Design of Situated Training E-learning System in Museums

碩士 === 國立臺中教育大學 === 數位內容科技學系碩士班 === 98 === Museum is a place providing educational learning and entertainment. To be able to properly explain is the soul bridge between exhibition display and the visitor. Other than explanation in writing and in audio, the most dynamic explanation is the human inter...

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Main Authors: kuei-wei chen, 陳貴未
Other Authors: Hong-Ren Chen
Format: Others
Language:zh-TW
Published: 2010
Online Access:http://ndltd.ncl.edu.tw/handle/53225001053009333708
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spelling ndltd-TW-098NTCTC6200352015-11-09T04:05:56Z http://ndltd.ncl.edu.tw/handle/53225001053009333708 Design of Situated Training E-learning System in Museums 應用於博物館之情境式數位訓練學習系統 kuei-wei chen 陳貴未 碩士 國立臺中教育大學 數位內容科技學系碩士班 98 Museum is a place providing educational learning and entertainment. To be able to properly explain is the soul bridge between exhibition display and the visitor. Other than explanation in writing and in audio, the most dynamic explanation is the human interaction, i.e., guide. Guides act as a media between museum and visitors. How to effectively uplift the professional knowledge and explanation capability of volunteer guides? In current digital information era, the methodology of training these guides, in addition to the traditional face-to-face training, is that museum provides time-free and space-free digital learning and training environment. This digital training environment becomes an important training methodology to raise the quality of explanation by these guides. This research is based on the real system work, using TAM to study the degree of the acceptance under digital training environment of these volunteer guides. Based on the questionnaire research study, 178 valid samples are collected. This paper studies these samples, using the factor analysis, regression analysis and path analysis methods. The research result shows there is a positive relationship between the experience of using computer/computer self-effectiveness toward perceived usefulness/perceived ease of use. The computer anxiety user has negative relationship with perceived usefulness and perceived ease of use. For the guides who show interested in using digital training, the perceived usefulness and perceived ease of use have positive impact. The first critical factor under study is perceived usefulness. It explanation variance is 20.19%. From the point of view of volunteer guides, perceived usefulness is an important factor to consider. The second factor is the experience of using computer. The explanation variance is 15.04%. The 6 critical factors reach 74.35% of cumulative explanation variance. This means that the situated training E-learning system has demonstrated the meaning impact. At last, this study recommends museum can improve the level of computer anxiety user by expanding the situated digital training learning system. Museum can held computer-related training camp to uplift the utilization of the situated digital training learning system. Hong-Ren Chen 陳鴻仁 2010 學位論文 ; thesis 74 zh-TW
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language zh-TW
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description 碩士 === 國立臺中教育大學 === 數位內容科技學系碩士班 === 98 === Museum is a place providing educational learning and entertainment. To be able to properly explain is the soul bridge between exhibition display and the visitor. Other than explanation in writing and in audio, the most dynamic explanation is the human interaction, i.e., guide. Guides act as a media between museum and visitors. How to effectively uplift the professional knowledge and explanation capability of volunteer guides? In current digital information era, the methodology of training these guides, in addition to the traditional face-to-face training, is that museum provides time-free and space-free digital learning and training environment. This digital training environment becomes an important training methodology to raise the quality of explanation by these guides. This research is based on the real system work, using TAM to study the degree of the acceptance under digital training environment of these volunteer guides. Based on the questionnaire research study, 178 valid samples are collected. This paper studies these samples, using the factor analysis, regression analysis and path analysis methods. The research result shows there is a positive relationship between the experience of using computer/computer self-effectiveness toward perceived usefulness/perceived ease of use. The computer anxiety user has negative relationship with perceived usefulness and perceived ease of use. For the guides who show interested in using digital training, the perceived usefulness and perceived ease of use have positive impact. The first critical factor under study is perceived usefulness. It explanation variance is 20.19%. From the point of view of volunteer guides, perceived usefulness is an important factor to consider. The second factor is the experience of using computer. The explanation variance is 15.04%. The 6 critical factors reach 74.35% of cumulative explanation variance. This means that the situated training E-learning system has demonstrated the meaning impact. At last, this study recommends museum can improve the level of computer anxiety user by expanding the situated digital training learning system. Museum can held computer-related training camp to uplift the utilization of the situated digital training learning system.
author2 Hong-Ren Chen
author_facet Hong-Ren Chen
kuei-wei chen
陳貴未
author kuei-wei chen
陳貴未
spellingShingle kuei-wei chen
陳貴未
Design of Situated Training E-learning System in Museums
author_sort kuei-wei chen
title Design of Situated Training E-learning System in Museums
title_short Design of Situated Training E-learning System in Museums
title_full Design of Situated Training E-learning System in Museums
title_fullStr Design of Situated Training E-learning System in Museums
title_full_unstemmed Design of Situated Training E-learning System in Museums
title_sort design of situated training e-learning system in museums
publishDate 2010
url http://ndltd.ncl.edu.tw/handle/53225001053009333708
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