教育桌遊結合人工智慧輔助系統對人力資源甄選訓練之影響
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2021
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Abstract
本研究旨在探討教育桌遊結合人工智慧輔助系統,對有、無人資經驗之受試者,在人資甄選訓練之學習成就與人工智慧焦慮之影響。研究將招募甄選過程遊戲化以桌遊的形式呈現,並搭配人工智慧輔助系統輔助受試者在遊戲過程中,可以參考系統即時建議來完成選才任務,進而建構受試者對甄選工作的認知。本研究採準實驗研究設計,以經驗與組別這二個因子做為分組依據,共分為四組受試,合共39名受試者參加本次實證。研究結果發現,在學習成就部分,對沒有人資經驗的學習者,確實有提供人工智慧輔助系統之必要性,而對於有人資經驗的學習者而言,就沒有那麼必要。在人工智慧焦慮學習面向的部分,給予有人資實務經驗的受試者人工智慧輔助系統反而會引發學習焦慮,而沒有人資實務經驗的受試者在接受人工智慧輔助系統進行桌上遊戲任務時反而並不會引發學習焦慮。最後,針對研究結果,提供組織在導入人工智慧輔助系統時之注意事項與建議。
This research aimed at exploring the impact of an educational board game integrated with the artificial intelligence assisted system (AIAS) on the learning achievements and artificial intelligence (AI) anxiety of subjects with and without the experience in human resource selection training. The study presented the gamification of recruitment and selection process in the form of a board game, and used an AIAS to allow the subjects to refer to the system's suggestions to complete the tasks in the game, thereby constructing subjects' awareness and cognition of selection. The study adopted a quasi-experimental design. Based on the two factors which are experience and groups, a total of 39 subjects was divided into four groups. In terms of the learning achievement, the results of the study found that the necessity of providing the AIAS for the learners without human resource experience was more crucial than those with practical human resource experience. As for the AI learning anxiety, giving AIAS to the experienced people resulted in the AI learning anxiety, while the inexperienced people assisted by the AIAS would not cause their learning anxiety. Finally, based on the research results, this study provided the considerations and suggestions when employing the AI tools into organization.
This research aimed at exploring the impact of an educational board game integrated with the artificial intelligence assisted system (AIAS) on the learning achievements and artificial intelligence (AI) anxiety of subjects with and without the experience in human resource selection training. The study presented the gamification of recruitment and selection process in the form of a board game, and used an AIAS to allow the subjects to refer to the system's suggestions to complete the tasks in the game, thereby constructing subjects' awareness and cognition of selection. The study adopted a quasi-experimental design. Based on the two factors which are experience and groups, a total of 39 subjects was divided into four groups. In terms of the learning achievement, the results of the study found that the necessity of providing the AIAS for the learners without human resource experience was more crucial than those with practical human resource experience. As for the AI learning anxiety, giving AIAS to the experienced people resulted in the AI learning anxiety, while the inexperienced people assisted by the AIAS would not cause their learning anxiety. Finally, based on the research results, this study provided the considerations and suggestions when employing the AI tools into organization.
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訓練發展, 遊戲化, 教育桌遊, 人工智慧焦慮, 影像辨識, training and development, gamification, educational board game, artificial intelligence anxiety, image recognition