本研究旨在了解全能益智王數位遊戲式學習系統的使用現況,以科技接受模式來探討持續使用此系統的可能影響因素,分析模式中設計了多元智力、情緒智商兩個為外部變數作為持續使用的遠因,將會對近因的兩個中介變數知覺易用和知覺有用產生影響,構成了持續使用意願之果構面的四種可能影響因素。 藉由中央大學所開發的全能益智王系統為介面,在雲林縣辰光國小施行多年而有成效,問卷調查中是以100學年度在學的二到六年級學生為研究對象,共計回收有效問卷80份。調查所得資料以t 考驗、單因子變異數分析、Visual PLS 等統計方法進行資料分析。分析結果顯示國小學童的持續使用行動意願是屬中上程度,其間的變異可以被四種可能變因的解釋力達到45%。其中最大的影響變因是知覺有用性,遠超過其他的三個變數;而知覺有用性的最大影響變因則是情緒智商,並無受到多元智力的顯著而直接影響。值得注意的是,情緒智商直接影響持續使用行動意願的路徑係數值,幾乎達到顯著而有不可忽視的反向負值。相關的問題也加以討論。 To understand the current situation of playing “Smart kid” website which is a digital game-based learning system, we apply TAM to investigate the various factors of continuance intention. In addition to the effective construct of BI(Behavior Intention) under study, four cause constructs of PU(Perceived Usefulness), PE(Perceived Ease of use),IQ(multiple Intelligence Quotient), and EQ(Emotional Quotient) are applied and designed in the model. They are the possible factors of continuance intention. The students in Yunlin Chen-Guang elementary school have played “Smart kid” for many years, developed and maintained by the Central University. A total of 80 valid questionnaires are collected from the students of grade 2 to 6. The data were analyzed in various statistical methods including mean, standard deviation, t-test, and Visual PLS. The results show that the students playing in “Smart kid” website on thecontinued willingness to use is moderate; its variation can be explained by four cause constructs with 45%; PU is the most important factor and much greater than the other three cause constructs; the greatest effect on PU is directly affected by EQ rather than IQ. Related problems are also discussed.