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標題: 企業模擬遊戲教學之研究-以台灣與澳洲為例
A Study of Business Simulation Games in Teaching Using Taiwan and Australia as Examples
作者: 劉政暉
Liu, Cheng-Hui
關鍵字: Business Simulation Games
Simulation Games
Computerized Games
Web-Based Games
Classroom Teaching
出版社: 電子商務研究所
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摘要: 本論文著重於調查並分析台灣及澳洲商學院之學者對於企業模擬遊戲之使用程度;而其樣本為兩國之前三十名大專院校之商學院學者們,利用線上問卷邀請約1500位台灣學者以及2500位的澳洲學者參與本研究,最後,台灣與澳洲的回收率分別為5.77%和7.96%。 本論文以圖表方式呈現出各面向的使用情形,接著將其結果與其他相關研究方式之研究做比較,其相似點與相異點亦整理為圖表,並再進一步分析是何種原因造成台灣和澳洲與其他地區,企業模擬遊戲使用程度的差別,並進而提出結論並給予建議。本論文的原創性為利用台灣和澳洲作為此領域之研究樣本,而論文之核心價值則為使兩國學者們可以了解到目前各國使用企業模擬遊戲之狀況,並了解各種企業模擬遊戲在何時、如何能被應用在課堂上的教學。 除此之外,本論文將台灣、澳洲、美國、英國以及香港研究中,最常被使用的遊戲之資訊做出了整理;又因目前大部分企業模擬遊戲應用在教學上時,較少提及在財務以及人力資源管理領域上之應用,為此,本論文特將這二領域具代表性之模擬遊戲作了介紹,最後,本文也提出建議給台灣與澳洲的學者們,期待可以提升兩國在企業模擬遊戲的使用上有所提升。
The purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia. Scholars' information of the Top 30 thirty universities in each country was collected. An online questionnaire was developed and sent to 2,500 professors in Australia and 1,500 professors in Taiwan. The response rates are 5.77% and 7.96% in Taiwan and Australia. The thesis reports the survey results and compares the findings with those existing in the literature. Some of the similarities and differences also are addressed in the thesis. The originality of this research is to do a survey of game application in Taiwan and Australia. Also, this main value is for practitioners to know what, how and when business simulation games can be used in classroom teaching. Besides that, the information of most of the popular games is arranged into one table. Except the frequently used games, the information of the simulation games applying on finance and human resource are also discussed in this research. In the end, suggestions to improve the ratio of using business simulation games in teaching also addressed to Taiwanese and Australian scholars.
其他識別: U0005-0806200900295000
Appears in Collections:科技管理研究所



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