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    Showing items 101-125 of 763. (31 Page(s) Totally)
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    DateTitleAuthors
    2022-02-21 The Effect of Collaborative Kinesthetic Mechanisms to Enhance English Learning of Vocational High School Students in Taiwan 真鍋均之介; Manabe, Kinnosuke
    2022-01-25 Developing and Validating the Questionnaire and Its Model for Sustainable and Scalable Authentic Contextual Learning Supported by Mobile Apps 嚴烏納; HARIYANTI, UUN
    2022-01-22 性別差異對數位遊戲式英語學習的影響;The Influences of Gender Differences on Digital Game-based English Learning 郭佳翰; GUO, JIA-HAN
    2022-01-18 英文單字樂園:強化系統設計與實作及初步測試;Vocabulary playground:Enhancing system design and implementation, and trial test 朱修義; Chu, Hsiu-yi
    2021-12-28 趣創者理論應用於職業訓練以培養創造力之行動研究;An Action Research on Interest-Driven Creator Theory Applied to Vocational Training to Develop Creativity 楊健裕; Yang, Jian-Yu
    2021-12-21 探討基於「知識翻新理論」之合作論證學習對於高中生社會性科學議題論證之影響:合作論證教學、合作論證學習平台與即時回饋鷹架之設計與開發;The Effects of Integrating Knowledge Building Theory into High School Students' Ssi-Based Collaborative Argumentation Learning: the Development of Collaborative Argumentation Instruction, Learning System and Real-Time Feedback Scaffolds 吳穎沺
    2021-12-21 華戎道—聯結仿生機器人與虛實互動創遊的數位人文交融模式及多模行為分析系統;Eurasia Passage — a Digital Humanity Convergence Model Linking Mixed Interaction Inventive Game and Biomimetic Robots with the Multimodal Behavioral Analytic System 施如齡
    2021-12-21 從性別差異觀點探究個人化英語繪本電子書之影響;An Investigation of the Influences of English Personalized E-Picture Books from a Gender Difference Prospective 陳攸華
    2021-12-21 從個別差異性探討遊戲式動畫電子書對學習學術英語之影響;The Influences of Game-Based Animated E-Book on Academic English Learning: an Individual Difference Approach 陳攸華
    2021-12-21 利用智能機制和問卷設計探討其對真實情境學習的影響;Investigation of Facilitating Authentic Contextual Learning with Smart Mechanisms and Questionnaire Design 黃武元
    2021-12-21 真實情境英語學習之創新學習推廣與成效評估之發展與研究;Investigation and development of authentic contextual EFL learning with its innovative promotion and effectiveness evaluation 黃武元
    2021-12-21 探討趨向表現目標與逃避表現目標對數位遊戲式英語學習之影響:學習環境建置與成效評估;Investigating the Effects of Performance-Approach and Performance-Avoidance Goals on Digital Game-Based English Learning: the Implementation of Learning Environments and Assessment of Learning Outcomes 楊接期
    2021-12-21 應用獎懲機制設計數位遊戲式英語學習環境: 系統建置、學習成效評?與?為模式分析;Applying Reward and Punishment Mechanisms to Design a Digital Game-Based English Learning Environment: System Implementation, Learning Performance Assessment and Behavior Pattern Analysis 楊接期
    2021-12-21 基於知識圖譜之跨域主題推薦機制學習同伴系統:於國小身教式閱讀與聊書之應用( I );Knowledge Graph Based Cross-Domain Recommendation Mechanism Learning Companion System: the Application of Modeled Sustained Silent Reading Activities in Elementary Schools( I ) 洪暉鈞
    2021-12-21 基於興趣啟發理論的悅趣閱讀:人工智慧聊書機器人開發與成效評估;Pleasure Reading Based on Interest Development Theory: the Development of Ai Book Talk Agent and Effectiveness Analysis 劉晨鐘; 張嘉惠
    2021-10-25 MSSR 主題閱讀模組對國中生故事創 作之影響;Towards a Framework of Learning English Reading and Writing in Taiwanese Junior High Schools 研究生:黃郁鈴 指導 黃郁鈴; Huang, Yuling
    2021-10-15 先備知識對英語競爭遊戲式學習的影響;The Influences of Prior Knowledge on English Competitive Game-based Learning 林冠霖; Lin, Guan-Lin
    2021-08-27 探討企業中資訊系統管理人員對於使用異常知識管理系統之行為使用意向相關影響因素分析;Factors influencing behavioral usage intention of the system administrator in enterprise to use this Exception Knowledge Management System 張佳榮; Chang, Chia-Jung
    2021-08-23 探討數位遊戲式學習環境中不同表現目標導向對於大學生日語自他動詞的學習成效、遊戲成效、自我效能、害怕失敗、學習觀感及行為模式之影響;Effects of Different Performance Goal Orientations on University Students′ Learning Performance, Game Performance, Self-efficacy, Fear of Failure, Learning Perceptions, and Behavior Patterns of Japanese Intransitive and Transitive verbs in Digital Game-based Learning Environment 廖怡晴; Liao, Yi-Ching
    2021-08-23 探討獎章機制與英語發音能力對英語發音學習成效、遊戲成效、學習動機、遊戲心流及行為模式之影響──以大型多人線上角色扮演遊戲為例;Effects of Digital Badge Mechanisms and English Pronunciation Ability on English Pronunciation Performance, Gaming Performance, Learning Motivation, Gaming Flow and Behavioral Patterns: A Case of MMORPG 彭琮樺; Peng, Cong-Hua
    2021-08-19 註釋、對話代理和協作概念圖支持大學生議論文寫作和後設認知的培養;Fostering Argumentative Writing and Metacognition Awareness of Undergraduate Students with Support of Annotation, Conversational Agents and Collaborative Concept Map 武朗狄; Sandra, Randi Proska
    2021-08-18 個案研究:利用認知學徒制幫助台灣製藥培訓電腦化系統確效;Case study: an investigation of utilizing cognitive apprenticeship to help computerized system validation of pharmaceutical manufacturing training in Taiwan 苗舜菖; Miao, Shun-Chang
    2021-08-16 導入發音輔具英語自由閱讀活動對於學生閱讀興趣及投入之影響;The Impact of Free English Reading with Digital Pen Support and Guided Reading Video Activity on Students’ Situational Interest (SI) and Engagement 翊翎‧撒利尤; Cerita
    2021-08-13 結合卡牌桌遊於國際音標課程之學習動機分析-對數位語言學習建議;The analysis of the motivation of board games to the International Phonetic Alphabet in Digital language learning suggestion 莊家冀; chi, Chuang chia
    2021-08-12 從先備知識的角度探討將遊戲式學習和個人化 整合至英語三層式測驗的影響;An Investigation of Incorporating Game-based Learning and Personalization into English ThreeTier Tests: A Prior Knowledge Aspect 曾家儀; Tseng, Chia-Yi

    Showing items 101-125 of 763. (31 Page(s) Totally)
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