educational Development, 1971.
    29. Shafer, S.M., H.J., Smith, and J.C., Linder, “The Power of Business Models”, Business Horizons, 48(3), 199-207, 2005.
    30. TP Cronan, PM Léger, J Robert, G Babin, P Charland, “Comparing Objective Measures and Perceptions of Cognitive Learning in an ERP Simulation Game A Research Note”, Simulation & Gaming, 43(4), 461-480, 2012.

    QR CODE
    :::