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研究生: 莊珽羽
Chuang, Ting-Yu
論文名稱: 以遊戲化提升非資安專業學習者資安素養之成效分析
An Effectiveness Analysis of Gamification in Improving Cybersecurity Literacy for Non-Specialist Learners
指導教授: 張欣綠
Chang, Hsin-Lu
口試委員: 李怡慧
王凱
學位類別: 碩士
Master
系所名稱: 商學院 - 企業管理研究所(MBA學位學程)
Master of Business Administration Program(MBA)
論文出版年: 2026
畢業學年度: 114
語文別: 中文
論文頁數: 48
中文關鍵詞: 遊戲化學習資安教育資安桌遊整合型科技接受模型UTAUT2
外文關鍵詞: gamified learning, cybersecurity education, board game, UTAUT2, user acceptance
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  • 隨著數位科技快速發展,企業與個人在日常生活中高度依賴網路與資訊系統,使得資安威脅事件日益頻繁且型態更加複雜化。從個資外洩、勒索軟體攻擊到企業內部資料風險等問題,皆顯示資訊安全已不再僅為專業領域議題,而逐漸成為全民皆需具備基本認知的重要能力。因此,如何有效提升非資安背景族群之資安意識與學習動機,並以更具吸引力之方式進行資安教育,已成為現代教育與企業訓練發展之重要課題。然而,傳統資安教育多以講授式教學為主,容易產生學習動機不足、情境連結薄弱與參與度有限等問題,使學習者難以將抽象資安概念轉化為實務理解。
    基於上述背景,本研究以遊戲化學習為核心,設計《資安風暴:企業保衛戰》資安桌遊,探討其作為教學工具應用於非資安背景學習者之可行性與學習體驗。本研究旨在分析參與者對遊戲化資安教學之接受程度、學習感受與行為意圖,並進一步理解遊戲設計在資安教育情境中所能發揮之影響。本研究採用問卷調查法進行資料蒐集,並以延伸整合型科技接受與使用理論(UTAUT2)作為主要分析架構,針對易用性、使用成效、社會影響、促成條件、享樂動機與行為意圖等構面進行探討,以評估使用者對遊戲化資安教學之接受程度與使用行為傾向。同時,輔以開放性回饋資料,以補充量化分析結果,提升研究解釋之完整性。
    整體而言,本研究結合遊戲化設計與使用者接受模型,作為分析架構,以探討其在資安教育情境中的應用與影響,提供資安教育在非專業學習族群中之另一種教學可能性,並作為未來相關教學設計與研究發展之參考依據。


    With the rapid development of digital technology, individuals and organizations are increasingly dependent on information systems, leading to more frequent and complex cybersecurity threats. As a result, cybersecurity awareness has become an essential competency for the general public. However, traditional lecture-based cybersecurity education often suffers from low engagement and weak contextual understanding. In this context, gamified learning has emerged as an effective approach to enhance learner motivation and participation through interactive and scenario-based experiences.
    This study develops a cybersecurity board game, Cyber Storm: Corporate Defense, and explores its application for learners without an information security background. The study investigates participants’ acceptance, learning experience, and behavioral intentions toward gamified cybersecurity education. The Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) is adopted as the main analytical framework, including effort expectancy, performance expectancy, social influence, facilitating conditions, hedonic motivation, and behavioral intention. Open-ended responses are also collected to complement quantitative results.
    Overall, this study integrates gamified design with the UTAUT2 model to examine its effectiveness in cybersecurity education, providing an alternative learning approach for non-expert learners.

    第一章 緒論 1
    第二章 文獻探討 4
    第一節 遊戲化 4
    第二節 資安教育 6
    第三節 桌遊應用於教育評估 7
    第四節 整合型科技接受與使用理論(UTAUT) 10
    第三章 研究方法 13
    第一節 研究流程 13
    第二節 資安桌遊 《資安風暴:企業保衛戰》 14
    第三節 研究對象與教學目的 17
    第四節 研究問卷設計 18
    第四章 資料分析 21
    第一節 基本資料分析 21
    第二節 客觀個人數據分析 24
    第三節 UTAUT2 主觀構面分析 26
    第四節 開放性回饋分析與小結 33
    第五章 討論 36
    第六章 結論與建議 38
    參考資料 41
    附錄 45

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