請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/50270完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 曹承礎 | |
| dc.contributor.author | William George Morschauser | en |
| dc.contributor.author | 莫查思 | zh_TW |
| dc.date.accessioned | 2021-06-15T12:34:32Z | - |
| dc.date.available | 2017-08-03 | |
| dc.date.copyright | 2016-08-03 | |
| dc.date.issued | 2016 | |
| dc.date.submitted | 2016-08-01 | |
| dc.identifier.citation | References
Benyon, David, Phil Turner, and Susan Turner. Designing interactive systems: People, activities, contexts, technologies. Pearson Education, 2005. Bunchball, I. 'Gamification 101: An introduction to the use of game dynamics to influence behavior.' White paper, 2010. Csikszentmihalyi, Mihaly. Flow: The psychology of happiness. London: Rider, 1992. Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 'Gamification. using game-design elements in non-gaming contexts.' In CHI'11 Extended Abstracts on Human Factors in Computing Systems, pp. 2425-2428. ACM, 2011. Dewey, John. Having an Experience in John Dewey, Art as Experience, New York, Capricorn Books., pp. 35-57, 1939. Eyal, Nir. Hooked: How to build habit-forming products. Penguin Canada, 2014. Fogg, Brian J. 'A behavior model for persuasive design.' Proceedings of the 4th international Conference on Persuasive Technology. ACM, 2009. Koster, Raph. Theory of fun for game design. ' O'Reilly Media, Inc.', 2013. Muntean, Cristina Ioana. 'Raising engagement in e-learning through gamification.' Proc. 6th International Conference on Virtual Learning ICVL., 2011. Norton, Michael I., Daniel Mochon, and Dan Ariely. 'The'IKEA effect': When labor leads to love.' Harvard Business School Marketing Unit Working Paper 11-091, 2011. O'Brien, Heather L., and Elaine G. Toms. 'What is user engagement? A conceptual framework for defining user engagement with technology.' Journal of the American Society for Information Science and Technology 59.6, pp. 938-955, 2008. Oblinger, Diana. 'The next generation of educational engagement.' Journal of interactive media in education 2004.1, 2004. Shneiderman, Ben. “Designing for fun: how can we design user interfaces to be more fun?” interactions, 11(5), pp.48-50, 2004. Sims, Rod. 'Interactivity: A forgotten art?.' Computers in Human Behavior 13.2, pp. 157-180, 1997. https://apps.mla.org/flsurvey_search https://www.mla.org/content/download/31180/1452509/EMB_enrllmnts_nonEngl_2013.pdf 'engage.' Merriam-Webster. http://www.merriam-webster.com, 2016. 'engagement.' Merriam-Webster. http://www.merriam-webster.com, 2016. 'gamification.' Merriam-Webster. http://www.merriam-webster.com, 2016. | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/50270 | - |
| dc.description.abstract | 執行摘要
讓我們來談談是從語言交流的第一手經驗開發的,為我們提供了建立對第二語言的學生一個完整的對話應用程序的基礎。我們的主要目標的研究為我們提供了深入了解學生如何思考,結果不僅想也需要一個APP 。我們採取通過把您的手機上,並與您的課堂材料相集成尋找語言交換夥伴到新的水平本來就所需的操作。隨著進入市場出色的計時,大家談將脫穎而出,成為必須有產品的任何語言的學習者。 | zh_TW |
| dc.description.abstract | Executive Summary
Let’s Talk is developed from first-hand experience with language exchange, providing us with the foundation to build a complete conversation application for students of secondary languages. Our primary targeted research gives us the insight into how students think, resulting in an APP not only wanted but also needed. We take the already desired action of finding a language exchange partner to new levels by putting it on your phone and integrating it with your classroom material. With excellent timing to entering the marketplace, Let’s Talk will emerge as the must have product for any language learner. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-15T12:34:32Z (GMT). No. of bitstreams: 1 ntu-105-R01749049-1.pdf: 771948 bytes, checksum: 48af46a7d94fa2bc551dcdec2e516aea (MD5) Previous issue date: 2016 | en |
| dc.description.tableofcontents | Table of Contents
Executive Summary ..................................... 1 General Company Description ........................... 1 Management and Organization ........................... 2 Products and Services ................................. 2 Market Analysis ....................................... 5 Competition ........................................... 11 Pricing Strategy ...................................... 13 Marketing Strategy .................................... 15 Milestones ............................................ 16 Startup Expenses ...................................... 17 Financial Projection .................................. 19 Research .............................................. 21 References ............................................ 36 Appendices ............................................ 38 | |
| dc.language.iso | en | |
| dc.subject | APP | zh_TW |
| dc.subject | APP | zh_TW |
| dc.subject | 語言交流 | zh_TW |
| dc.subject | 語言交流 | zh_TW |
| dc.subject | Language Exchange | en |
| dc.subject | APP | en |
| dc.subject | Language Exchange | en |
| dc.subject | APP | en |
| dc.title | 我們聊聊吧 語言交換應用軟體 | zh_TW |
| dc.title | Let’s Talk, A Language Exchange APP | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 104-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 謝冠雄,陳鴻基 | |
| dc.subject.keyword | 語言交流,APP, | zh_TW |
| dc.subject.keyword | Language Exchange,APP, | en |
| dc.relation.page | 38 | |
| dc.identifier.doi | 10.6342/NTU201601637 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2016-08-01 | |
| dc.contributor.author-college | 管理學院 | zh_TW |
| dc.contributor.author-dept | 企業管理碩士專班 | zh_TW |
| 顯示於系所單位: | 管理學院企業管理專班(Global MBA) | |
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|---|---|---|---|
| ntu-105-1.pdf 未授權公開取用 | 753.86 kB | Adobe PDF |
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