Using UTAUT2 to explore the intension of using business simulation teaching games
碩士 === 國立彰化師範大學 === 資訊管理學系 === 106 === With the advancement of the information system, using business simulation teaching games has become a new way of learning. According to Faria et al., using business simulation teaching games to learn has become an effective and interesting method in teaching ma...
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ndltd-TW-106NCUE53960352019-07-25T04:46:49Z http://ndltd.ncl.edu.tw/handle/4mxjdx Using UTAUT2 to explore the intension of using business simulation teaching games 以UTAUT2探討商業模擬教學遊戲使用意圖 簡士恩 碩士 國立彰化師範大學 資訊管理學系 106 With the advancement of the information system, using business simulation teaching games has become a new way of learning. According to Faria et al., using business simulation teaching games to learn has become an effective and interesting method in teaching management subjects. Based on the UTAUT2(unified theory of acceptance & use of technology 2, UTAUT2) model proposed by Venkatesh et al. in 2012, this study explores the factors that users use to use business simulation teaching games. This study used an online questionnaire to collect 143 questionnaires and used Smart PLS3 for statistical verification. The results indicate that convenience condition, hedonic motivation, and price value are salient determinants of users using business simulation teaching game. The finding of this study provide several important and impications for business simulation teaching games research and practice. 王怡舜 2018 學位論文 ; thesis 58 zh-TW |
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碩士 === 國立彰化師範大學 === 資訊管理學系 === 106 === With the advancement of the information system, using business simulation teaching games has become a new way of learning. According to Faria et al., using business simulation teaching games to learn has become an effective and interesting method in teaching management subjects. Based on the UTAUT2(unified theory of acceptance & use of technology 2, UTAUT2) model proposed by Venkatesh et al. in 2012, this study explores the factors that users use to use business simulation teaching games. This study used an online questionnaire to collect 143 questionnaires and used Smart PLS3 for statistical verification. The results indicate that convenience condition, hedonic motivation, and price value are salient determinants of users using business simulation teaching game. The finding of this study provide several important and impications for business simulation teaching games research and practice.
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王怡舜 |
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王怡舜 簡士恩 |
author |
簡士恩 |
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簡士恩 Using UTAUT2 to explore the intension of using business simulation teaching games |
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簡士恩 |
title |
Using UTAUT2 to explore the intension of using business simulation teaching games |
title_short |
Using UTAUT2 to explore the intension of using business simulation teaching games |
title_full |
Using UTAUT2 to explore the intension of using business simulation teaching games |
title_fullStr |
Using UTAUT2 to explore the intension of using business simulation teaching games |
title_full_unstemmed |
Using UTAUT2 to explore the intension of using business simulation teaching games |
title_sort |
using utaut2 to explore the intension of using business simulation teaching games |
publishDate |
2018 |
url |
http://ndltd.ncl.edu.tw/handle/4mxjdx |
work_keys_str_mv |
AT jiǎnshìēn usingutaut2toexploretheintensionofusingbusinesssimulationteachinggames AT jiǎnshìēn yǐutaut2tàntǎoshāngyèmónǐjiàoxuéyóuxìshǐyòngyìtú |
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1719230256193208320 |