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題名:從心因性數位桌遊探討個人決策風格對於價值觀與生涯發展的影響
書刊名:數位學習科技期刊
作者:許于仁 引用關係楊美娟劉婉婷張曉洋
作者(外文):Hsu, Yu-jenYang, Mei-chuanLiu, Wan-tingChang, Hsiao-yang
出版日期:2016
卷期:8:2
頁次:頁65-84
主題關鍵詞:心因性生涯發展決策風格數位桌遊價值觀PsychogenicCareer developmentDecision-making styleDigital board gameValue
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(2) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:2
  • 共同引用共同引用:13
  • 點閱點閱:27
每個人於兒童期、青少年期、壯年期及老年期所遭遇的情境不盡相同,且所要追求的目標也不同,相對地,面對的決策也一定不同。現代桌上遊戲愈來愈盛行,將數位科技融入桌遊可增加趣味性與創新性。因此,本研究依據Erikson的人格發展論開發一套心因性數位桌遊,將玩家依據決策風格量表分成主動決策與被動決策類型;透過數位桌遊、青少年生涯發展量表及Schwartz的價值觀量表協助玩家生涯發展與價值觀之影響。研究結果發現,此款數位桌遊能給予青少年生涯規劃的刺激,另外,主動決策者對於「開放」價值觀與生涯態度上有顯著差異;被動決策者對於「自我增進」價值觀有顯著差異。
Human development includes childhood, adolescence, maturity and old age. Each of these periods encounters challenging situations, and since the desired goals differ, the decisions must also differ. Modern table games have become more popular; the digital technology embedded into board games increases the fun and innovation. Therefore, this study on basic of personality development, developed by Erikson, develops a psychogenic digital board game. The players are divided according to active and passive decision-making styles by a decision-making style scale. Through the digital board game, Teenagers Career Development Scale and Schwartz Value Scale help to assist players in regard to Career Development and values. The results show that Life Choice can stimulate teenagers in their career planning. In addition, positive decision makers for the “open” values and attitudes of career planning exhibit significant differences. Passive decision makers in relation to “self-promotion” values show significant differences.
期刊論文
1.Scott, S. G.、Bruce, R. A.(1995)。Decision-making Style: The Development and Assessment of a New Measure。Educational and Psychological Measurement,55(5),818-831。  new window
2.Vygotsky, L. S.(1967)。Play and its role in the mental development of the child。Soviet Psychology,12,62-76。  new window
3.吳佳純(20141200)。決策風格對決策行為之影響--以中階軍官為例。復興崗學報,105,107-134。new window  延伸查詢new window
4.林明宏、黃美華、熊婉君、康琳翔(20120900)。運動選手決策風格與運動焦慮的關係。彰化師大體育學報,11,69-82。new window  延伸查詢new window
5.劉旨峯、劉力君(2010)。桌上遊戲與教育。中央大學師培通訊,15(2)。  延伸查詢new window
6.Burguillo, Juan C.(2010)。Using game theory and competition-based learning to stimulate student motivation and performance。Computers & Education,55(2),566-575。  new window
7.Bruner, J. S.(1972)。Nature and uses of immaturity。American Psychologist,27(8),687-708。  new window
8.Hamachek, D.(1990)。Evaluating self-concept and Ego status in Erikson's last three stages。Journal of Counseling and Development,68(6),677-683。  new window
9.Rowe, A. J.(1981)。Decision making in the 80's。Los Angeles Business and Economics,6。  new window
10.Harren, V. A.(1979)。A model of career decision making for college students。Journal of Vocational Behavior,14(2),119-135。  new window
11.Sutton-Smith, B.(1967)。The role of play in cognitive development。Young Children,22,361-370。  new window
會議論文
1.許于仁、楊美娟(2015)。理性情緒探討同理心與情緒決策風格關係數位桌遊情境之研究。臺灣教育暨科技學會2015年學術研討會。臺北。  延伸查詢new window
學位論文
1.李輝明(2008)。戰場壓力對領導幹部作決策之影響--以決策風格與人格堅忍度為調節變項(碩士論文)。國防大學政治作戰學院。  延伸查詢new window
2.林央侖(2010)。企業管理訓練桌上遊戲教材評選指標之研究(碩士論文)。國立臺灣師範大學。  延伸查詢new window
3.臧月欣(2004)。電子工程師生涯前期抉擇歷程之研究--以外商公司為例(碩士論文)。國立中山大學。  延伸查詢new window
4.蘇鈺婷(2002)。在學青少年生涯發展之相關因素研究(碩士論文)。國立成功大學。  延伸查詢new window
圖書
1.Schiller, F.(1954)。On the aesthetic education of man。New Haven, Conn:Yale University press。  new window
2.Millar, S.(1968)。The Psychology of Play。Baltimore, MD:Penguin Books。  new window
3.Patrick, G. T. W.(1916)。The psychology of relations。New York, NY:Houghton-Mifflin。  new window
4.孫春在(2013)。遊戲式數位學習。臺北市:高等教育出版社。new window  延伸查詢new window
5.Groos, Karl、Baldwin, Elizabeth L.(1901)。The play of man。New York, NY:D. Appleton & Company。  new window
6.Murray, H. A.(1938)。Explorations in personal。New York, NY:Oxford University Press。  new window
7.Gil, Eliana、卓紋君、蔡瑞峰(2000)。遊戲在家庭治療中的應用。台北市:心理。  延伸查詢new window
8.Erikson, E. H.(1994)。Identity and the life cycle。W. W. Norton & Company。  new window
9.Carr, D.、Buckingham, D.、Burn, A.、Schott, G.(2006)。Computer games: Text, narrative and play。Cambridge:Polity Press。  new window
10.Mayer, Brian、Harris, Christopher(2010)。Libraries got game: Aligned learning through modern board games。American Library Association。  new window
11.Piers, M. W.、Landau, G. M.(1980)。The gift of play and why children cannot thrive without it。New York, NY:Walker。  new window
12.Yankelovich, D.(1981)。New rules: Searching or self-fulfillment in a world turned upside down。New York, NY:Random House。  new window
13.Rokeach, M.(1968)。Beliefs, Attitudes and Values。San Francisco:Jossey-Bass。  new window
 
 
 
 
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