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研究生: 詹雅晴
Ya-Cing Jhan
論文名稱: 探討適性化商業模擬系統建構之基礎與發展
Exploring and Developing a Basis for Constructing an Adaptive Commercial Simulation System
指導教授: 欒斌
Pin Luarn
口試委員: 陳正綱
Cheng-Kang Chen
葉穎蓉
Ying-Jung Yeh
詹前隆
Chien-Lung Chan
謝艾芸
Ai-Yun Hsieh
學位類別: 博士
Doctor
系所名稱: 管理學院 - 企業管理系
Department of Business Administration
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 78
中文關鍵詞: 商業模擬系統適性學習方法目的鏈性別差異教育背景差異
外文關鍵詞: Commercial Simulation System, Adaptive Learning, Means-end Chains, Gender Difference, Differences in Educational Background
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由於全球在2020年開始受到COVID-19疫情的影響,為暸解決實體學習的問題,全球各地也都積極的將研發經費投入智慧學習產業中。因此,也讓智慧學習服務的企業面臨許多競爭與挑戰。然而,臺灣在智慧學習產業中企業間的競爭力高。以企業的角度,光有好的學習系統輔助教學是不夠的。企業須結合數位行銷能力以增加產品的曝光度,讓使用者能持續使用企業的智慧學習服務,才能在競爭激烈的智慧學習產業中嶄露頭角。因此,本研究基於“學習者的觀點探討開發適性化商業模擬系統之功能特性”。以此更全面性瞭解適性化商業模擬系統建構之基礎與未來的發展。
為了深度瞭解學習者在使用適性化商業模擬系統的多元觀點與學習價值。本研究採用Beer Game作為研究標的,以方法目的鏈理論完成兩階段研究探究學習者在遊玩時所著重的因素。第一階段為透過“既有屬性”建構的“既有系統屬性-學習結果-最終價值”之心理階層結構。研究結果顯示“資訊提供-體驗長鞭效應-成就感”、“供應鏈角色-訓練組織性思考-提升經營績效-成就感”、“團隊合作-促進合作互動-溫暖的人際關係”,此三條路徑是學習者著重的心理階層結構。
第二階段則以學習者期望所增加的“新創屬性”建構“新創屬性-預期學習結果-期望價值”之心理階層結構。研究發現,大部分的學習者期望在供應鏈學習系統中獲得“加入立體動態影像-增進遊玩樂趣-享樂人生”、“設置限時回合制-強化時間管理-冒險刺激”、“建立對話框-促進有效決策-成就感”、“增加關鍵事件&增加教學回饋-訓練獨立思考-成就感”等重要路徑。
最後,在性別與不同教育背景的交叉分析中發現,協同合作對於不同族群而言具有多重含義,皆各自發展出不一樣的學習路徑與價值。


The COVID-19 pandemic, which started in 2020, caused many major countries to invest massive amounts in the intelli gent learning industry specifically for research into the study of physical learning related issues. There is now a tremendous amount of competition and many challenges being encountered by all the enterprises engaged in intelligent learning services. In the intelligent learning industry, however, vigorous competition is seen among the enterprises in Taiwan. The introduction of well-organized auxiliary teaching in the learning system is no longer enough and enterprises need to incorporate digital marketing ability to build sufficient product exposure while at the same time making users willing to continue to use the company’s intelligent learning services. This helps them to become more competitive in a most intensive and vigorous intelligent learning industry. For this reason, the concept of “The study on developing the functional characteristics of the Adaptive Commercial Simulation System from the viewpoint of the learner”. This provides a more comprehensive basis of knowledge about the fundamentals needed for the implementation of the Adaptive Commercial Simulation System and its future development.
To gain deeper insight into more diversified viewpoints and the learning value of the Adaptive Commercial Simulation System to be employed by the user, the Beer Game has been selected as the target of this research. The Means-end Chain theory has been employed to complete two-stage research into the factors to be emphasized by a learner playing the game. The first stage focuses on a hierarchical mental structure of the “Existing System Attributes – Learning Consequence – Terminal Value” implemented through the “Existing Attributes”. Research results have shown that the most likely hierarchical mental structure routes that will be followed by a learner are “Information Supply – Experiencing the Bullwhip Effect – Sense of Accomplishment”, “Role of the Supply Chain – Training Organizational Thinking – Enhancing Operation Performance - Sense of Accomplishment”, and “Team Work – Promoting Cooperation and Interaction – Warm Relationships with Others”.
In the second stage focus is on the “Innovative Attributes – Anticipated Learning Consequence – Expected Value” being implemented through the “Innovative Attributes” that should be increased by the learner. Research also shows that most of the learners are expected to add the following crucial routes in the Supply Learning System: “Dimensional Dynamic Image – Improving the Fun of the Game – Fun and Enjoyment Life”, “Setting Up Term-based Limited Time – Strengthening Time Management – Excitement”, “Establishing Dialogue Frame – Promoting Effective Decision Making – Sense of Accomplishment”, and “Increasing Critical Event & More Teaching Feedback – Training Independent Thinking – Sense of Accomplishment”.
A cross analysis of gender and differing educational background, showed that multiple meanings were achieved by subjects from different groups through collaborative cooperation where different learning routes and values were developed by each group.

指導教授推薦書 I 考試委員審定書 II 摘要 III ABSTRACT IV 誌謝 VI 目錄 VIII 表目錄 X 圖目錄 XI 1. 緒論 1 1.1. 研究背景 1 1.2. 研究動機 4 1.3. 研究目的 6 2. 文獻探討 9 2.1. 方法目的鏈理論 9 2.2. 商業模擬遊戲與學習系統 11 2.3. 長鞭效應 13 3. 研究方法 15 3.1. 研究素材BEER GAME 15 3.2. 研究流程 16 3.3. 訪談資料蒐集 17 3.4. 研究對象 20 4. 研究結果與討論 22 4.1. “既有系統屬性-學習結果-最終價值”之心理階層結構分析 22 4.1.1. 既有系統屬性-學習結果-最終價值之內容分析結果與信度分析 22 4.1.2. 既有系統屬性-學習結果-最終價值之整體HVM分析 24 4.1.3. 既有系統屬性-學習結果-最終價值之分群HVM分析 27 4.2. “新創屬性-預期學習結果-期望價值”之心理階層結構分析 31 4.2.1. 新創屬性-預期學習結果-期望價值之內容分析結果與信度分析 31 4.2.2. 新創屬性-預期學習結果-期望價值之整體HVM分析 32 4.2.3. 新創屬性-預期學習結果-期望價值之分群HVM分析 35 5. 結論與意涵 38 5.1. 結論 38 5.1.1. 學習者著重的既有系統屬性之心理階層結構 38 5.1.2. 學習者期待的新創屬性之心理階層結構 40 5.2. 管理與教學意涵 41 5.3. 研究限制與後續研究建議 45 附錄一 既有系統屬性-學習結果-最終價值之蘊含矩陣 46 附錄二 新創屬性-預期學習結果-期望價值之蘊含矩陣 47 參考文獻 48

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