English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 109948/140897 (78%)
Visitors : 46100856      Online Users : 758
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/49578


    Title: 數位學習產品的特性對開發活動的影響-以個人英語學習產品為例
    The impact of characteristics of e-learning products on product development activities: the case of personal english learning products
    Authors: 盧世雄
    Contributors: 吳豐祥
    盧世雄
    Keywords: 數位學習產品
    英語學習產品
    專案管理
    產品開發
    軟體開發
    E-learning Product
    English Learning Product
    Project Management
    Product Development
    Software Development
    Date: 2009
    Issue Date: 2010-12-08 14:17:23 (UTC+8)
    Abstract:   我國的數位學習環境,自政府於2003年啟動「數位學習國家型科技計畫」開始,市場需求與產業發展日漸加溫,近年更是有許多創新產品的誕生。另一方面,從文獻回顧中不難發現,關於學校與企業用戶所使用的學習帄台,由於市場規模較大且發展得早,因此產品開發的相關文獻也較為豐富;而在個人市場中,不論產品所使用的技術或是產品本身的商業模式都比學校與企業用戶來得更加多元化,但很可惜的,關於個人市場中廠商如何進行產品開發的文獻卻是非常的少。
      本研究以我國個人數位英語學習產品為例,來探討數位學習產品的特性對開發活動的影響。故本研究的構面為數位學習產品的特性與開發活動兩大部分,前者包括以學習者為中心、教材重複使用性、知識多元性、資金回收期長、師生互動性、客製化的內容與媒體互動性等七個特性;後者則試圖以較整體性的方式,來探討數位學習產品的開發活動,其中包括概念的形成與發展、專案的組織與分工、專案的領導、問題解決與溝通、時程的控制與測詴、高階主管的角色。而本研究選擇四家數位學習廠商作為深入個案分析的研究對象,其中包括教材、工具軟體與整合服務類別的廠商,來進行專案層次的探討。
      本研究所得到關於數位學習產品開發的結論包括:(1)數位學習產品的開發專案多由CEO發起。(2)產品在初始創意的產生上,多由具有相關產品開發經歷或技術專長者依據當時代重要的數位學習產品特性來提出;而在之後概念的發展上,為了強化產品與學習理論的連結,則會由教育專長的成員來進行細部規格的設計。(3)產品開發專案多採用固定式工作團隊型式,且成員的專職性高;並且,專案普遍透過組織外部網絡來分擔製作上的工作量。(4)數位學習產品皆具有「以學習者為中心」、「教材重複使用性」、「知識多元性」和「資金回收期長」的特性;而隨著數位學習產品的定位與所使用的技術之不同,產品可能具有「師生互動性」、「客製化的內容」或「媒體互動性」的特性。(5)數位學習產品具知識多元性,因此,其概念的發展需要跨領域的知識交流,在團隊組成上也較為多元。(6)數位學習產品具資金回收期長的特性,因此,高階主管對於產品開發專案涉入程度高。(7)具師生互動性的產品,其概念的提出者具網路服務業的背景,且課程部分的規劃會強調由具有豐富實體教學經驗的成員來執行。(8)具客製化內容的產品,其開發團隊會透過與外部內容商合作來取得部分或全部的教材;反之,團隊多自行開發教材。(9)具媒體互動性的產品,其測詴大多會由專職的測詴人員來執行,並且會透過外測以了解使用者實際使用產品的狀況及找出其他尚未發現的程式錯誤。本研究最後對企業經理人與後續研究者分別提出實務上與研究上之建議。
      When talking about the e-learning industry development in Taiwan, it has become prosperous since our government laughed “Taiwan Digital Archives Expansion Project” in 2003. Moreover, a large number of innovative products are developed in this industry. But unfortunately, the literature about how companies conduct product development is very insufficient.
      This study which takes English learning products as example researches on how the characteristics of e-learning products affect product developing activities. Therefore, the framework of this research includes two parts, one is characteristic of e-learning products, and another one is product development activity. The former part includes learner-centeredness, reuse of materials, knowledge diversity, long payback period, interactivity, customizable content, interactive media; the latter part includes idea generation, project organization and staffing, project leadership, problem solving, schedule control and testing, role of high-level managers. This research adopts four Taiwanese e-learning companies as case studies.
    The major conclusion of this study includes (1) E-learning product development projects are most launched by CEO. (2) Ideas of products are most produced by the people who are not educational background, and the linkage of the products with learning theory are strengthen by people who are educational background in later stage. (3) Projects most adopt the team type “fixed team,” and outsource partial works. (4) All the e-learning products are learner-centered, reuse of materials, knowledge-diversified, long payback period; with different positioning and technology, products are or are not interactive, with customizable content, with interactive media. (6) E-learning products have long payback period, so high-level managers deeply involve the projects. (7) Products which are interactive, the concept of products are most proposed by people with background of internet service industry. (8) Product with customizable content, some part or all of its material are acquired by cooperating with content providers. (9) Products with interactive media, their testing work are most executed by individual testing member and most projects have external testing.
    Reference: 一、英文部分
    1.Alden, J. (1998), A Trainer’s Guide to Web-based Instruction: Getting Started on Intranet and Internet-based Training. Alexandria, VA: American Society for Training and Development.
    2.Atuahene-Gima, K. (2003), "The Effects of Centrifugal and Centripetal Forces on Product Development Speed and Quality: How Does Problem Solving Matter?" Academy of Management Journal, 46(3), 359-373.
    3.Benbasat, I., Goldstein, D.K. and Mead, M. (1987), “The Case Research Strategy in Studies of Information Systems, MIS Quarterly,” 369-386.
    4.Bitner, M. J., Booms, B. H. and Tetreault, M. S. (1990), “The Service Encounter: Diagnosing Favo-rable and Unfavorable Incidents.” Journal of Marketing, 46(1), 71-84.
    5.Brachos, D., Kostopoulos, K., Soderquist, K. E. and Prastacos, G. (2007), “Knowledge Effectiveness, Social Context and Innovation.” Journal of Knowledge Management, 11(5), 31-44.
    6.Clark, K.B. and Wheelwright, S.C. (1993), Managing New Product and Process Development. New York: Free Press。
    7.Close, R. C., Humphreys, R. and Ruttenbur, B. W. (2002), E-learning and Knowledge Technology. SunTrust Equitable Securities.
    8.Driscoll, M. (1998), Web-Based Training:Using Technology to Design Adult Learning Experiences. San Francisco:Jossey-Bass.
    9.Gomes-Casseres, B. (1994), “Group Versus Group: How Alliance Networks Compete,” Harvard Business Review, 72(4), 62-74.
    10.Spolsky, J. (2004), Joel on Software, Apress.
    11.Kirkpatrick, D.L. (1998), Evaluating Training Programs: The Four Levels (2nd ed.). San Francisco: Berrett-Koehler.
    12.Leonard-Barton, D. (1998),知識創新之泉(王美音譯)。香港:達流。(原著出版於1995)。
    13.Nonaka, I. and Takeuchi, H. (1995), The Knowledge-Creating Company. New York: Oxford University Press.
    14.Stacey, P. (2002), “BC eLearning Value Chain and Market Map,” New Media BC eLearning Special Interest Group, http://www.newmediabc.com
    15.Perry, C. R. (1997), “Outsourcing and Union Power,” Journal of Labor Research, 1997 Fall, 521-534.
    16.Quinn, J. B. and Hilmer, F. G. (1994) “Strategic Outsourcing,” Sloan Management Review, 1994 Summer, 43-55.
    17.Tuschman, M.L. and Anderson, P. (1986) “Technological Discontinuities and Organizational Environments”, Administrative Science Quarterly, 31, 439-465.
    18.Yin, R. K. (1994), Case Study Research: Design and Methods, Thousand Oaks, Calif.: Sage, International Education and Professional.
    二、中文部分
    論文、期刊與書籍
    1.王志仁、杜凱如、陳延昇 ( 2002年12月15日),「PLAY數位內容」,數位時代雙週,48,58-84。
    2.王育民 (1995),台灣軟體專案模式之建構,國立中央大學資訊管理研究所碩士論文。
    3.江蕙茹 (2002),「E世代教育圖像:E-learning 與網路學習」,教研趨勢導報,1,22-28。
    4.吳昭勳(1999),產品與專案特性對套裝軟體開發活動之影響,國立政治大學科技管理研究碩士論文。
    5.吳玟融 (2008),台灣數位學習產業環境與商業模式分析,國立中央大學企業管理研究所碩士論文。
    6.吳聲毅 (2004),數位教材製作。台北:金禾。
    7.吳聲毅 (2008),數位學習觀念與實作。台北:學貫行銷。
    8.李仁芳 (2000),多媒體軟體廠商的產品創新:平台與文化。論文發表於國科會技術創造力特性與開發研究研討活動。
    9.林聖峰 (2004),數位學習知識本體之研究,國立台灣師範大學工業教育研究所碩士論文。
    10.孫文秀 (2008年6月4日),「數位學習產業是資訊產業更是創意產業」,創新發現誌,3。
    11.高瑜璟 (2006),「數位學習-學習的新趨勢」,網路社會通訊期刊,57。
    12.許月媖 (1998),台灣精密機械業產品創新與組織知識流通之研究,國立政治大學科技管理研究所碩士論文。
    13.陳年興、楊錦潭 (2006),數位學習理論與實務。台北:博碩文化。
    14.陳志銘 (2009),創新數位學習模式與教學應用。台北:文華圖書管理。
    15.陳明 (2007),「數位學習(E-learning)的介紹」,教育趨勢報導,27。
    16.陳昭珍 (2004),「數位學習與數位圖書館」,書苑,56,46-59。
    17.黃仁宏 (1997),企業技術網路建構與吸收能耐養成之研究—以精密機械業為例,輔仁大學管理學研究所碩士論文。
    18.黃明煌 (2001)。行銷知識與研發能力對新產品競爭優勢之影響-以台灣資訊服務業為例,國立中央大學資訊管理研究所碩士論文。
    19.經濟部工業局(2006),我國數位學習產業發展措施具體建議報告。台北:經濟部工業局。
    20.經濟部數位內容產業推動辦公室 (2009),2009台灣數位內容產業年鑑。台北:經濟部工業局。
    21.資策會 (2009),國內外數位學習現況調查彙整與分析報告。經濟部工業局數位學習與典藏產業推動計畫。
    22.劉曉莉 (2007),不同數位學習產業數位教學設計師專業能力及其發展需求之研究,國立屏東大學教育科技研究所碩士論文。
    網站資料及其他
    1.艾爾科技公司官方網站:http://www.myet.com/MyETWeb/SubPage.aspx?CultureName=zh-TWandfn=AboutLLabs.htm 。
    2.有意思數位人文公司官方網站:http://www.talking-island.com/。
    3.希伯崙公司官方網站:http://www.liveabc.com/index.asp。
    4.育鼎數位公司官方網站:http://www.goliveclass.com/ ,
    5.數位學習與典藏產業推動計畫 (2008) :http://www.epark.org.tw/
    6.數位學習環境與工具開發計畫 (2008) :http://web.nutn.edu.tw/el/subproject2/01_02.html
    7.顏春煌 (2006)。數位學習專案管理,數位學習與資訊素養補充教材。http://enews.open2u.com.tw/~noupd/book_up/5219/(397)106-114.pdf
    Description: 碩士
    國立政治大學
    科技管理研究所
    97359018
    98
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0097359018
    Data Type: thesis
    Appears in Collections:[科技管理研究所] 學位論文

    Files in This Item:

    File Description SizeFormat
    901801.pdf1824KbAdobe PDF22125View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback