「促銷」屬於行銷學概念,意指特定期間給予特定誘因的方式,若能將其概念應用於數位教材中,將可使教材在設計上更具多元性與靈活度。本研究自行設計了一套結合促銷概念之數位遊戲式教材,讓高職電子科一年級70位學生進行兩週的學習活動,以相關研究法探討使用結合促銷概念之遊戲教材學習數位邏輯課程之態度、學習頻率與學習成就三者之相關性,以及學習頻率之中介效果。研究目的有四: 一、探討高職電子科學生對數位遊戲式教材結合促銷概念之態度與其學習頻率之關係。 二、探討高職電子科學生對數位遊戲式教材結合促銷概念之態度與其學習成就之關係。 三、探討高職電子科學生使用結合促銷概念之遊戲教材學習後,其學習頻率與學習成就之關係。 四、探討學習頻率在高職電子科學生對數位遊戲式教材結合促銷概念之態度與學習成就間之中介效果。 將回收之資料彙整並經過統計分析後,研究結果如下: 一、高職電子科學生使用結合促銷概念之遊戲教材後對數位遊戲式教 材結合促銷概念之態度、學習頻率與學習成就間彼此具有正相關。 二、高職電子科學生使用結合促銷概念遊戲教材之學習頻率在對數位遊戲式教材結合促銷概念之態度與學習成就間具有顯著中介效果。
Promotion is an important concept in marketing which involves attracting consumers with incentives during a specific time to increase sales in products. The present study intends to incorporate the concept of promotion into digital game based learning materials for 70 electronic majors in vocational high school. Equipments and items are given away in the digital game as incentives to promote students learning. The experiment lasted two weeks. The purposes of this study are as follows: to understand 1) the relationship between attitude toward applying the concept of promotion into digital game-based learning and learning frequencies, 2) the relationship between attitude toward applying the concept of promotion into digital game-based learning and learning achievement, and 3) the relationship between learning frequencies and learning achievement, and 4) the mediating effects of learning frequencies between attitude toward applying the concept of promotion into digital game-based learning and learning achievement The findings are as follows: 1) There were positive correlations among the three variables: attitude toward applying the concept of promotion into digital game-based learning, learning frequencies, and learning achievement. 2) The positive relationship between attitude toward applying the concept of promotion into digital game-based learning and learning achievement is mediated by learning frequencies.