南華大學機構典藏系統:Item 987654321/25574
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    Please use this identifier to cite or link to this item: http://nhuir.nhu.edu.tw/handle/987654321/25574


    Title: 國小高年級學童使用行動載具閱讀漫畫之行為意向-以雲林縣北辰國小為例
    Other Titles: Behavior Intention of Using Mobile Devices to Read Comics in The Upper Grades of Elementary Schools--A Case Study in Bei-Chen Elementary School of Yunlin County
    Authors: 胡訓祥
    HU, HSUN-HSIANG
    Contributors: 文化創意事業管理學系文創行銷碩士班
    黃昱凱
    HUANG, YU-KAI
    Keywords: 數位閱讀;科技接受模式;計畫行為理論;結構方程模型
    Digital Reading;Technology Acceptance Model;Theory of Planned Behavior;Structural Equation Modeling
    Date: 2017
    Issue Date: 2017-12-04 09:31:40 (UTC+8)
    Abstract:   隨著科技發展以及網路的普及,閱讀的方式已由紙本延伸至數位閱讀,而數位閱讀的工具也從電腦單一媒介朝向多元載具發展,如筆電、智慧型手機、平板等,都已經成為現代人生活常見的閱讀載具。  本研究整合計畫行為理論與科技接受模式建構理論模型,並加入「知覺趣味性」變數來探討影響小學生使用手機或平板進行數位閱讀的因素以及因素間的結構關係。  問卷共回收有效樣本374 份,並以敘述性統計、皮爾森積差相關、卡方檢定、因素分析與結構方程模型進行資料分析。  研究結果發現影響國小學童使用行動載具來閱讀漫畫的最重要因素是使用態度,而影響使用態度最重要的因素為知覺有用性與知覺趣味性。最後本研究根據研究結論提出相關建議供教育相關單位、數位漫畫創作者及未來後續研究者之參考。
      Amid the advancement of technology and prevalence of the Internet, reading media have expanded from printed materials to digital displays, and reading devices have now incorporated multiple media, such as laptops, smart phones, and tablets, in addition to conventional desktop computers. Currently, these devices are commonly used for reading.  This study integrated the theory of planned behavior and the technology acceptance model, as well as introduced perceived playfulness as a variable, to investigate factors affecting the use of cellphones or tablets by elementary school students to conduct digital reading. In addition, the structural relationships between these factors were discussed.  A total of 374 valid copies of a questionnaire were returned, and the collected data were analyzed using descriptive statistics, Pearson production-moment correlation coefficients, chi-square tests, factor analysis, and structural equation modeling.  The results showed that use attitude was the most essential factor affecting elementary school students who use mobile devices to read comics. In addition, perceived usefulness and perceived playfulness were the most crucial factors affecting use attitude. According to the study conclusion, related suggestions were proposed for education authorities, digital comic artists, and subsequent relevant researchers.
    Appears in Collections:[Department of Cultural & Creative Enterprise Management] Disserations and Theses(Cultural & Creative Enterprise Management)

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