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最後更新時間: 2025-11-01 01:37
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虛擬實境同儕輔導對提升 EFL 小學生學習表現、臨場感、學習感知及行為...
人機協作於 AI 輔助親師生溝通回饋對 EFL 學習成效之影響;The...
從先備能力的角度探討數位遊戲式學習系統中不確定性機制對學習成效、遊戲成...
整合生成式人工智慧於國小探究式STEAM棒球機器人實作活動之應用與成效...
基於知識翻新理論與經驗學習理論之多層次教師反思社群平台之開發與初步評估...
AI說書同伴的初步設計;A Preliminary Design of...
結合自我解釋與適性化人工智慧系統於程式教育以增進程式能 力、運算思維、...
結合生成式人工智慧與即時回饋之學習同伴系統以增進國小 閱讀理解、詞彙能...
探究具身化互動系統於提升英語口語能力中之輔助應用與學習成效;Explo...
基於生成式人工智慧之知識翻新學習歷程分析與自動回饋鷹架模組開發及初步評...
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顯示項目1-25 / 536. (共22頁)
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題名
作者
2025-08-25
人機協作於 AI 輔助親師生溝通回饋對 EFL 學習成效之影響;The Effects of a Human-in-the-Loop AI Supported Parent-Teacher-Student Feedback Mechanism on EFL Learners’ Learning Achievement
黃皓群
;
Huang, Hao-Chun
2025-08-25
虛擬實境同儕輔導對提升 EFL 小學生學習表現、臨場感、學習感知及行為順序的影響;Effects Of Virtual Reality-Based Peer Tutoring to Enhance EFL Elementary Students’ Learning Performance, Sense of Presence, Learning Perception, and Behavior Sequence
戴菲
;
Latifah, Devi Nur
2025-07-30
從先備能力的角度探討數位遊戲式學習系統中不確定性機制對學習成效、遊戲成效、學習動機、好奇心及自我效能之影響-以日文擬聲擬態詞為例;Investigating the Effects of Uncertainty Mechanisms in a Digital Game-Based Learning System on Learning Performance, In-Game Performance, Learning Motivation, Curiosity, and Self-Efficacy from Prior Knowledge Perspective: A Case Study of Japanese Onomatopoei皆
葉信甫
;
Yeh, Hsin-Fu
2025-07-29
AI說書同伴的初步設計;A Preliminary Design of the AI Storytelling Companion System
黃智敏
;
Huang, Chih-Ming
2025-07-29
基於知識翻新理論與經驗學習理論之多層次教師反思社群平台之開發與初步評估;Development and Preliminary Evaluation of a Multilevel Teacher Reflection Community Platform Based on Experiential Learning Theory and Knowledge Building Theory
鍾依庭
;
Chung, Yi-Ting
2025-07-29
整合生成式人工智慧於國小探究式STEAM棒球機器人實作活動之應用與成效分析;Application and Effectiveness of Integrating Generative Artificial Intelligence into Elementary Inquiry-Based STEAM Baseball Robot Activities
莊聖文
;
Chuang, Sheng-Wen
2025-07-25
建置生成式 AI 之學習同伴系統以提升國小英語成效與溝通意願;Developing a Generative AI–Based Learning Companion System to Enhance English Performance and Willingness to Communicate in Elementary School Students
吳承翰
;
Wu, Cheng-Han
2025-07-25
基於生成式人工智慧之知識翻新學習歷程分析與自動回饋鷹架模組開發及初步評估;Development and Preliminary Evaluation of a Scaffolding Module for Analyzing Knowledge-Refining Learning Processes and Providing Automated Feedback Based on Generative Artificial Intelligence
李庭妘
;
Li, Ting-Yun
2025-07-25
探究具身化互動系統於提升英語口語能力中之輔助應用與學習成效;Exploring the Supportive Application and Learning Outcomes of Embodied Interactive System in Enhancing English Speaking Proficiency
施盈琪
;
Shih, Ying-Qi
2025-07-25
結合生成式人工智慧與即時回饋之學習同伴系統以增進國小 閱讀理解、詞彙能力、學習動機與策略;Enhancing Elementary Students’ Reading Comprehension, Vocabulary, Motivation, and Learning Strategies through a Generative AI-Based Learning Companion System with Real-Time Feedback
張祐綜
;
Chang, Yu-Tsung
2025-07-25
結合自我解釋與適性化人工智慧系統於程式教育以增進程式能 力、運算思維、學習動機與學習策略之研究;A Study on Integrating Self-Explanation and Adaptive Artificial Intelligence System into Programming Education to Enhance Programming Skills, Computational Thinking, Learning Motivation, and Learning Strategies
林子白
;
Lin, Tzu-Pai
2025-07-23
以視覺化分析技術來分析性別議題在數位學習期刊文獻之發展趨勢;Using Data Visualization to Investigate the Trends of Gender Issues in Digital Learning Journal Literature
王傑昇
;
Wang, Chieh-Sheng
2025-07-23
多模態閱讀分析模型與AI個人助理的設計 與實踐:促進學生閱讀習慣與家校合作;Design and Implementation of a Multimodal Reading Analysis Model and AI Personal Assistant: Enhancing Student Reading Habits and Home–School Collaboration
蔡逸澄
;
Tsai, Yi-Cheng
2025-07-23
探討有無難度分級獎章設計機制與遊戲經驗對於英語詞彙學習成效、遊戲成效、學習動機、遊戲心流以及學習觀感之影響 —以3D冒險角色扮演遊戲為例;Exploring the Effects of Difficulty Level Badge Design Mechanisms and Gaming Experience on English Vocabulary Learning Performance, In-Game Performance, Learning Motivation, Game Flow, and Learning Perception — A Case Study of a 3D Adventure Role-Playing Game
駱沛承
;
pony
2025-07-23
探討遊戲化機制在Quizizz英語多益學習系統中對成人學習者的學習成效、學習動機、自我效能與心流體驗之影響;Exploring the Effects of Gamification Mechanisms on Learning Performance, Motivation, Self-Efficacy, and Flow Experience in Adult Learners Using the Quizizz TOEIC English Learning System
張凱婷
;
Chang, Kai-Ting
2025-07-23
探討難度分級獎章機制與英語聽力能力對多益英語聽力學習成效、遊戲成效、學習動機、學習觀感和認知負荷之影響—以「多益英語聽力練習場」為例;Exploring the Effects of Leveled Badge Design Mechanisms and English Listening Ability on TOEIC English Listening Learning Performance, Gaming Performance, Learning Motivation, Learning Perceptions, and Cognitive Load: A Case of TOEIC English Listening Practice Arena
陳品儒
;
Chen, Ping-Ju
2025-07-21
COVID-19疫情影響109學年入學國小學生 數學興趣、自信與焦慮之分析;An Analysis of the Impact of the COVID-19 Pandemic on Math Interest, Confidence, and Anxiety of Elementary School Students Enrolled in the 109th Academic Year
王銜
;
Wang, Xian
2025-07-17
基於知識翻新理論之高職色彩學教學行動研究;An Action Research on Teaching Color Theory in Vocational High School Based on Knowledge Building Theory
涂惠玲
;
Tu, Hui-Ling
2025-07-16
以數位說故事實踐知識翻新理論 於國小中年級社會科課程之行動研究;An Action Research on Applying Digital Storytelling to Implement Knowledge Building Theory in Middle Grades Social Studies Curriculum of Elementary School
陳嘉襄
;
Chen, Chia-Hsiang
2025-07-16
基於知識翻新理論之AI素養導向程式教學對國小高年級學生AI學習及程式設計自我效能之影響;The Impact of Knowledge-Building-Oriented AI Literacy Programming Instruction on Elementary School Students’ AI Learning and Programming Self-Efficacy
官慶惠
;
Kuan, Ching-Hui
2025-07-16
結合APOS理論與科技輔助學習之數學教學行動研究;An Action Research on Mathematics Instruction Integrating APOS Theory and Technology-Enhanced Learning
詹翊鋒
;
Jhan, Yi-Fong
2025-07-09
石虎疑雲:IoT導入探究遊戲之系統設計與推理歷程分析;Leopard Cat Mystery: IoT-Enhanced Inquiry Game System Design and Reasoning Process Analysis
林敬傑
;
Lin, Ching-Chieh
2025-07-07
學習者與 AI 智慧共策〈大洋峰會〉之提問與決策行為模式探討;The Investigation of Students’ Questioning and Decision-making Behavior Patterns in AI-Collaboration <Ocean Summit>
蔡鎮鴻
;
Tsai, Chen-Hung
2025-07-03
STEM耐震迷你屋之6E教學設計與學習成效探討;The Investigation of 6E Instructional Design and Learning Outcomes of STEM seismic Mini- Houses
陳松林
;
Chen, Song-Lin
2025-06-23
探討基於人工智慧的概念圖結合QAR機制促進批判性EFL寫作;Investigation of AI-based Concept Map with Question Answer Response (QAR) to Facilitate Critical Level EFL Writing
周一輝
;
Pradana, Ariel Adi
顯示項目1-25 / 536. (共22頁)
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