探討企業員工使用遊戲式教育訓練持續使用意圖與成就動機之研究 A Study about Employees' Sustainable Use of Intent of Using the Game-based Training and Achievement

dc.contributor 蕭顯勝 zh_TW
dc.contributor Hsiao, Hsien-Sheng en_US
dc.contributor.author 吳翊羣 zh_TW
dc.contributor.author Wu, Yi-Cyun en_US
dc.date.accessioned 2019-09-03T11:23:40Z
dc.date.available 不公開
dc.date.available 2019-09-03T11:23:40Z
dc.date.issued 2018
dc.description.abstract 在快速變遷的今日,企業紛紛將資源投入於人力的培養以及發展之中,隨著科技與行動載具的普及,數位學習成了近幾年中炙手可熱的研究領域,而遊戲式的學習型態也在該領域中被廣泛地應用與討論。 然而在企業投入大量資金於教育訓練之際,訓練成效是業主們最在乎的問題。使用數位學習系統時,持續性的使用是探討學習成效的重要因素,它關乎著訓練移轉的情形並同時牽動著資源使用是否得當。而在探討數位學習成效時,成就動機便扮演著至關重要的腳色。 本研究旨在探討企業員工使用遊戲式教育訓練時持續使用意圖,並以資訊系統接受後持續採用模式為本研究之架構,加入成就動機變項(個我及社會取向成就動機),探討變項間之影響。並透過立意抽樣方式,採取問卷調查法,以使用某企業使用遊戲式教育訓練之員工為研究對象,以網路問卷形式發放,回收有效問卷75份,並以統計軟體SPSS探討描述性統計、項目分析、獨立樣本t檢定、變異數分析,另使用Smart PLS進行PLS最小平方法驗證研究模型與各個變項間的關係。研究結論:(1)員工使用遊戲式教育訓練的持續使用意圖會受到滿意度的影響;(2)員工的成就動機對遊戲式教育訓練的持續使用意圖影響不顯著,最後依據研究結果,提出具體建議,作為企業後續實施遊戲式教育訓練之參考。 zh_TW
dc.description.abstract In today's rapidly changing, enterprises have the resources to invest in training and development among employees. With the popularization of technology and mobile device, e-Learning has become a hot area of research in recent years, the game-based learning model is also widely used and discussed in this field. However, when enterprises invest heavily in education and training, the training effect is the owners care about most issues. When using e-Learning systems, sustainable use is an important factor to explore the effectiveness of learning. It's concerned with the transfer of training and at the same time affects the proper use of resources. In exploring the effectiveness of e-learning, achievement motivation plays a crucial role. The purpose of this research is to explore the continuous use intention of employees in game-based training. Based on the framework of this research, we use A post-acceptance model of IS continuance as the basis for the study and include the achievement motivation of variables (Individual-oriented and Social-oriented achievement motivation). Through questionnaire survey, questionnaires were used to study the trainees who participated in a game-based training. 75 valid questionnaires were sent out by online questionnaire. SPSS was used to conduct descriptive statistics analysis, item analysis, Independent-Samples t Test, Analysis of variance. The other using Smart PLS to study the relationship between the model and the various variables. The results show that:(1) The employee's continuous use intention of using game-based training will be affected by the degree of satisfaction.;(2) The employee's achievement motivation has no significant effect on the continued use of game-based training. Finally, on the basis of the research results, specific recommendations are proposed as a reference for subsequent implementation of game-type education and training by the company. en_US
dc.description.sponsorship 科技應用與人力資源發展學系 zh_TW
dc.identifier G060371044H
dc.identifier.uri http://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22G060371044H%22.&%22.id.&
dc.identifier.uri http://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/96403
dc.language 中文
dc.subject 遊戲式教育訓練 zh_TW
dc.subject 資訊系統接受後持續採用模式 zh_TW
dc.subject 個我取向成就動機 zh_TW
dc.subject 社會取向成就動機 zh_TW
dc.subject Game-based training en_US
dc.subject A post-acceptance model of IS continuance en_US
dc.subject Individual-oriented achievement motivation en_US
dc.subject Social-oriented achievement motivation en_US
dc.title 探討企業員工使用遊戲式教育訓練持續使用意圖與成就動機之研究 zh_TW
dc.title A Study about Employees' Sustainable Use of Intent of Using the Game-based Training and Achievement en_US
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