數位適地性媒體導入偏鄉地方創生與大學社會責任之教學實踐 – 以金峰Let’s Go App 為例

賀俊智 賀俊智
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Abstract

數位媒體的普及催生了許多協助推動地方創生的適地性服務,然而即便是數位科技相對成熟的今日,成功的案例仍非常有限。過度聚焦遊客,未將在地人納入地方創生發生過程,可能是問題的癥結。相關研究一再指出:在地人為推動地方創生的關鍵角色,然而當深入探究數位適地性媒體導入偏鄉地方創生的相關發表即會發現,在地人經常是被忽略的角色。的確,自助式服務科技的發展,以及偏鄉與都會的數位落差,對於是否納入在地人於數位地方創生有相當程度的影響。因此思考「合宜」的策略,開啟遊客與在地人的「交流」,為導入數位適地性媒體於偏鄉地方創生首要面對的課題。透過量化分析使用者實地測試金峰Let’s Go App的回饋;比較有無納入在地人,對於使用者部落探索體驗,以及部落觀光發展影響感受之差異,且配合質性分析,研究者進一步歸納四項,導入數位適地性媒體推動偏鄉地方創生之策略:(一) 開啟與在地人面對面的「交流」、(二) 合宜的媒介使用觸發人與人的「交流」、(三) 透過「交流」深化在地體驗、(四) 透過「交流」永續地方創生。此外藉由反思配合大學社會責任計畫 (University Social Responsibility, 以下稱「USR計畫」)執行之教學實踐過程,對學校與地方部落產生的影響,期盼能提供後續導入數位科技於地方創生與USR計畫執行之參考。  The widespread use of digital media encourages the implementation of diverse location based services (LBSs) to develop rural placemaking. Nevertheless, although digital technologies are relatively mature at the current time, successful projects are still rare. This may be due to an excessive focus on tourists at the expense of local residents in the ongoing process of placemaking. Relevant studies frequently indicate that local residents play a key role in placemaking; they are however often ignored within the process. Indeed, attempting to bring local residents into rural placemaking through digital location based media (LBM) involves challenges such as the digital divide and self-service technologies; namely, there is no need to seek help from others. Therefore, strategies must first be found to encourage communication between tourists and local residents. Presented here is a statistical analysis of user feedback from two tests of the Jin-Feng Let’s Go App in-situ, one with and one without local residents; these facilitate comparison of the differences in users’ adventure experiences and their attitudes toward the development of local tourism. A qualitative analysis further identifies four strategies for introducing digital LBM into rural placemaking: (1) Encourage face to face communication, (2) Identify a suitable method by which to use the medium to promote communication between people, (3) Deepen local adventure experiences through communication, and (4) Enable sustainable placemaking through communication. Furthermore, by reexamining the implementation of university social responsibility (USR) projects that may influence the teaching practice and attitude of the local tribe toward cooperation with the university, this article will provide valuable references for future digital placemaking and USR project implementations.  
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数位适地性媒体导入偏乡地方创生与大学社会责任之教学实践 – 以金峰Let’s Go App 为例
数位媒体的普及催生了许多协助推动地方创生的适地性服务,然而即便是数位科技相对成熟的今日,成功的案例仍非常有限。过度聚焦游客,未将在地人纳入地方创生发生过程,可能是问题的症结。相关研究一再指出:在地人为推动地方创生的关键角色,然而当深入探究数位适地性媒体导入偏乡地方创生的相关发表即会发现,在地人经常是被忽略的角色。的确,自助式服务科技的发展,以及偏乡与都会的数位落差,对于是否纳入在地人于数位地方创生有相当程度的影响。因此思考「合宜」的策略,开启游客与在地人的「交流」,为导入数位适地性媒体于偏乡地方创生首要面对的课题。透过量化分析使用者实地测试金峰Let’s Go App的回馈;比较有无纳入在地人,对于使用者部落探索体验,以及部落观光发展影响感受之差异,且配合质性分析,研究者进一步归纳四项,导入数位适地性媒体推动偏乡地方创生之策略:(一) 开启与在地人面对面的「交流」、(二) 合宜的媒介使用触发人与人的「交流」、(三) 透过「交流」深化在地体验、(四) 透过「交流」永续地方创生。此外借由反思配合大学社会责任计划 (University Social Responsibility, 以下称「USR计划」)执行之教学实践过程,对学校与地方部落产生的影响,期盼能提供后续导入数位科技于地方创生与USR计划执行之参考。 The widespread use of digital media encourages the implementation of diverse location based services (LBSs) to develop rural placemaking. Nevertheless, although digital technologies are relatively mature at the current time, successful projects are still rare. This may be due to an excessive focus on tourists at the expense of local residents in the ongoing process of placemaking. Relevant studies frequently indicate that local residents play a key role in placemaking; they are however often ignored within the process. Indeed, attempting to bring local residents into rural placemaking through digital location based media (LBM) involves challenges such as the digital divide and self-service technologies; namely, there is no need to seek help from others. Therefore, strategies must first be found to encourage communication between tourists and local residents. Presented here is a statistical analysis of user feedback from two tests of the Jin-Feng Let’s Go App in-situ, one with and one without local residents; these facilitate comparison of the differences in users’ adventure experiences and their attitudes toward the development of local tourism. A qualitative analysis further identifies four strategies for introducing digital LBM into rural placemaking: (1) Encourage face to face communication, (2) Identify a suitable method by which to use the medium to promote communication between people, (3) Deepen local adventure experiences through communication, and (4) Enable sustainable placemaking through communication. Furthermore, by reexamining the implementation of university social responsibility (USR) projects that may influence the teaching practice and attitude of the local tribe toward cooperation with the university, this article will provide valuable references for future digital placemaking and USR project implementations.
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