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探討Smart 3D-UG APP輔助在真實情境中學習體積與表面積;A...
利用協作型焊接機器人及AI系統輔助學習焊接之研究;A Study of...
以想法為中心之科學探究學習系統遊戲化:系統開發與初步評估;Gamifi...
基於自動問題生成與知識追蹤之適性化學習系統設計與應用:以 Python...
文學圈結合學習儀表板在專題導向學習之應 用-以書報討論課堂為例;Int...
使用生成式人工智慧設計錯誤分析活動以提升學生真實數學問題解決能力與自信...
結合自我調節及共同調節學習分析儀表板於Python程式教育之研究;Co...
真實情境透過人工智慧 即時影片辨識增強英語口說與寫作;AI-Enhan...
建置情境化與個人化短影片學習系統並探討其對EFL 口說與寫作之影響;D...
AI同伴支持聊書與反思;AI Companion Supporting...
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Date
Title
Authors
2022-08-15
促進教師成為閱讀個人教練之初步模式設計與系統開發;Design and development of a model and system prototype for supporting teachers to become personal reading coaches
丁延欣
;
Ting, Yen-Hsin
2022-08-15
數學教中學:影片創製與跨校登臺;Mathematic Learning-by-teaching: Video Creation and Cross-Schools Staging
王姝涵
;
Wang, Shu-Han
2022-08-03
在真實情境下結合多重辨識技術與5W1H鷹架促進英文寫作並探討其對學習的影響;Investigation of Multiple Recognition Technology with 5W1H Scaffolding to Facilitate EFL Writing and the Influences on Learning in Authentic Contexts
金琪潔
;
Chin, Chi-Chieh
2022-07-28
Investigation of smart mechanisms for authentic contextual learning with sensor and recognition technologies
黃英
;
Hoang, Anh
2022-07-27
基於文本型程式編寫紀錄之自我調節儀表板於程式設計學習成效探究;A Study of Applying Self-Regulation Dashboard Based on Text-based Programming Log to Enhance rogramming Learning
羅健瑋
;
Lo, Chien-Wei
2022-07-27
探討智慧回饋輔助真實情境EFL學習與其對學習成效、延續性與擴充性之影響
黃璿恩
;
Huang, Xuan-En
2022-07-27
視覺化閱讀歷程系統於國小身教式持續安靜閱讀之應用;Application of Visual Reading Portfolio System to Enhance Modeled Sustained Silent Reading in Elementary School
鍾衍震
;
Chung, Yen-Chen
2022-07-26
以深度知識追蹤模型應用於程式學習系統;Application of Deep Knowledge Tracing Model to Support Programming Learning System
李秉翰
;
Lee, Ping-Han
2022-07-26
基於知識翻新理論的合作論證教學對國小高年級學生以社會性科學議題為主題的議論文寫作表現之影響;The influence of cooperative argumentation teaching based on knowledge building theory on the writing performance of argumentative essays on socio-scientific issues for senior elementary school students
阮郁源
;
Ruan, Yu-Yuan
2022-07-26
基於知識翻新理論的合作論證學習活動對於國小高年級學生英語議論文寫作表現之影響:以基因改造食品議題為例;Improving Elementary School Students′ English Argumentative Writing Performance through Knowledge Building and Collaborative Argumentative Activities. Take Genetic Modification Food as an Example.
林宛萱
;
Lin, Wan-Syuan
2022-07-26
基於知識翻新理論的數位說故事活動對國小高年級學生非形式推理思考表現與數位說故事表現之影響-以基因改造食物為例;The influence of digital storytelling activities on the informal reasoning thinking performance and digital storytelling performance of senior elementary school students based on the theory of knowledge buliding -taking genetically modified foods as an example
黃紹芊
;
Huang, Shao-Chien
2022-07-26
結合聊天機器人與推薦系統之閱讀學伴應用於國小閱讀;Implementation of a Reading Companion System Integrating Chatbot and Book Recommendations to Support Elementary Students′ Reading
鄭博晏
;
Zheng, Bo-Yan
2022-07-25
強調後設認知的數學解題歷程學習平台之開發與初步評估;Development and Preliminary Evaluation of an Emphasizing Metacognitive Online Platform for Mathematical Problem-Solving Process
林依槿
;
Lin, Yi-Chin
2022-07-25
結合社會調節學習平台與教中學課程設計以增進大學生視覺化資料分析能力與調節學習;Effects of a Social Regulation-based Learning Platform and Learning by Teaching Pedagogy on Visual Analysis Skills and Regulated Learning
呂昆珉
;
Lu, Kun-Min
2022-07-21
以想法為中心的多維度跨域專題學習平台之開發與初步評估;Development and Preliminary Evaluation of an Idea-Centered Multidimensional Online Learning Platform for Interdisciplinary Project-based Learning
陳又齊
;
Chen, You-Qi
2022-07-18
台灣地形遊戲教育中的沙盒擴增實境系統設計與評估;Sandbox Augmented Reality System Design and Evaluation in Terrain Game Education in Taiwan
楊宏明
;
Yang, Hong-Ming
2022-07-18
線上議題探究系統之探究能力分析;The Analysis of Inquiry Ability with Online Issue-based Inquiry System
盧昱豪
;
Lu, Yu-Hao
2022-07-18
線上議題遊戲系統之遊戲行為與互動歷程探討;The Investigation of Gaming Behaviors and Interaction Processes with Online Issue-based Gaming System
洪耕德
;
Hong, Geng-De
2022-07-12
<亞米大陷阱>數位學習營養教育遊戲對臺灣飲食營養價值學習成效之探討;Learning Effectiveness of <Yummy Trap> Digital Game-based System for Learning Taiwan Food Nutritional Value Education
李鴻明
;
Lee, Hong-Ming
2022-07-11
運用均一教育平台於國中資源班學生數學學習之研究;The effect of using the Junyi Academy Platform on students′ mathematics learning in middle school resource classes
華小芳
;
Hua, Siao-Fang
2022-07-06
探討個人化、情境化及社會化的智慧機制 輔助真實情境國小幾何學習與其對學習成效之影響;Investigation of Smart Mechanisms of Personalization, Contextualization and Socialization for Facilitating Geometry Learning with Authentic Contextual Support
林宜靜
;
Lin, Yi-Jing
2022-06-27
從先備知識的角度探討整合鷹架輔助與競爭式英語學習之影響;An Investigation of Incorporating Scaffolding Instruction into Competitive English Learning Contexts: A Prior Knowledge Perspective
蕭資峻
;
Xiao, zi-jun
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
2021-10-25
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
2021-08-12
聊天機器人使用故事接龍及故事引導對話策略對學生英語閱讀經驗的影響;The Influence of Chatbots Using Story Relay and Story Guidance Strategies on Students’ English Reading Experience
馮永婷
;
Fong, Yong-Ting
2021-08-12
聊天機器人對國小學生英語閱讀興趣的影響;The Impact of Chatbot on Elementary School Students′ Interest in English Reading
廖墨剛
;
Liao, Mo-Gang
2021-08-11
探討在真實情境下教師回饋對學習認知與學習持續性之影響;Investigation the Influence of Learning Cognition and Sustainability with teacher feedback in Cross Contexts
湯詠琦
;
Tang, Yong-Qi
2021-08-09
透過創作影片進行教中學;Learning-by-teaching through video creation
陳冠廷
;
Chen, Kuan-Ting
2021-08-02
設計與實踐「提升式寫作」活動以提升國小學生寫作品質與寫作興趣;Design and Practice of Betterment-Driven Writing Activity to Enhance Elementary School Students′ Writing Quality and Writing Interest
劉宸穎
;
Liu, Chen-Ying
2021-07-27
閱讀島:應用數位閱讀歷程擴大學生閱讀舒適圈及提升閱讀動機之系統設計;Reading Island: Reading-Portfolio System Design for Expanding Students’ Reading Comfort Zone and Promoting Reading Motivation
賴瑞霖
;
Lai, Rui-Lin
2021-07-26
基於「知識翻新理論」與「設計思考」的跨領域專題學習平台之開發與初步評估;Development and Preliminary Evaluation of an Online Platform based on Knowledge Building Theory and Design Thinking for Interdisciplinary Learning
郭富銘
;
Guo, Fu-Ming
2021-07-26
結合自然語言技術的線上合作論證系統之開發與初步評估;Development and Preliminary Evaluation of Natural Language Processing Theory-based Online Collaborative Argumentation Platform
楊加豪
;
Yang, Chia-Hao
2021-07-19
科技輔助生活科技課程對國中生「對工程設計流程認知」與「對工程的態度」之影響:以投石車製作課程為例;The Influence of Technology-supported Technology Course on Junior High School Students’ Understanding of Engineering Design Process and Attitudes Towards Engineering
盧楷文
;
Lu, Kai-Wen
2021-07-19
國小高年級學生對於社會性科學議題之非形式推理思考表現及其線上合作論證之研究:以人工智慧相關議題為例
吳喬恩
;
Wu, Ciao-En
2021-07-19
基於工程設計流程的STEM專題本位課程對國小高年級生學習成效之影響;The Effects of Implementing the STEM Project-Based Learning Curriculum Based on Engineering Design Process on Upper Grade Students of Elementary School
王嘉賢
;
Wang, Chia-Hsien
2021-07-19
基於工程設計流程的生活科技課程對國中生在 工程態度、生活科技學習興趣、科技及工程認 知與實作表現的影響;The impact of technology courses based on engineering design process on junior high school students’ attitudes to engineering, interest in technology learning, technology and engineering cognition and practical performance
朱偉均
;
CHU, WEI-CHUN
2021-07-19
強調後設認知之科技輔助數學建模教學對國中生後設認知能力與數學解題歷程表現之影響:以「數列與級數」單元為例;Emphasizing the influence of metacognitive Technology-assisted modeling-based math instruction teaching on the metacognitive ability and mathematical problem solving process performance of junior high school students: Take "Sequence and Series Unit" as an example
蘇育賢
;
Su, Yu-Hsien
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