Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design

碩士 === 國立屏東大學 === 休閒事業經營學系碩士班 === 106 ===   Education is the foundation of national development. Therefore, many countries are actively promoting various education policies and learning models. How to improve the intrinsic motivation of learning and student’s learning motivation is an important to s...

Full description

Bibliographic Details
Main Authors: CHI, TSU-HSIN, 紀祖欣
Other Authors: LIN, CHIN-FENG
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/3r3qx8
id ndltd-TW-106NPTU0675006
record_format oai_dc
spelling ndltd-TW-106NPTU06750062019-05-16T00:30:17Z http://ndltd.ncl.edu.tw/handle/3r3qx8 Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design 學習可以是一種休閒嗎?論桌遊產品設計的知覺行銷內涵 CHI, TSU-HSIN 紀祖欣 碩士 國立屏東大學 休閒事業經營學系碩士班 106   Education is the foundation of national development. Therefore, many countries are actively promoting various education policies and learning models. How to improve the intrinsic motivation of learning and student’s learning motivation is an important to strengthen education. In this study, means-end chains (MECs) and balance theory were used to investigate the users’ preferences of playing the board game products. Students, teachers, parents and designers were interviewed by a laddering technique to discover which attributes, consequences and values are they pay attention, and then analyze these attributes, consequence and values by using the framework of balance theory. A total of six combinations are used to demonstrate the balance of educational learning and leisure. The results of this study show that the four types of interviewees believed that the “interaction with other people” attribute is important to them. The consequences that are more likely to be generated are “fun and joy” and “relationship development”. According to the balance theory, eighty percent of “attribute-consequence” and “consequence-value” pairing combinations are balanced. Through by using the analytical framework proposed in this study to deduce the product strategy, marketing strategy and learning strategy of board games products, it is possible to help students to use board games products to increase their learning motivation and achieve the goal of implementing educational policy. LIN, CHIN-FENG 林勤豐 2018 學位論文 ; thesis 87 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 國立屏東大學 === 休閒事業經營學系碩士班 === 106 ===   Education is the foundation of national development. Therefore, many countries are actively promoting various education policies and learning models. How to improve the intrinsic motivation of learning and student’s learning motivation is an important to strengthen education. In this study, means-end chains (MECs) and balance theory were used to investigate the users’ preferences of playing the board game products. Students, teachers, parents and designers were interviewed by a laddering technique to discover which attributes, consequences and values are they pay attention, and then analyze these attributes, consequence and values by using the framework of balance theory. A total of six combinations are used to demonstrate the balance of educational learning and leisure. The results of this study show that the four types of interviewees believed that the “interaction with other people” attribute is important to them. The consequences that are more likely to be generated are “fun and joy” and “relationship development”. According to the balance theory, eighty percent of “attribute-consequence” and “consequence-value” pairing combinations are balanced. Through by using the analytical framework proposed in this study to deduce the product strategy, marketing strategy and learning strategy of board games products, it is possible to help students to use board games products to increase their learning motivation and achieve the goal of implementing educational policy.
author2 LIN, CHIN-FENG
author_facet LIN, CHIN-FENG
CHI, TSU-HSIN
紀祖欣
author CHI, TSU-HSIN
紀祖欣
spellingShingle CHI, TSU-HSIN
紀祖欣
Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design
author_sort CHI, TSU-HSIN
title Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design
title_short Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design
title_full Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design
title_fullStr Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design
title_full_unstemmed Can Learning Be a Kind of Leisure? Revealing the Perceptive Marketing Implications of Board Game Design
title_sort can learning be a kind of leisure? revealing the perceptive marketing implications of board game design
publishDate 2018
url http://ndltd.ncl.edu.tw/handle/3r3qx8
work_keys_str_mv AT chitsuhsin canlearningbeakindofleisurerevealingtheperceptivemarketingimplicationsofboardgamedesign
AT jìzǔxīn canlearningbeakindofleisurerevealingtheperceptivemarketingimplicationsofboardgamedesign
AT chitsuhsin xuéxíkěyǐshìyīzhǒngxiūxiánmalùnzhuōyóuchǎnpǐnshèjìdezhījuéxíngxiāonèihán
AT jìzǔxīn xuéxíkěyǐshìyīzhǒngxiūxiánmalùnzhuōyóuchǎnpǐnshèjìdezhījuéxíngxiāonèihán
_version_ 1719167955864911872