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    Title: 具遊戲激勵機制之影片日語學習系統發展與應用於提升企業員工語言學習成效之影響研究
    The effects of Japanese video learning system with game-based motivate mechanisms on enterprise employees’ Japanese learning performance
    Authors: 郭智博
    Kuo, Chih-Po
    Contributors: 陳志銘
    Chen, Chih-Ming
    郭智博
    Kuo, Chih-Po
    Keywords: 遊戲式激勵機制
    電腦輔助語言學習
    多媒體影音學習
    日語學習
    企業教育訓練
    學習行為
    學習成效
    學習動機
    沉浸經驗
    Game-based motivate mechanism
    CALL
    Multimedia-video for learning
    Japanese learning
    Employee training
    Learning behavior
    Learning performance
    Learning motivation
    Flow experience
    Date: 2020
    Issue Date: 2020-07-01 14:07:54 (UTC+8)
    Abstract: 近年來利用數位學習輔助企業員工進行教育訓練,已成為發展趨勢。但是當企業導入數位學習時,經常會發現員工學習的意願低落,因此有必要設計激勵機制來輔助學習,提升學習動機。許多研究指出,遊戲元素及激勵機制有助於提升學習動機及成效,然而目前企業大多應用激勵機制於提升企業組織績效,被應用於提升語言教育訓練的研究非常少,本研究希望補足這個研究缺口。因此,本研究發展了具有遊戲元素及激勵機制的「遊戲式激勵機制影片日語學習系統」,目標在於企業中導入輔助企業員工的日語學習,探討此一系統是否有助於提升企業員工學習日語的學習成效。

    本研究採用準實驗研究法,以日商艾鳴網路遊戲股份有限公司臺灣分公司的54名員工為研究對象,隨機分派為「具有遊戲式激勵機制」以及「不具遊戲式激勵機制」影片日語學習系統的兩組學習者進行實驗。實驗時期為二個禮拜。實驗開始前進行前測,實驗中期進行第一次問卷,實驗結束後進行後測、第二次問卷及訪談,並於實驗結束後的一個月後進行延宕測驗。藉此探討遊戲式激勵機制對於整體、不同遊戲經驗及日語程度的企業員工,透過影片學習日語的學習行為、學習成效、學習動機,以及沉浸經驗影響,並提出此一系統發展之遊戲式激勵機制應用於企業員工日語教育訓練學習時的建議。

    研究結果發現,使用「具遊戲式激勵機制之影片日語學習系統」有助於提升以下學習意願及成效:(1)整體學習者的學習行為、學習成效、學習動機及沉浸經驗;(2)有遊戲經驗學習者的學習行為及學習成效;(3)沒有遊戲經驗學習者的學習行為、學習動機及沉浸經驗;(4)有日語證照學習者的學習行為及沉浸經驗;(5)沒有日語證照學習者的學習行為、學習成效、學習動機及沉浸經驗。

    在各項遊戲式激勵機制功能與學習成效相關分析方面,小動物故事閱讀次數、寶箱使用次數、學習回饋取得次數與學習成效呈現高度正相關;排行榜總分、查看成就次數、查看排行榜次數、小窩使用次數、挑戰關卡次數及小動物升級次數與學習成效呈現中度正相關。
    In recent years, the use of digital learning to assist employees in education and training has become a development trend. However, when companies conduct digital learning for in-service training, it was found that employees' willingness to learn is relatively low. So it is necessary to design motivate mechanisms to assist learning and enhance learning motivation. Many studies have pointed out that game elements and motivate mechanisms can help improve learning motivation and effectiveness. However, most companies currently use motivate mechanisms to improve corporate organizational performance, and very few studies have been applied to improve language learning and training. This study hopes to fill this research gap. Therefore, this study developed a Japanese video learning system with the game-based motivate mechanisms to assist enterprise employees to improve Japanese language learning performance.

    This research uses a quasi-experimental research method to conduct an experiment with 54 employees of the Aiming Inc Taiwan Branch as the research subjects. They were randomly assigned as the experimental and control groups respectively using Japanese video learning system with game-based motivate mechanisms and without game-based motivate mechanisms to support their Japanese learning. A pre-test was conducted before the beginning of the experiment, a first questionnaire was conducted in the middle of the experiment, a post-test, a second questionnaire and interview were conducted after the end of the experiment, and a delayed test was conducted one month later that had ended the experiment. This study examines whether this system can help enterprise employees improve the learning behavior, learning performance, learning motivation, and flow experience of learning Japanese. Besides, some suggestions about how to apply this system to assist enterprise employees’ to Japanese learning are also proposed in this study.

    This study found that the use of the Japanese video learning system with the game-based motivate mechanisms can help learners enhance the following learning intentions and performance: (1) The learning behavior, learning effectiveness, learning motivation and immersion experience of the overall learners; (2) Learning behavior and learning effectiveness of learners with game experience; (3) The learning behavior, learning motivation and immersion experience of learners without game experience; (4) The learning behavior and immersion experience of learners with Japanese certification; (5) The learning behavior, learning effectiveness, learning motivation and immersion experience of learners without Japanese certification.

    To examine the correlations between the usage frequency of various game-based motivate mechanisms and learning performance, this study found that the animal story reading frequency, the treasure chest usage frequency, and the learning feedback frequency are highly correlated with learning performance; the score of the leaderboard, the view achievement frequency, the view leaderboard frequency, the nest usage frequency, the challenge levels usage frequency, and the animal upgrade frequency are moderately related to the learning performance.
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    Description: 碩士
    國立政治大學
    圖書資訊學數位碩士在職專班
    107913012
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0107913012
    Data Type: thesis
    DOI: 10.6814/NCCU202000488
    Appears in Collections:[圖書資訊學數位碩士在職專班] 學位論文

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