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Item 「2006 職訓課程發展計畫—工業控制職類」調查報告書(行政院勞工委員會職業訓練局台南職業訓練中心, 2006-01-01) 蔡錫濤; 張媁雯等Item 2006 職訓課程發展計畫—工業控制職類調查研究(2006-11-09) 蔡錫濤; 張媁雯; 謝文斌; 楊榮仁Item 2008 中國經濟安全暨增長風險(2008-03-18) 施正屏Item 2009 年哥本哈根會議成果研析(2009-12-19) 施正屏Item 2010 年全球糧食安全研析(2010-08-10) 施正屏Item 96 年度局屬五所職訓區域運籌中心營運功能診斷輔導計畫(行政院勞工委員會職業訓練局, 2007-12-31) 林怡君Item An academic digital divide between students in developed and developing worlds- A comparative study of two universities in Taiwan and the Gambia(2008-10-29) Lai, Chih-Chien; Touray, YusuphaItem Adapting Monopoly as an Intelligent Learning Game for Teaching Dynamic Competitive Strategy(2007-08-17) Yeh, C.R.; Tao, Y.H.; Hong, T.P.; Lin, W.Y.; Chen, P.C.; Wu, C.H.; Lin, C.W.Competition is inevitable in the business environment. Competitive Strategy is thus a very important subject in management education. However, due to the complexity of the concept and business’s zero tolerance for strategy mistakes, the teaching of competitive strategy has so far been limited to classroom discussions on theories and cases, without the benefit of hands-on experiences for actual skill-building. A Monopoly-like game, when designed to simulate business competition and developed with appropriate instructional strategy, can provide students a viable venue to practice competitive decision making without jeopardizing business operation. The Monopoly allows students to test out textbook theories in realistic competitive situations, offering invaluable “learning by doing”opportunities from the experiential learning perspective. The traditional Monopoly board game has been incorporated into classroom activities in two junior-level college classes. Initial feedback from students has been positive. However, the traditional Monopoly game, paper-based or computer-based, is neither convenient nor effective for instructional purposes. An intelligent “Strategy Monopoly”online game designed with the teaching of competitive strategy concept in mind, not only provides the benefit of a digital learning game or a computer simulation in improving student motivation,teacher feedback and other learning effects, but also has the ability to collect and analyze students’learning-path data in order to design adaptive learning strategies for students with different cognitive levels or learning styles. The large volume of learning-path data can be stored in a data warehouse to be used with data mining techniques to validate the competitive strategy theories, or to serve as a basis for designing an intelligent learning module embedded within the Monopoly online game to consult students on rules of the game or strategy decisions. The same set of data can also be used to deduce rules of winning competitive decision making, thus provides ample opportunities to validate current strategy theories. To move the “Strategy Monopoly”learning game from concept to reality, we assembled a cross-disciplinary development team from the fields of Business Administration, Education, Information Management, and Computer Sciences to submit a research project proposal to the Taiwan’s National Science Council for funding. With the collaborative efforts, we have established an integrated research project with three interrelated sub-projects to (1) design the Strategy Monopoly game for teaching competitive strategy from instructional design perspective, (2) develop the online game system from system development perspective, and (3) design the intelligent tutoring component from the information technology perspective. We first performed an in-depth review of the literature to justify the need for such an online Strategy Monopoly game for management education. The review included the instructional methods used in Taiwan, the characteristics and teaching challenges of business competitive strategy, the application of experiential learning and simulation game in management education, and the current status of Monopoly computer games. With the understanding of the above literature, we then conducted an initial design focusing on the basic functionality of the learning game and the intelligent tutoring component from both a short-term and a long-term perspective. An UML (Uniform Modeling Language) case diagram was used to explain how the system administrator, the teacher and the student actors will interact with three system modules, i.e., system management setup, game management and learning game system. Furthermore, a conceptual diagram depicting the relationship between learning-path data warehouse and data mining was presented to show how applications of advanced information technology can be used in instructional learning games, as opposed to the traditional online game or e-learning context. Finally, we proposed using Java language, MySQL database, Linux operations system and Apache web server for this learning game environment. In particular, the use of Java was justified because of the strength in its scalability and flexibility in future system development. As its short-term objective, this development project aims to complete a prototype learning game system that integrates learning of key competitive strategy concepts in a fun learning environment. The prototype system will allow teachers to design and setup game parameters easily for students to play and learn the desirable learning objectives in the strategiccompetition context. Furthermore, the design of embedded learning content, game path data collection, learning path mining, and rule editing management will allow the teachers to customize the learning game to students’different learning levels or styles or to provide instant feedback to students on strategy decisions. Several long-term goals are envisioned as outcomes of this project. In terms of the game design, it can be adapted to different management contexts and thus can be used in other management courses. In terms of game development, the project team will pursue expanding the 2D multiple-innings game into a 3D instant game or mobile phone device environment. In terms of online game environment, this project considers a point-to-point online game environment to distribute the server load into different local servers in order to satisfy a simultaneous in-flux of a large number of users on this game. In terms of learning assistance, the learning game can be advanced to provide tutorials on competitive strategy, online strategy analysis and recommendation, and self-learning computer agent as the playmate to individual students. Besides, this game can evolve into a game engine or middleware to be adopted by other game developers as a great time-saving template. The research team strongly believes that the intelligent “Strategy Monopoly”learning game will greatly strengthen the learning effects from using the traditional Monopoly in Competitive Strategy course, and will serve as an example for the development and application of simulation games in management education of Taiwan’s higher education institutes.Item An Analysis of the Effect of Satisfaction on ICDF Foreign Students’ Performance in Taiwan(2008-10-29) Cheng Ping Shih; Denroy Bernard TillettItem Application of employee attitude survey in human resource management: A case study of a high-tech company in Taiwan(2008-06-20) Chang, Ting-Fang; Chang, Wei-WenItem Business Ethics in Japan and Taiwan: Relativist and Utilitarian Perspectives(Taylor & Francis, 2008-10-01) Yvonne Stedham; Jeanne H. Yamamura; Chih-Chien LaiPerceptions of risk associated with an international investment decision are affected by the decision maker's understanding of ethical issues within a country. This study provides insights into the foundation for ethical judgments by investigating whether and how Japanese and Taiwanese graduate business students differ in assessing the ethical content of business scenarios. Considering cultural characteristics of the two countries, differences in ethical judgments were expected. The results show that when basing ethical judgments on relativistic and utilitarian criteria, the Japanese tend to judge the scenarios as significantly more unethical than the Taiwanese. Theoretical and practical implications of the findings are presented.Item Career Prospects of High Skilled Foreign Students in Taiwan.(2011-09-30) Torres, E .I. G.; Yeh, C. R.Item A Case Study on ABC Commercial Bank’s E-HR System(2009-05-26) 葉俶禎; 林勝豪Item A Case Study on the Continuing Use of Personal Response System in Taiwan from the Perspectives of IS Success Model, Motivation and Agency Theory(2010-01-27) Yeh, C.R.; Tao, Y.-H.Personal response system (PRS) is increasingly adopted in Taiwan’s higher education. As the literature mainly reports studies in UK and USA and involves few theories or models in education domain, this study attempts to conduct a small-scale case study to empirically test the perceptions of Taiwan’s college students on PRS usage from the perspectives of related theories of information system success model, motivation, and agency theory. As an initial effort in investigating PRS adoption theories from the perceptions of Taiwan’s college students, this study provides important results and implications to extend PRS usage studies to a global scope with a wider base of theoretical support.Item A Case Study on the e-HR System of an Air Cargo Services Company(2011-01-20) Yeh, C. R.; Lu, C. J.; Tan, Z. E.Item A case study on the training needs of financial planners of C bank(2009-05-21) 賴志樫; 林勝豪Item College students' intention to continue using a personal response system: Deriving a model from four theoretical perspectives(Australasian Society for Computers in Learning in Tertiary Education (ascilite), 2012-10-01) Yeh, C.R.; Tao, Y.The use of personal response systems (PRS) in classrooms is gaining popularity in the higher education institutes of Taiwan. However, past research rarely adopts theories from the information system domains, and their focus was primarily on the UK and US context. Therefore, this study adopted a theory-based approach to explore the perceptions of Taiwanese college students on PRS continuance usage, incorporating a collection of related theories, including expectation-confirmation theory, information systems success model, motivation theory, and agency theory. As an initial foray into PRS adoption theories, this study aims to provide findings and implications that will enable future researchers to extend studies on PRS usage with a wider base of theoretical support.Item Comparing the work values of two generational cohorts: A case of St. Lucian workers(2011-09-30) Mitchel, G. A.; Yeh, C. R.Item The Competence Gap of Human Resource Development Professionals in Taiwan High-tech Companies: the ADDIE Training System Approach(2010-02-28) Lin, Y. C.; Chen, A. S.; Fan, K. T.