Summary: | 碩士 === 遠東科技大學 === 行銷與流通管理系碩士班 === 106 === 〝Doing by yourself 〞already becomes the key word for innovation education and manpower cultivation in the future. Because mentality of [You can do it when you can think of it] is re-defining the method of learning. It is also the important role for activating the creativity in the future.With the promoting the education of creative mentality of doing by yourself, it will force people to cultivate more creative talent. But it must have the education resource of easy understanding and learning to overcome the technical threshold. With the promoting of creative people in government, industrial and education, it will be easier to produce the greater creativity.It is government's duty to start the creative education for all. It has become the trend for the current education to build up the creative education in elementary school.This paper is to understand the effectiveness of creative education in elementary school.We will start with program of SCRATCH as basic training. This research will study the student that use SCRATCH as the proto type of Technology Acceptance Model (TAM, Davis & Warshaw, 1989)to find out the acceptance of visual programming.The purpose of the research was to identify:(1)discover the relation between age and experience in creative technology of student and usefulness and accessibility in SCRATCH education system.(2)discover the influence toward the usefulness and accessibility in SCRATCH education system ,when the student starts to use SCRATCH program .(3)discover the willingness change when student understand the usefulness and accessibility in SCRATCH education system.(4)discover the method to increase the willingness of student to use the SCRATCH education system. This research uses document analysis and Likert 5-point scale to do the survey and collect the information as the basis of the study. We use the Technology Acceptance Model and Pearson analysis method to analyze the relation and use regression analysis to collect the parameters and analyze the relation among different variable.Expected results of this study is :(1) discover the relation between age and experience in creative technology of student and usefulness and accessibility in SCRATCH education system .So that we can do plan of SCRATCH education system according to the experience in creative technology of student .(2)discover student's degree of usefulness and accessibility in SCRATCH education system, when they use the SCRATCH education system.(3)discover the relation between student's willingness to use this system and usefulness and accessibility in SCRATCH education system. So that we can increase the usage rate of this system.(4)discover the method to increase the usage rate of SCRATCH education system. During the process, we will discover more methods to increase the usage rate when more users are using this system. The result of this research can be provided as a factor to help case school and education authority to make better decision.
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