Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/75403
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dc.contributor.advisor姜國輝zh_TW
dc.contributor.advisorChiang, Kuo Huieen_US
dc.contributor.author高翊瑄zh_TW
dc.contributor.authorKao, Yi Hsuanen_US
dc.creator高翊瑄zh_TW
dc.creatorKao, Yi Hsuanen_US
dc.date2014en_US
dc.date.accessioned2015-06-01T03:01:42Z-
dc.date.available2015-06-01T03:01:42Z-
dc.date.issued2015-06-01T03:01:42Z-
dc.identifierG0101356004en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/75403-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description資訊管理研究所zh_TW
dc.description101356004zh_TW
dc.description103zh_TW
dc.description.abstract教育訓練對於企業的營運是很重要的,但是一般教育訓練的內容有時並不是很有趣,而且當教育訓練的內容是傾向沒有唯一解答的主題時,企業也不容易透過傳統上課、閱讀教材或考試等方法了解員工是否真的理解教育訓練所要傳達的觀念。\r\n本研究希望以一種新的教育訓練模式提升員工參與教育訓練的動機和意願,並同時達到一定程度的學習成效,因此本研究在企業教育訓練之中加入遊戲化 (gamification)和冒險遊戲 (adventure game)的要素,將員工玩遊戲的動機轉化為學習的動力。而為了了解這種新的教育訓練模式的學習成效,本研究以人壽業T公司的遊戲化教育訓練課程為例,收集T公司員工實際進行課程的學習紀錄進行分析。\r\n經過資料分析之後,本研究認為員工對於這種新的教育訓練模式有一定程度的參與意願和完成課程的動機之外,同時也能夠達到和傳統教育訓練差不多的學習成效。而且,與一般傳統的教育訓練方法相較,這種新的教育訓練模式可以以相對較少的時間與力氣實施員工的學習難點分析,能夠幫助企業快速找到員工需要加強的部分,進而實施更符合員工特性的相關課程內容或宣導活動。zh_TW
dc.description.abstractHuman resource training programs are important to enterprises, but the contents of these training programs are sometimes not very interested to employees. On the other hand, when the contents of training programs have characteristics of high flexibility, it is hard for managers to evaluate whether employees really understand the concepts of training programs by traditional methods such as lectures, reading materials or exams.\r\nThis research aims to propose a new human resource training method to increase employees’ motivation and willingness to join training programs, and to achieve a certain level of learning effectiveness as well. In this new training method, skills of gamification and adventure game are applied. To examine the learning effectiveness of this new training method, a gamified human resource training program of Company T is studied. Data from employees of Company T, who have been actually joining this gamified training program, is collected and analyzed.\r\nThis study addresses that the employees are willing to join this gamified training program, and are motivated to complete the program. At the same time, the learning effectiveness of the program is equivalent to that of traditional training programs. Moreover, compared to traditional training programs, gamified training program enables managers to easily analyze learning weak points of their employees, which is helpful for enterprises as they implement further training programs or campaign that are more suitable for their employees.en_US
dc.description.tableofcontents第一章 緒論 1\r\n第一節 研究背景與動機 1\r\n第二節 研究目的 2\r\n第三節 研究架構與流程 3\r\n第二章 文獻探討 4\r\n第一節 遊戲化 4\r\n一、 遊戲化定義 4\r\n二、 遊玩動機 5\r\n三、 遊戲機制 7\r\n第二節 冒險遊戲 8\r\n一、 冒險遊戲概述 8\r\n二、 冒險遊戲攻略 11\r\n第三節 遊戲化學習與遊戲式學習 11\r\n一、 遊戲化學習 11\r\n二、 遊戲式學習 14\r\n第四節 使用者經驗與玩家體驗 16\r\n第五節 線上學習之成效測量 17\r\n第六節 小結 18\r\n第三章 研究方法 20\r\n第一節 研究架構 20\r\n第二節 研究對象 21\r\n第三節 研究工具 22\r\n一、 遊戲化教育訓練課程 22\r\n二、 學習成果管理系統 27\r\n第四章 研究結果與分析 30\r\n第一節 員工參與課程之情形 30\r\n第二節 員工學習狀況 33\r\n第三節 員工登入情形與學習狀況之比較 35\r\n一、 登入時數與遊戲成績 36\r\n二、 登入時數與達成過關條件前的Game Over次數 38\r\n三、 登入次數與達成過關條件前的Game Over次數 40\r\n第四節 結局統計 41\r\n第五節 特殊行為個案 43\r\n第六節 小結 43\r\n第五章 結論與建議 45\r\n第一節 研究結論 45\r\n第二節 未來研究方向與建議 46\r\n參考文獻 47\r\n附錄:感動服務 50zh_TW
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0101356004en_US
dc.subject教育訓練zh_TW
dc.subject遊戲化zh_TW
dc.subject冒險遊戲zh_TW
dc.subject學習成效zh_TW
dc.subjectHuman Resource Trainingen_US
dc.subjectGamificationen_US
dc.subjectAdventure Gameen_US
dc.subjectLearning Effectivenessen_US
dc.title人力資源教育訓練遊戲化學習成效之研究zh_TW
dc.titleResearch into Learning Effectiveness of Gamified Human Resource Training Programen_US
dc.typethesisen
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