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    顯示項目226-250 / 798. (共32頁)
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    日期題名作者
    2020-01-13 可撓式Ⅲ-Ⅴ太陽能電池與自我維持的智慧微塵(Smart Dust)軟性晶片之整合與開發( II );Integration and Development of Flexible Iii-V Solar Cells and Self-Sustaining Smart Dust Chips( II ) 施如齡
    2020-01-13 前沿人工智慧科研成果轉化:轉譯、呈現、與評估-總計畫(含子計畫三):前沿人工智慧科研成果轉化之成效評估與教育推廣( II );The Educational Evaluation and Dissemination of Translated Frontier Artificial Intelligence Scientific Research Findings for Public Understanding( II ) 吳穎沺
    2020-01-13 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
    2020-01-13 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
    2020-01-13 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
    2020-01-13 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
    2020-01-13 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
    2020-01-06 An investigation of flipped classroom and reciprocal teaching with google classroom, zenbo robot, and co-editing 塔堤爾; Mir, Tatheer Hussain
    2019-12-26 利用合作虛擬化的網絡設計輔助計算機網路學習;To Facilitate Computer Network Learning by Collaborative Virtualization-Based Mechanism with Network Design Task 阮合淳; Nguyen, Pham Ho Trong
    2019-10-07 從認知風格的角度探討同儕互評對遊戲式學習系統製作與評量之影響;The Impacts of Peer Assessment on the Implementation and Evaluation of Game-based Learning: A Cognitive Style Approach 李靜怡; Lee, Jing-Yi
    2019-09-18 智慧互動SmartVpen在真實情境對於英文學習之影響;A Study of Smart Interaction Using SmartVpen and its influence on English Learning in Authentic Contexts 李國豪; Li, Guo-Hao
    2019-08-22 探討認知風格及遊戲心流對英語字彙學習成效、遊戲成效與自我效能之影響—以多人線上角色扮演遊戲為例;Effects of Cognitive Styles and Gaming Flow Experience on English Vocabulary Performance, Game Performance and Self-efficacy in a MMORPG 曾子芸; Tseng, Tzu-Yun
    2019-08-22 透過主題地圖與寵物同伴促進閱讀更深更廣的書籍;Design and preliminary evaluation of a theme-based map system with pet companions for promoting reading books of broader scope and deeper levels 郭雨鑫; Kuo, Yu-Hsin
    2019-08-19 在模擬平台使用日常生活影片輔助 科學學習之開發與評估;The Development and Evaluation of a Simulation Platform Supporting Science Learning from Life Videos 奧薩雅; Aziz, Aulia Syarif
    2019-08-15 以「猜擬題」活動增進學生數學文字題解題能力;A Guess-Problem-Posing Activity to Enhance Students′ Mathematics Word Problem Solving Ability 許育茹; Hsu, Yu-Ru
    2019-08-15 基於學生練習使用回饋之學習成效預測模型與動態題數練習機制;Implement a Dynamic Exercise Mechanism Based on Learning Effectiveness Prediction Model 邱歆雅; Chiou, Shin-Ya
    2019-08-08 合作式電腦模擬於科學問題解決之影響:以眼動進行分析;The Effects of Collaborative Computer Simulations on Science Problem Solving: a Dual Eye-Tracking Analysis 謝翌甄; Hsieh, I-Chen
    2019-08-08 英語漫畫書閱讀引導對學生英語閱讀之影響;The Effect of English Comic book Leading on Student English Reading 何永育; Ho, Yung-Yu
    2019-08-08 探討國小低年級學童在數學自我進度學習下的發展與影響;Exploring the Development and Influence of Lower-Grades Students of Elementary School in Mathematics Self-Paced Learning 劉偉瑄; Liou, Wei-Syuan
    2019-08-07 探討英語焦慮與先備知識對英語發音學習成效、獎章成效、遊戲成效、學習動機及遊戲心流之影響──以大型多人線上角色扮演遊戲為例;Effects of English Anxiety and Prior Knowledge on English Pronunciation Performance, Badge Performance, Game Performance, Learning Motivation and Gaming Flow Performance in a MMORPG 黃安邦; Huang, An-Bang
    2019-08-05 Investigation of Facilitating Physics Learning using Ubiquitous-Physics APP with Learning Map and Discussion Board in Authentic Contexts 鮑世鈞; PAO-SHIH-CHIN
    2019-08-05 英語漫畫書及繪本製作對於學生英文書籍 閱讀態度與投入之影響;The impact of English Comic book and Digital Storytelling on Students’ English Reading Attitude and Engagement 馬森豪; Ma, Sen-Hao
    2019-08-01 探討趨向表現目標與逃避表現目標對於 學習成效與表現目標採取之影響 -以數位遊戲式英語字彙為例;Effects of Performance-approach and Performance-avoidance Goals on Learning Performance and Adoption of Performance Goals: A Case of Digital Game-based English Vocabulary. 陳美珊; Chen, Mei-Shan
    2019-07-29 真實競爭和虛擬競爭對數位遊戲式學習的影響:相同目標 vs. 不同目標;The Impacts of Real Competition and Virtual Competition on Digital Game-based Learning: Same Goal vs. Different Goals 張育銘; Chang, Yu-Ming
    2019-07-29 線上教師學習社群之知識翻新實踐:以FB某教師社群為例;Knowledge Building Pratcice in a Online Teacher Learning Community on Facebook 莊麗葉; Chuang, Li-Yea

    顯示項目226-250 / 798. (共32頁)
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    每頁顯示[10|25|50]項目

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