教師著作
Permanent URI for this collectionhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/31265
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Item 雙爐管式氣液固相變化機制成長氧化鋅奈米線及其氣體感測特性(2010-10-29) 程金保; 吳釗宇; 曹長安; 歐信良Item Reducing Speeded Process Errors of Pronoun with Interactive Video Game(2010-05-17) Hong, J.C; Chen, Y.J; Hsieh, T.; Chu, K.J.This study investigated whether Chinese students who learn English as second language would improve on their usage and fluency of pronoun by using interactive pronoun video games. It is mainly focus on the three part of speech of pronoun: subject (he, she, they, it, we), object (him, her, it, them, us) and possessive pronoun (his, her, its, their, our). Participants were randomly placed in one of the two groups (picture group and auditory group) for this experiment. Both part of the experiment were given on a timed base to hope to observe the reducing of error during speeded process. The result showed that both picture and auditory group benefit from the interactive pronoun video game on their English pronoun skill.Item Can Interactive Video Game reduce Chinese Pronunciation Problems?(2010-05-17) Hong, J.C; Hung, P. S; Liu, T. H.; Chu, K.J.With the development of the technology, learning is no longer confined in school. Everyone can surf the internet and access to every piece of information they want to obtain. Digital game-based learning laboratory is built for this matter, and it tries to offer different kinds of learning experience for every visitor. This piece of research is based on the Chinese pronunciation games we’ve designed and we want to know what this game may do to testees. We use SPSS to run the result and apply TAM to understand how users accept the learning game we create and the experiment result will be taken as reference for our future modification of the game.Item Examining Technology Acceptance in the Online "Heart-attack" Game: a Pilot Study(2010-05-17) Hong, J.C; Shen, Y.C.; Tseng, C.C.The purpose of the current study was to examine levels of technology acceptance among 20 elementary teachers and to evaluate the differences in rating the acceptance of the online "heart-attack" game called “Next”. The online game system functioned as an educational instrument and the current study served as a pilot study of the following research which would evaluate the effectiveness of the instrument. The results suggested that the instrument was generally accepted by the teachers and there was no significant difference in rating the variables of technology acceptance regarding the instrument, including perceived ease of use, perceived usefulness, attitude, usage intentions and concentration.Item Examining Technology Acceptance in a Competitive Educational Game: A Case Study of “NEXT”(2010-03-31) Hong, J.C.; Shen, Y.C.The purpose of the current study was to examine levels of technology acceptance among 20 elementary teachers and to evaluate the differences in rating the acceptance of the online game “Next”. The online game system functioned as an educational instrument and the current study served as a reference for the future research which may evaluate the effectiveness of the instrument. The results suggested that the instrument was generally accepted by the teachers and there was no significant difference in rating the variables of technology acceptance regarding the instrument, including perceived ease of use, perceived usefulness, attitude, usage intentions and concentration.Item Science Argumentation in Blended Learning in the Wright Brothers Situated Cases(2010-03-31) Hong, J.C; Hu, Y.P.; Hsieh, C.W.Inquiry-based science classrooms place emphasis on the role of the student in negotiating understanding (Crawford, 2005; Polman, 2000). The question that guides the analysis presented herein is how students’ experience with the learning of science can further their participation in the practice of science. To this end, we designed a game-like situation that is beneficial to learning; using their knowledge of science, students interact through argumentation during problem-solving. By focusing on the interactions between students, we designed a blended learning platform that proposes three major problems for K 5 and K 6 students to solve: aircraft cannot take off, aircraft are being blown away, and aircraft are crashing during landing. The results of this study indicate that students are more active science learners when they engage in argumentation about science.Item 工藝類文化創意產業所需行銷職能及其在大學相關課程之IPA分析(中華民國課程與教學學會, 2012-12-01) 李隆盛; 張良德; 林坤誼; 林聖薇; 李玉娟; 吳明鋗Item 地方特色產業於城市行銷中的定位與應用之研究(國立臺中教育大學, 2012-12-01) 蘇信恩; 王雅慧; 林坤誼Item 高職農業群課程綱要的能源教育內涵之分析(國立臺灣師範大學, 2012-12-01) 林坤誼; 梁宇承; 李隆盛Item 無所不在商業行銷技術課程與數位化互動式學習歷程檔案系統建置、評量標準及產學實證應用研究(2012-07-31) 余鑑; 于俊傑; 黃宜蕙