Labook

清大研究所畢業論文與畢業時長統計

邱富源(博: 3.57 years、碩: 2.47 years)

政府計畫(GRB),建議「依年度遞減排序」,以查看最新的研究方向。

畢業學年度論文標題連結學位畢業時長(years)
關鍵字
112
以樂高We...
以樂高WeDo 2.0積木和腦波儀(EEG)探究國小高年級學童於心流影響之研究 (The Impact of Lego WeDo 2.0 and Electroencephalography(EEG) on Flow:Take the Fifth and Sixth Grade Students of Elementary School as An Example.)
NTHU
無口試日期
樂高WeDo2.0積木(LegoWedo2.0)、高年級(Electroencephalography(EEG))、腦波儀(Attention)、專注力(Mediation)、放鬆力(Flow)、心流(undefined)
樂高WeD...
112
以國小學生...
以國小學生參與清華STEAM學校教育學習態度之研究─以國小五年級學童為例 (A Impact of Tsing Hua STEAM Education on Learning Attitudes:Take the Fifth Grade Students of Elementary School as An Example)
NTHU
無口試日期
STEAM教育(MakeCode for mircro:bit)、創客課程(STEAM Education)、學習成就(Maker courses)、學習態度(learning progress)、mircro:bit開發版(learning attitude)
STEAM...
112
即時反饋系...
即時反饋系統Quizizz融入國小五年級閩南語課程教學之研究 (A Study of Using Interactive Response System Quizizz into Minnan Studies Teaching: Taking Fifth Grade Students of Elementary School as An Example)
NTHU
無口試日期
閩南語教學(Minnan language teaching)、即時反饋系統(Interactive Response System)、Quizizz(Quizizz)、數位學習(E-learning)
閩南語教學...
112
因材網融入...
因材網融入國小四年級自然科學教學在學習成效與學習態度之影響 (The Impact of the Adaptive Learning Platform Integrated into Grade Fourth Elementary school Students on Achievement and Attitude of National Science Teaching)
NTHU
無口試日期
因材網教育平台(Adaptive Learning Platform)、自然科學(Natural Science)、學習成效(Learning Achievement)、學習態度(Learning Attitudes)
因材網教育...
112
苗栗縣公立...
苗栗縣公立國小英語教師對於酷英平臺融入教學的教學信念與專業承諾關係之研究 (A Study on Teaching Beliefs and Professional Commitment of Public Elementary School English Teachers in Miaoli County Regarding the Integration of Cool English Platform into Instruction)
NTHU
無口試日期
教學信念(teaching beliefs)、專業承諾(professional commitment)、Cool English平臺(Cool English platform)、國小英語教師(elementary school English teachers)
教學信念(...
112
桌上遊戲對...
桌上遊戲對高中生國文學習成就與學習態度影響之研究 (The Study of Board Games on Chinese Learning Achievement and Attitude of High School Students.( An example of the Dixit cards into poetry Teaching))
NTHU
無口試日期
桌遊教學(Board Games teaching)、新詩(poetry)、學習成就(academic achievement)、學習動機(learning motivation)
桌遊教學(...
112
理財教育數...
理財教育數位化學習對國中公民課程學習成效影響之分析 (Analysis of the Impact of Digitized Learning in Financial Education on the Learning Effectiveness of Junior High School Citizenship Curriculum)
NTHU
無口試日期
理財教育(Financial education)、借貸與信用(Lending and Credit)、理財投資(Financial investment)
理財教育(...
112
以樂高We...
以樂高WeDo 2.0積木和腦波儀 ( EEG ) 探究學前特殊需求幼兒於專注力之研究 (The Study of Lego WeDo 2.0 and Electroencephalography ( EEG ) on the attention of Preschool Children with Special Needs)
NTHU
NDLTD
4.26
腦波儀(EEG)(Electroencephalograph(EEG))、樂高積木(Lego)、學齡前發展遲緩幼兒(preschool children with developmental delays)、專注力(Attention)、放鬆力(Mediation)
腦波儀(E...
112
STEAM...
STEAM課程在高等教育的多元評量工具之建置及發展 (The Development and Construction of Multiple Assessment Tools for STEAM Courses in Higher Education)
NTHU
NDLTD
2.25
STEAM教育(STEAM Education)、核心素養(Core Competencies)、多元評量(Diverse Assessment)、評分規準(Rubrics)、Learning PQ(Learning PQ)
STEAM...
112
成為我自己...
成為我自己 走向校訂課程的探究之路 (Becoming Myself Embarking on the Path of Exploring the School Curriculum)
NTHU
NDLTD
2.13
探究式教學(Inquiry Based Teaching)、自我敘說(Self Narrative)
探究式教學...
112
K-6在職...
K-6在職教師iPad數位教學能力測驗編製與分析之研究 (Development and Analysis of iPad Digital Teaching Competency Assessment for K-6 In-Service Teachers)
NTHU
NDLTD
2.12
數位教育(digital education)、在職教師(in-service teachers)、測驗編製(assessment development)、數位教學能力(digital teaching competency)、iPad 教學能力(iPad teaching competency)
數位教育(...
111
生活科技學...
生活科技學習時間對於國中生學習成效與學習遷移之影響—以修繕課桌椅的課程為例 (The Influence of the Learning Time on the Learning Effect and Learning Transfer of Living Technology for Junior High School Students - Take Desks and Chairs Repair Course as an Example)
NTHU
NDLTD
1.84
問題解決(problem solving)、問題導向(problem-based learning)、跨領域學習(interdisciplinary learning)、學習時間(learning time)、學習成效(learning effect)、學習遷移(learning transfer)
問題解決(...
111
探究科技競...
探究科技競賽選手學習STEAM教學法之學習態度改變 (Inquiry into science and technology contestants learning STEAM teaching method learning attitude change)
NTHU
NDLTD
1.84
STEAM教學(STEAM teaching)、DDMT模式(DDMT Mode)、科技競賽(science and technology competition)、清華STEAM(Tsinghua STEAM)、質性分析軟體NVivo(Nvivo)
STEAM...
111
疫情時代幼...
疫情時代幼兒教師的教學表現-以苗栗縣公立幼兒園教保人員為例 (The teaching performance of preschool teachers in the epidemic period-Taking the teaching and security personnel of public kindergartens in Miaoli County as an example)
NTHU
NDLTD
5.67
疫情時代(Epidemic Era)、後疫情時代(Post-Epidemic Era)、教師角色(Role of Teachers)、幼兒教師角色改變(Role Change of Preschool Teachers)、教師表現(Teacher Performanc)
疫情時代(...
111
國小高年級...
國小高年級英語文法融入色彩教學之研究 (Research on the Incorporation of Color Teaching into English Grammar in Senior Grades of Elementary school)
NTHU
NDLTD
1.67
行動研究(action research)、色彩學習(color learning)、國小英語教學(English teaching in elementary schools)
行動研究(...
111
三種語文學...
三種語文學習以CLIL教學法之研究論文統整 (Three Language Learning Using CLIL (Content and Language Integrated Learning) Teaching Method Research Paper Integration)
NTHU
NDLTD
3.51
內容與語言整合學習(CLIL)、英語為第二語言(ESL)、英語為外語(EFL)、華語為第二語言(CSL)
內容與語言...
111
新竹市國民...
新竹市國民小學教師應對COVID-19之科技接受度與遠距技術支援需求問卷編制 (Compilation of the Questionnaire about the Technology Adaption and Remote Technical Support Needs of the Elementary-School Teachers in Hsinchu City in Response to Covid-19)
NTHU
NDLTD
3.30
COVID-19(COVID-19)、互動式電子白板(interactive whiteboards)、平板電腦(tablets)、遠距教學模式(distance learning models)、科技接受度(technology acceptance)
COVID...
111
應用腦波遊...
應用腦波遊戲App於高中注意力缺陷過動症學生專注力之研究 (Application of Brain Wave Game App in the Concentration Ability of Senior-High School Students with Attention Deficit Hyperactivity Disorder (ADHD))
NTHU
NDLTD
2.30
腦波遊戲App(brain wave game app)、專注力(concentration ability)、注意力缺陷過動症(Attention Deficit Hyperactivity Disorder (ADHD))
腦波遊戲A...
110
Wii F...
Wii Fit遊戲運用於學前特殊幼兒身體平衡能力之研究 (The Wii Fit based Balance Ability game for preschool children with special needs)
NTHU
NDLTD
4.91
學前特殊幼兒(preschool children with special needs)、靜態平衡能力(static balance ability)、Zebris測力板(Zebris)、Wii Fit(Wii Fit)
學前特殊幼...
110
國小特教老...
國小特教老師參與研習進修關鍵因素之研究 -以苗栗縣國小為例 (Research on the Factors of Affecting Participation of Workshops for the Special Education Teachers of Elementary School - A Study on Elementary Schools in Miaoli County)
NTHU
NDLTD
4.91
特教老師(Special Education Teacher)、研習進修(Studying and Training)、修正德菲法(Modified Delphi Method)、層級分析(Analytic Hierarchy Process)
特教老師(...
110
腦波遊戲對...
腦波遊戲對國小學習障礙學生閱讀專注力影響之研究 (The Study of Brainwave Game to Learning Disabilities Students' Attention in Reading.)
NTHU
NDLTD
3.91
腦波遊戲(Brainwave Game)、學習障礙(Learnig Disabilities)、專注力(Attention)
腦波遊戲(...
110
數位繪圖對...
數位繪圖對小學三年級學童藝術課程學習成效之研究 (A study on digital graphics for learning efficacy of elementary school third graders at learning arts course)
NTHU
NDLTD
3.91
數位繪圖(digital graphic)、藝術教育(arts education)、學習成效(learning efficacy)
數位繪圖(...
110
研究型大學...
研究型大學的頂尖研究中心管理探討 -以高熵材料研發中心為例 (Case Study on the management of the Centers of Excellence in Research Universities – High Entropy Materials Center)
NTHU
NDLTD
3.91
研究型大學(Research University)、頂尖中心(Center of Excellence)、高熵材料研發中心(high entropy materials center)、世界級重大議題(world-class big issue)、創新及突破(innovation and breakthrough.)
研究型大學...
110
十二年國教...
十二年國教國中主任及教練在機器人競賽的科技領導研究 (A Study on Junior High School Directors' and Coaches' Technology Leadership on Robot Competition in 12-Year Basic Education)
NTHU
NDLTD
1.91
機器人競賽(Robotics competition)、科技領導(science and technology leadership)、質性分析軟體NVivo(NVivo)
機器人競賽...
110
即時反饋系...
即時反饋系統Quizizz融入四年級社會領域教學之研究 (A Study On Using Interactive Response System Quizizz into Fourth-grade Social Studies Teaching)
NTHU
NDLTD
1.91
即時回饋系統(Interactive Response System)、Quizizz(Quzzize)、學習態度(Learning Attitude)、學習滿意度(Learning Satisfaction)、學習成就(Learning Achievement)
即時回饋系...
110
虛擬實境融...
虛擬實境融入自然科對學生學習態度影響與學習滿意度之研究-以月相變化教材為例 (A study on the impact of the integration of virtual reality into natural science on learning attitude and satisfaction - taking the moon phase as an example)
NTHU
NDLTD
2.74
虛擬實境(Virtual Reality)、自然科(Natural Science)、學習態度(Learning Attitude)、學習滿意度(Learning Satisfaction)、月相(Moon Phase)
虛擬實境(...
110
第一屆新課...
第一屆新課綱科技領域教育政策於國民中學學生學習歷程之探究 (A learning process exploration of the first batch of students to use the Technology Domain of new Curriculum Guidelines on the learning process in secondary schools)
NTHU
NDLTD
2.74
十二年國民基本教育課程綱要(12-year Education Curriculum Guide)、科技領域(Technology Domain)、整合科技接受模型(UTAUT)
十二年國民...
110
COVID...
COVID-19疫情期間應用虛擬實境技術於小學環境教育之研究 (Research on applying virtual reality technology in environmental education of elementary school during the COVID-19 pandemic)
NTHU
NDLTD
1.73
環境教育(environmental education)、環境態度(environmental attitude)、虛擬實境(virtual reality)、學習滿意度(learning satisfaction)
環境教育(...
110
應用STE...
應用STEAM教育於高職專題Arduino課程教學之研究 (A Study of Application of STEAM Education in the Teaching of Special Subject Arduino Courses in Vocational Senior High School)
NTHU
NDLTD
2.47
STEAM(STEAM)、Arduino(Arduino)、新住民(New Resident)、偏鄉教育(rural education)
STEAM...
110
應用iPa...
應用iPad於國小客家語言學習之行動研究 (An Action Research on Using iPad to Learn Hakka Language in Elementary School)
NTHU
NDLTD
(竹教大學號無法計算)
iPad(iPad)、客語(Hakka language)、科技(technological aids)
iPad(...
110
實體與虛擬...
實體與虛擬機器人對小學四年級學童學習成效之研究 (The Effect of Physical and Virtual Robots on the Learning Efficacy of Elementary School Fourth Graders)
NTHU
NDLTD
2.38
Dash機器人(Dash robot)、虛擬機器人(virtual robot)、學習態度(learning attitude)、運算思維(computational thinking)
Dash機...
110
以腦波儀分...
以腦波儀分析樂高Wedo2.0於一年級特殊需求學生之專注力研究 (A Study of Electroencephalography(EEG) and Lego Wedo 2.0 on the attention of First Grade Special Needs Students.)
NTHU
NDLTD
1.38
腦波儀(Electroencephalography(EEG))、專注力(Attention)、自閉症(Autistic Disorder)、注意力缺陷過動症(attention deficit/hyperactivity disorder(ADHD))、學習障礙(learning disabilities(LD))
腦波儀(E...
110
CLIL教...
CLIL教學法應用於圖像式程式語言課程之評估研究 (Evaluating the use of the CLIL method in visual programming courses)
NTHU
NDLTD
2.24
CLIL教學法(CLIL)、Dash機器人(Dash robot)、圖像式程式語言(visual programming language)、學習態度(learning attitude)、學習表現(learning performance)
CLIL教...
110
應用Das...
應用Dash 機器人WLRC競賽題目於國小四年級學生學習態度與英語表現之研究 (The Application of Dash Robot WLRC Competition Missions in Primary School Fourth Graders’ Learning Attitude and English performance)
NTHU
NDLTD
2.24
Dash機器人(Dash robot)、學習態度(learning attitude)、英語學習表現(English performance)
Dash機...
109
虛擬實境運...
虛擬實境運用於警察人員射擊空間概念之研究 (A Study of Adapting Virtual Reality on Police’s Shooting Spatial Concept)
NTHU
NDLTD
(竹教大學號無法計算)
虛擬實境(Virtual Reality)、警察人員(Police)、射擊能力(Shooting Ability)、空間概念(Spatial Concept)
虛擬實境(...
109
STEAM...
STEAM融入生活課程實踐素養導向教學與評量之行動研究:以國小二年級光影好好玩主題為例 (An action research on integrating STEAM into competency-oriented Life Curriculum: taking the theme “Light and Shadow” in the second grade of primary school as an example)
NTHU
NDLTD
3.94
STEAM課程實踐(STEAM)、生活課程(Life Curriculum)、素養導向教學(curriculum practice)、多元評量(competency-based curriculum)
STEAM...
109
合作學習對...
合作學習對國小高年級生學習Dash book中Swift程式語言之研究 (A study on Swift code of Dash Book with using cooperative learning in higher grades of primary school)
NTHU
NDLTD
2.94
合作學習(cooperative learning)、Dash Book(dash book)、Swift程式語言(fast programming language)、學習態度(learning attitude)
合作學習(...
109
應用線上評...
應用線上評量融入國小六年級數學教學之研究-以Kahoot App為例 (Research on the Application of Online Assessment to the Sixth Grade Mathematics Teaching in Elementary Schools-Taking Kahoot App as an Example)
NTHU
NDLTD
1.94
即時回饋系統(Interactive Response System)、學習態度(learning attitude)、Kahoot(Kahoot)、學習滿意度(learning satisfactions)
即時回饋系...
109
探討介面對...
探討介面對程式設計學習之影響 (The Influence of Interface on Programming Learning)
NTHU
NDLTD
3.57
資訊教育(Information education)、十二年國教課綱(12-year basic education syllabus)、教育機器人(Educational robots)、程式語言介面(Programming language interface)、程式學習(Program learning)
資訊教育(...
109
STEAM...
STEAM教育政策於幼兒園推行之成效分析 (Analysis of the Effectiveness of STEAM Education Policy in the Kindergarten)
NTHU
NDLTD
1.41
STEAM教育(STEAM education)、統整性主題課程(integrated theme courses)、幼兒園教保活動課程大綱(kindergarten education and protection activities syllabus)
STEAM...
109
Nearp...
Nearpod App融入國小四年級數位閱讀課程教學之研究 (Investigation of Nearpod App applied into teaching reading literacy course for elementary school 4th grade)
NTHU
NDLTD
1.41
即時回饋系統(instant feedback system)、Nearpod(Nearpod)、數位閱讀課程(reading literacy learning)、數位閱讀素養(reading literacy)
即時回饋系...
109
運用虛擬實...
運用虛擬實境眼動儀探究幼教教師及學前特教巡迴教師眼動差異 (Using Virtual Reality Eye Trackers to Explore Eye Movement Differences Between Preschool Teacher's and Preschool Special Education Itinerant Teacher's)
NTHU
NDLTD
2.28
虛擬實境眼動儀(virtual reality eye tracker)、學前教育專業人員(Preschool education professionals)、眼動分析(eye-tracking)
虛擬實境眼...
109
因材網融入...
因材網融入國小四年級數學科教學之研究--- 以等值分數為例 (A Study on The Adaptive Learning Platform for Integrating into the Grade 4 Mathematics Teaching of Elementary School-Taking the Equivalent Fraction as an Example)
NTHU
NDLTD
1.28
因材網(the Adaptive Learning Platform)、等值分數(equivalent fraction)、學習成就(learning achievement)、學習態度(learning attitude)、數位學習滿意度(e-learning satisfaction)
因材網(t...
109
清華STE...
清華STEAM教育對偏鄉學生學習成效之研究 (A Study of Tsing Hua STEAM Education on Students’ Learning Outcomes in Remote Areas)
NTHU
NDLTD
2.05
資訊素養(information literacy)、偏鄉地區(remote areas)、STEAM教育(STEAM education)、跨領域學科(interdisciplinary)
資訊素養(...
109
Cospa...
Cospaces Edu虛擬實境融入國小六年級數學科教學之研究-以等量公理與應用單元為例 (A Study on the Integration of Cospaces Edu Virtual Reality into the Sixth-level Mathematics Teaching in Elementary Schools- Taking the Equivalent Axioms and Application Units as an Example)
NTHU
NDLTD
(竹教大學號無法計算)
Cospaces Edu(Cospaces Edu)、虛擬實境(virtual reality)、等量公理(equal axioms)、資訊融入教學(integration of information into teaching)、學習成就(learning achievement)、學習態度(learning attitude)
Cospa...
108
不插電的教...
不插電的教學法於幼兒園STEAM課程之研究 (Research on the non-plug-in teaching method in preschool STEAM course)
NTHU
NDLTD
2.00
幼兒(children)、不插電教學法(non-plug-in teaching method)、STEAM(STEAM)、核心素養(core literacy)
幼兒(ch...
108
樂高積木教...
樂高積木教學對於國小輕度自閉症兒童矩陣推理能力之研究 (The Study of Mild Autism Student's Progressive Matrices Ability by Using WeDo2.0 Lego Education Training in Elementary Schools)
NTHU
NDLTD
2.97
樂高積木(LEGO)、矩陣推理(Progressive Matrices)、輕度自閉症兒童(Mild Autism Spectrum Disorder Children)
樂高積木(...
108
樂高積木教...
樂高積木教學對於國小特教班自閉症兒童矩陣推理能力之研究 (The study of progressive matrices ability with autism by using WeDo2.0 Lego education training in special education class of Elementary Schools.)
NTHU
NDLTD
2.97
樂高積木(CPM)、自閉症(autism)、矩陣推理(Lego education training)、國小特教班(special education class of Elementary Schools)
樂高積木(...
108
DASH機...
DASH機器人課程對國小初學程式設計學童學習態度之影響 (A Study on DASH Robot for the Learning Attitude of the Primary School Students who learn Programming for the First Time)
NTHU
NDLTD
1.86
式教育(Dash robot)、Dash機器人(Program education)、學習態度(learning attitudes)
式教育(D...
108
探究國小三...
探究國小三年級學生在LEGO WeDo2.0 Activities的學習成效之行動研究 (Action Research on the Study Effect of the Third Grade Elementary School Students in LEGO WeDo2.0 Activities)
NTHU
NDLTD
1.86
國小(Elementary School)、LEGO WeDo2.0(LEGO WeDo2.0)、鷹架教學(scaffold teaching)、學習反思(learning reflection)、學生學習成效(student learning effectiveness)、行動研究(action research)
國小(El...
108
應用腦波遊...
應用腦波遊戲App於國中學習障礙學生專注力之研究 (Application of Brain Wave Game App in the study of the Concentration Ability of Learning Disability Students in Junior High School)
NTHU
NDLTD
1.63
腦波遊戲App(brain wave game app)、專注力(concentration ability)、學習障礙(learning disability)
腦波遊戲A...
108
Dash機...
Dash機器人融入國小六年級數學科教學之研究-以速率單元為例 (A study on Dash robot for Integrating into the Sixth-level Mathematics Teaching of the National Primary School - Taking the Rate Unit as an Example)
NTHU
NDLTD
1.63
Dash機器人(Dash robot)、學習成就(learning achievement)、學習態度(learning attitude)、速率概念(rate concept)、國小六年級(sixth grade of elementary school)
Dash機...
108
運用VR眼...
運用VR眼動儀分析職前幼教師觀察力及敏銳度之研究 (A study of using VR eye tracker to analyze the observation and sensitivity of pre-service preschool teacher)
NTHU
NDLTD
2.58
VR眼動儀(VR eye-tracker)、職前幼教師(pre-service preschool teacher)、觀察力(observation)
VR眼動儀...
108
運用虛擬實...
運用虛擬實境眼動儀分析幼兒園教師敏銳度之研究 (A study of using virtual reality to preschool teacher's sensitivity analysis)
NTHU
NDLTD
2.58
資訊科技融入課程與教學(IT integration into curriculum and teaching)、輔助科技(assistive technology)、眼動追蹤(eye tracking)
資訊科技融...
108
應用虛擬實...
應用虛擬實境技術辨識蝴蝶物種─ 以國小六年級學童為例 (Applying Virtual Reality to Identify Different Species of Butterfly ─ Taking Examples from Sixth Grade Elementary School Students)
NTHU
NDLTD
(竹教大學號無法計算)
虛擬實境(virtual reality)、物種辨識(species recognition)、自然科教學(science subject instruction)、蝴蝶(butterfly)、學習成就(academic achievement)、學習態度(learning attitude)、學習滿意度(learning satisfaction)
虛擬實境(...
107
STEAM...
STEAM創客課程評量之發展-以童玩自造為例 (Developing a Courses Assessment of STEAM Education: An Example of Toy-Making)
NTHU
NDLTD
1.90
STEAM課程(STEAM courses)、十二年國教課綱(12-year basic education curricula)、核心素養(core competencies)、多元評量(Multivariate assessment)
STEAM...
107
以教師觀點...
以教師觀點評價玩具與STEAM教育關聯性之研究-以親子天下「STEAM好玩具100」為例 (A Study on the Relevance of Toys and STEAM Education from Teachers’ Perspectives - An Example of "STEAM Toys 100" from CW Education Media and Publishing)
NTHU
NDLTD
1.90
STEAM玩具(STEAM toys)、STEAM教育(STEAM Education)、親子天下雜誌(CW Education Media and Publishing)、教師觀點(teachers’ perspectives)
STEAM...
107
探討新竹市...
探討新竹市公立國中教師對於新課綱之教學信念與專業承諾 (Exploring the teaching beliefs and professional commitment to the new curriculum of public junior high school teachers in Hsinchu City)
NTHU
NDLTD
1.90
教學信念(teaching beliefs)、專業承諾(professional commitment)、十二年國民教育(Directions Governing for the 12-Year Basic Education Curricula)、新課綱(new curriculum)
教學信念(...
107
以STEM...
以STEM教學架構探討高職資訊科學生對機器人教學之學習態度改變 (Exploring the Changes of Learning Attitudes of Students in Information Science Field of Vocational School to Robot Teaching with STEM Teaching Framework.)
NTHU
NDLTD
(竹教大學號無法計算)
STEM 教育(STEM education)、機器人(robot)、微電腦單板控制自走車機器人教學模組(microcomputer single board control self-propelled vehicle teaching module)
STEM ...
107
應用虛擬實...
應用虛擬實境於新南向國際教育-以新加坡和馬來西亞為例 (Applying Virtual Reality to New Southbound International Education –Take Singapore and Malaysia as Examples)
NTHU
NDLTD
(竹教大學號無法計算)
人際能力項目(interpersonal competence programs)、心理壓力(psychological stress)、海外學習項目的準備(learners’ preparation)、國際交流(international education trip)、國際教育態度(attitude of international education)、虛擬實境(virtual reality)
人際能力項...
107
電子教科書...
電子教科書APP融入教學於國小二年級 數學領域之研究 (A Study of Teaching Second -Grade Math with Electronic Textbooks APP Integration)
NTHU
NDLTD
(竹教大學號無法計算)
電子教科書APP(electronic textbook APP)、三位數的加減(three-digit addition and subtraction)、年月日(year, month, day)、兩步驟的乘法(two-step multiplication)、公尺和公分(metric and centimeters)、學習態度(learning attitude)、學習成就(learning achievement)、數位學習滿意度(digital learning satisfaction)
電子教科書...
106
互動式AP...
互動式APP-Plickers融入國小二年級數學科教學之研究 -以三位數的加減為例 (Integrating an Interactive App-Plickers with Second Grade Mathematics Teaching -The Case of Three-digit Addition and Subtraction)
NTHU
NDLTD
(竹教大學號無法計算)
即時回饋(Plickers)、三位數的加減(undefined)、學習成就(undefined)、學習態度(undefined)、學習滿意度(undefined)
即時回饋(...
106
Dash機...
Dash機器人課程對國小中低年級學童程式語言學習態度之影響 (A study on Dash robot for improving the interest of programming learning attitudes for student in primary school)
NTHU
NDLTD
0.93
Dash機器人(Dash robot)、程式語言(Programming language)、學習態度(learning attitudes)、學習困難點(Learning difficulties)
Dash機...
106
應用即時反...
應用即時反饋系統Plickers於五年級數學科教學之研究 (The study of Interactive App-Plickers on Mathematics Teaching of Fifth Grade Learners)
NTHU
NDLTD
碩(提早入學)0.39
互動即時反饋系統(Interactive Response System)、輔助教學(assisted teaching)、Plickers(Plickers)、學習態度(learning attitude)
互動即時反...
106
以國小五年...
以國小五年級Scratch to Arduino為基礎之資訊課程探究 (The Study of Scratch to Arduino in fifth Grade information lesson)
NTHU
NDLTD
(竹教大學號無法計算)
S2A(S2A)、資訊課程(Information lesson)、程式設計課程(Programming courses)
S2A(S...
106
電子教科書...
電子教科書APP應用於國小三年級英語教學之研究 (A study of applying electronic textbook into English teaching on the third grade students' learning performance and learning attitudes)
NTHU
NDLTD
(竹教大學號無法計算)
電子教科書(electronic textbook)、翻轉教室(flipped classroom)
電子教科書...
106
虛擬實境與...
虛擬實境與桌上遊戲對國小六年級學生 英語學習成就與學習態度影響之研究 (The Study of Virtual Reality and Board Games on English Learning Achievement and Attitude of Sixth Grade Learners)
NTHU
NDLTD
(竹教大學號無法計算)
虛擬實境(virtual reality)、桌上遊戲(board games)、英語教學(English teaching)、學習成就(learning achievement)、學習態度(learning attitude)、學習滿意度(learning satisfaction)
虛擬實境(...
106
翻轉教學對...
翻轉教學對國中公民學習成效之影響 (The Effects of Flipped Teaching of Junior high school students Citizens' Learning)
NTHU
NDLTD
(竹教大學號無法計算)
翻轉教學(Flipped classroom)、講述教學(Tradition teaches teaching)、學習態度(learning attitude)
翻轉教學(...
106
國中生學習...
國中生學習讀書策略、左右腦學習風格與學業成就相關之探究 (A Study of of Relationships among the Learning and Reading Strategies, the Learning Styles of Left and Right Brain, and Academic Achievements of Junior High Shool Students)
NTHU
NDLTD
(竹教大學號無法計算)
學習與讀書策略(strategies in learning and reading)、左右腦學習風格(the learning styles of the left and right brain)、學業成就(academic achievement)
學習與讀書...
106
應用VR3...
應用VR3D虛擬實境於國小原住民語學習之研究 (A Study on the Application of VR3D Virtual Reality to Aborigi-nal Lan-guage Learning in Primary School)
NTHU
NDLTD
(竹教大學號無法計算)
原住民語(Aboriginal Language)、數位科技(Digital technology)、沉浸式學習(Immersive learning)、虛擬實境(Virtual reality)
原住民語(...
106
電子教科書...
電子教科書APP融入教學對國小六年級數學單元縮圖與比例尺之研究 (A Study on the Effects of Integrating an Electronic Textbook APP with Teaching for Sixth Grade on Mathematical Miniature and Scale Concept Units)
NTHU
NDLTD
(竹教大學號無法計算)
電子教科書APP(electronic textbook APP)、學習成就(learning achievement)、學習態度(learning attitude)、數位學習滿意度(e-learning satisfaction)、縮圖與比例尺(miniature and scale concept)、國小六年級(sixth grade)
電子教科書...
106
應用Cod...
應用Code.org於國小三年級程式設計教學之研究 (The Study of Applying Code.org to Acquaint 3rd Grade Primary Students with Programming)
NTHU
NDLTD
(竹教大學號無法計算)
視覺化程式設計(Code.org)、學習態度(undefined)、交叉分析(undefined)
視覺化程式...
105
桌上遊戲對...
桌上遊戲對國小三年級學童英語學習成就與學習態度影響之研究 (The Study of Board Games on English Learning Achievement and Attitude of Third Grade Learners)
NTHU
NDLTD
(竹教大學號無法計算)
桌上遊戲融入英語教學(Applying the Board Game in English Teaching)、學習成就(Learning Achievement)、學習態度(Learning Attitude)
桌上遊戲融...
105
PaGam...
PaGamO遊戲融入六年級社會領域教學之研究 (Study on the Integration of PaGamO into Sixth-grade Social Studies Teaching)
NTHU
NDLTD
(竹教大學號無法計算)
社會科教學(social studies)、線上遊戲(online game)、遊戲式學習(game integration)、PaGamO(PaGamO)
社會科教學...
105
國小高年級...
國小高年級學童角色扮演電腦遊戲與道德善念之相關研究-以《金庸群俠傳》為例 (The research of the correlation between the senior students who roleplay PC games and morality: Using the title of Jin Yong’s Heroes as an example.)
NTHU
NDLTD
(竹教大學號無法計算)
角色扮演遊戲(role-playing game)、道德善念(moral goodness)、道德(morality)、虛擬世界(virtual world)
角色扮演遊...
104
DFC行動...
DFC行動方案融入綜合活動學習領域之行動研究 (The Action Research on the course of Design For Change in the Learning Area of Integrated Activities)
NTHU
NDLTD
無口試日期
DFC(DFC)、利社會行為(pro-social behavior)、綜合活動領域(integrative activities domain)
DFC(D...
104
以kaho...
以kahoot線上評量融入六年級社會領域之研究 (The Study of Kahoot Online Assessment on Social Studies of Sixth Grade Students)
NTHU
NDLTD
無口試日期
kahoot線上評量(Kahoot Online Assessment)、社會領域(Social Studies)、學習滿意度(Learning satisfaction)、行動學習(Mobile Learning)、數位學習(Digital learning)
kahoo...
104
桌上遊戲融...
桌上遊戲融入七年級國文課程之研究 (A Study on Table Games Integrated into the Chinese Course of Seventh Graders)
NTHU
NDLTD
無口試日期
桌上遊戲(board game)、遊戲式學習(game-based learning)、七年級國文(7th grade Chinese)
桌上遊戲(...
104
運用腦波儀...
運用腦波儀於識別三年級學習障礙學生專注力與放鬆力最佳協調狀態之研究 (Study of Using Electroencephalography(EEG) on the identification of Best Coordination Statuses between Concentration Ability and Relaxation Ability of 3-Grade Learning Disability Student)
NTHU
NDLTD
無口試日期
腦波儀(Electroencephalography(EEG))、學習障礙(Learning Disability)、專注力(Concentration Ability)、放鬆力(Relaxation Ability)
腦波儀(E...
104
學生使用平...
學生使用平板電腦預期心態與數位學習滿意度之相關研究:以六年級社會領域電子教科書為例 (Research on students' expected mentality and satisfaction of digital learning when using tablets :Based on social studies e-textbooks for sixth graders)
NTHU
NDLTD
無口試日期
電子教科書APP(Electronic Textbook APP)、平板電腦(Tablet)、學習滿意度(Learning Satisfaction)
電子教科書...
103
電子教科書...
電子教科書APP對六年級國語文學習表現與學習態度影響之研究 (A Study of Exploring the Effects on Sixth Graders’ Performance and Attitude about Applying E-Textbook APPs to Chinese Learning)
NTHU
NDLTD
無口試日期
電子教科書APP(Electronic textbook APPs)、翻轉教室(flipped classroom)、國語文學習表現(Mandarin learning performance)、國語文學習態度(Mandarin learning attitude)、學習滿意度(learning satisfaction)
電子教科書...
103
資訊與科技...
資訊與科技融入國小二年級英語科教學之研究 (A Study on the Information and technology into Teaching on Second-grade Students’ English Learning Performance and Learning Attitudes)
NTHU
NDLTD
無口試日期
遊戲教學法(English learning performance)、互動即時回饋系統輔助教學法(English learning attitudes)、平板電腦輔助教學(Game teaching method)、學習成就(IRS assisted teaching method)、學習態度(Tablet computer-assisted teaching method)、學習滿意度(undefined)
遊戲教學法...
103
資訊科技融...
資訊科技融入七年級英語單字教學之研究 (A Study on Information Technology Integrated into Teaching the Seventh Graders Englsih Vocabulary)
NTHU
NDLTD
無口試日期
互動教學評量系統(SMART Response System)、平板電腦與APP應用程式(Tablet computers and APP)、英語學習成就(English learning achievements)、英語學習態度(English learning attitudes)
互動教學評...
103
電子教科書...
電子教科書APP應用於數學領域教學之研究 -以圓、圓的複合圖形為例 (A Study of Applying Electronic Textbook APPs to Mathematics Teaching-A Case Study on Circles and Complex Graphic of Circles)
NTHU
NDLTD
無口試日期
電子教科書APP(electronic textbook APPs)、翻轉教室(flipped classroom)、圓(circle)、圓的複合圖形(complex graphic of circles)
電子教科書...
103
資訊科技融...
資訊科技融入七年級英語科句型教學之研究 (A Study of Information Technology into English Sentence Pattern Learning on Seventh-grade Students)
NTHU
NDLTD
無口試日期
APP和IRS英語學習系統(APP and IRS English Learning System)、多媒體教學(Multimedia Instruction)、英語學習表現(English Learning Performance)、英語學習態度(English Learning Attitudes)、英語學習滿意度(English Learning Satisfaction)
APP和I...
103
平板電腦電...
平板電腦電子書APP教學模式於五年級數學科 表面積單元之研究 (The Research of E-Book App on Fifth Grade Mathematics Unit of Surface Area)
NTHU
NDLTD
無口試日期
平板電腦(Tablet PC)、電子書(E-book)、Apps(Apps)、表面積概念(surface area concept)、學習表現(learning performance)、學習態度(learning attitude)、國小五年級(5th-grade)
平板電腦(...
103
平板電腦應...
平板電腦應用於一年級數學領域教學之研究 -以數與量單元為例 (A Study of Applying Tablets to Mathematics Teaching for Elementary School First Graders- A Case Study of “Quantity’’Topic)
NTHU
NDLTD
無口試日期
平板電腦(Tablets)、翻轉教室(flipped classroom)、數學學習表現(mathematics learning performance)、數學學習態度(mathematics learning attitudes)、學習滿意度(learning satisfaction)
平板電腦(...
103
互動即時回...
互動即時回饋系統應用於國小二年級數學科教學之研究 (The study of Implementing SMART Response System on Mathematical Learning Achievements of Elementary 2nd Grade School Student)
NTHU
NDLTD
無口試日期
互動即時回饋系統輔助教學(SMART Response System)、學習成就(learning performance)、學習態度(learning attitude)、學習滿意度(satisfaction)
互動即時回...
103
電子教科書...
電子教科書APP融入教學於國小四年級數學領域學習之研究 (A Study of Teaching Fourth-Grade Math with Electronic Textbooks APP Integration)
NTHU
NDLTD
無口試日期
電子教科書APP(electronic textbook APP)、學習成就(learning achievement)、學習態度(learning attitude)
電子教科書...
103
電子教科書...
電子教科書APP融入教學對國小二年級乘法學習之研究 (A study on the effects of the incorporation of e-textbook app into teaching on mat learning multiplication of second grade students)
NTHU
NDLTD
無口試日期
電子教科書APP(E-textbook APP)、數學學習態度(attitude toward learning mathematics)、數學學習成就(achievement in learning multiplication)、傳統講述式教學(undefined)、乘法概念(undefined)
電子教科書...
102
翻轉教室教...
翻轉教室教學法對國中八年級學生英語學習表現與學習態度之影響 (The Effects of Flipped Classroom on Eighth-grade Students’ English Learning Performance and Learning Attitudes)
NTHU
NDLTD
無口試日期
翻轉教室(Flipped Classroom)、英語學習表現(English learning performance)、英語學習態度(English learning attitudes)
翻轉教室(...
102
運用互動教...
運用互動教學評量系統於國中資源班學生英文學習之成效探討 (The Effects of Implementing Smart Respose System on English Learning Achievements of Junior High Studentsin Resource Program)
NTHU
NDLTD
無口試日期
互動教學評量系統(Smart Response System)、國中資源班(English learning effects)、英語學習成效(Resource program)、學習障礙(learning disabilities)、智能障礙(mental retardation)
互動教學評...
102
電子書包結...
電子書包結合「雲端測驗與補救教學系統」運用於國小五年級自然與生活科技教學之學習表現分析 (Learning Performance of the Fifth Grade Science and Technology Students after Applying E-schoolbag Integrated with the Cloud Examination and Remedial Teaching System)
NTHU
NDLTD
無口試日期
電子書包(e-schoolbag)、雲端測驗(cloud examination)、補救教學(learning attitude)、國小自然科(primary school natural sciences)、學習態度(remedial teaching)
電子書包(...
102
3D悅趣式...
3D悅趣式學習對國小二年級學童學習分數概念之研究 (The 3D Game-Based Learning Performance on Fraction Concepts of Elementary 2nd Grade School Student)
NTHU
NDLTD
無口試日期
3D遊戲(3D games)、悅趣式學習(game-based learning)、學習情境(learning attitudes)、學習態度(learning scenarios)
3D遊戲(...
102
3D悅趣式...
3D悅趣式學習對國小六年級分數之單位量概念補救教學之研究 (Applying 3D Game-Based Learning to the Remedial Teaching of Fractional Units for Sixth Grade Students)
NTHU
NDLTD
無口試日期
悅趣式學習(game-based learning)、3D虛擬電腦遊戲(3D computer simulation games)、補救教學(remedial teaching)、分數迷思概念(fraction misconception)、國小六年級(elementary school grade 6)
悅趣式學習...
100
電子書包遊...
電子書包遊戲式學習對不同學習風格的國一學生英語學習成效之影響 (The Influence of Game-Based Learning with Electronic Schoolbags on English Learning Achievement for the Seventh Grade Students with Different Learning Styles)
NTHU
NDLTD
無口試日期
電子書包(Electronic Schoolbags)、平版電腦(Tablet Computer)、數位遊戲式學習(Digital Game-Based Learning)、資訊科技融入教學(Intergrating Information Technology into Teaching)、英語學習成效(English Learning Achievement)、學習風格(Learning Styles)、學習策略(Learning Strategies)
電子書包(...