科技與工程學院
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沿革
科技與工程學院(原名為科技學院)於87學年度成立,其目標除致力於科技與工程教育師資培育外,亦積極培育與科技產業有關之工程及管理專業人才。學院成立之初在原有之工業教育學系、工業科技教育學系、圖文傳播學系等三系下,自91學年度增設「機電科技研究所」,該所於93學年度起設立學士班並更名為「機電科技學系」。本學院於93學年度亦增設「應用電子科技研究所」,並於96學年度合併工教系電機電子組成立「應用電子科技學系」。此外,「工業科技教育學系」於98學年度更名為「科技應用與人力資源發展學系」朝向培育科技產業之人力資源專才。之後,本院為配合本校轉型之規劃,增加學生於科技與工程產業職場的競爭,本院之「機電科技學系」與「應用電子科技學系」逐漸朝工程技術發展,兩系並於103學年度起分別更名為「機電工程學系」及「電機工程學系」。同年,本學院名稱亦由原「科技學院」更名為「科技與工程學院」。至此,本院發展之重點涵蓋教育(技職教育/科技教育/工程教育)、科技及工程等三大領域,並定位為以技術為本位之應用型學院。
107學年度,為配合本校轉型規劃,「光電科技研究所」由原隸屬於理學院改為隸屬本(科技與工程)學院,另增設2學程,分別為「車輛與能源工程學士學位學程」及「光電工程學士學位學程」。
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Item Assessing the educational values of digital games(2009-01-01) Hong, J. C.; Hwang, M.Y.; Cheng, C. L.; Lee, C. K.; Chang, S. Y.In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.Item The Learning Effectiveness of a Blended and Embodied Interactive Video Game for Kindergarten Students(2010-01-01) Hong, J. C.; Tsai, C. M.; Ho, Y. C.; Hwang, M. Y.; Wu, C. C.We developed an embodied interactive video game (EIVG) that is both educational and entertaining in the hope of using such system to explore the differences that exist in learning effectiveness between blended and pure digital learning. Apart from conducting experiments by having the children learned using the EIVG, we also involved teachers as part of the study helping us observe the emotional aspect of the children. The results of the study can be summarized into the following: 1 The effectiveness of blended learning is much better comparing to that of pure digital learning. 2 The effectiveness of EIVG learning of boys is better than girls. However there is no significant difference between them. 3 The EIVG is highly entertaining which results in learning objects remain highly interested and focused throughout the study. Both types of learning can effectively improve the learning outcomes of the objects.Item Effect of self-worth and parenting style on the planned behavior in an ethic game(2011-01-01) Hong, J. C.; Hwang, M. Y.; Wang, C. K.; Hsu, T. F.; Chen. Y. J.This idea of integrating moral education to digital gaming platform had been discussed since digital and online approaches were used in teaching. Online interactive instruction was one of moral teaching forms to assist moral instruction. However, most moral-related interactive online games lacked functions for players to explore themselves while game playing, that resulted in less participation in deeper learning and decrease understanding of moral values. Therefore, we, digital game-based learning lab of National Taiwan Normal University, developed the interactive moral online game, named "To do or not to do", to help students explore and establish appropriate moral values. Results of Partial Least Squares (PLS) analyses indicated that behavioral intention was significantly influences by behavioral control, self-worth, attitude toward the game, subjective norm and parenting style.