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研究生: 黃綉雯
Hsiu-wen Huang
論文名稱: 國小學生對桌上遊戲接受度之相關分析—以大富翁遊戲為例
A Correlation Analysis on Elementary School Students'' Perception of Board Game: A Case Study of Monopoly
指導教授: 劉旨峯
Zhi-feng Liu
口試委員:
學位類別: 碩士
Master
系所名稱: 文學院 - 學習與教學研究所
Graduate Institute of Learning and Instruction
畢業學年度: 100
語文別: 中文
論文頁數: 70
中文關鍵詞: 接受度大富翁遊戲國小學生桌上遊戲
外文關鍵詞: elementary school students, perception, Monopoly, board game
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  • 桌上遊戲是一種新興的教育科技,指的是可以在桌子或其他平面上進行的遊戲,大富翁遊戲即為典型的代表。本研究旨在了解國小學生對桌上遊戲的接受度,以大富翁遊戲為例,探討個人因素(知覺有用、知覺易用、使用意圖)、環境因素(系統特性、社會影響)與使用行為(使用時間、使用頻率)等三種層面之間的關係。本研究對象為桃園縣100學年度公立國小中高年級學生,依鄉鎮市別,採分層隨機抽樣的方式抽出2112位曾接觸過大富翁遊戲的學生接受問卷調查,並以「國小學生對大富翁遊戲的接受度調查問卷」為研究工具。對於所蒐集的資料,以典型相關進行分析。研究結果發現環境因素與個人因素有顯著的正相關,個人因素與使用行為有顯著的正相關,環境因素與使用行為有顯著的正相關。


    Board game is an emerging educational technology, which is the game that can play on a table or other flat. Monopoly is the most classic board game.This study aims to understand the elementary school students'' perception of board game. Take Monopoly as an example, we investigated the relationship among personal factors (perceived usefulness, perceived ease of use, behavioral intention to use), environmental factors (system characteristics, social influence) and use behavior (use of time, frequency of use).This study recruited the middle and high graders as research participants from public elementary schools in Taoyuan County. According to the townships and stratified random sampling, 2112 students who have played Monopoly were selected to fill in questionnaires. The questionnaire named “The perception of Monopoly to Elementary School Students” is the main instrument in this study. The canonical correlation analysis was performed to analyze the data. The results of the study showed that environmental factors and personal factors have a significant positive correlation; personal factors and the use behavior have a significant positive correlation; environmental factors and use behavior have a significant positive correlation.

    中文摘要 i Abstract ii 誌謝 iii 目錄 iv 圖目錄 vi 表目錄 vii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與問題 4 第三節 研究限制 5 第四節 主要名詞釋義 6 第二章 文獻探討 7 第一節 三元交互決定論 7 第二節 科技接受模式 9 第三節 整合三元交互決定論與科技接受模式 14 第三章 研究方法 16 第一節 研究架構 16 第二節 研究假設 17 第三節 研究流程 18 第四節 研究對象 19 第五節 研究工具 24 第六節 資料處理與分析 35 第四章 研究結果 36 第一節 環境因素與個人因素之相關分析 36 第二節 個人因素與使用行為之相關分析 38 第三節 環境因素與使用行為之相關分析 40 第五章 結論與建議 42 第一節 結論 42 第二節 建議 44 參考文獻 46 附錄一 學生對大富翁遊戲的接受度問卷(預試問卷) 53 附錄二 學生對大富翁遊戲的接受度問卷(正式問卷) 57

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