يعرض 1 - 3 نتائج من 3 نتيجة بحث عن '"Digital Technology-Assisted Learning"', وقت الاستعلام: 0.38s تنقيح النتائج
  1. 1
    Dissertation/ Thesis
  2. 2
  3. 3
    Dissertation/ Thesis

    المؤلفون: 翁榮秀, Weng, Jung-Hsiu

    المساهمون: 陳志銘 藍適齊, Chen, Chih-Ming Lan, Shi-Chi

    وصف الملف: 7625615 bytes; application/pdf

    Relation: 一、 中文文獻\n吳紹群 (2018)。檔案數位互動展之觀眾滿意度與教育效果研究:以「同安潮新媒體藝術展」為例。圖書與資訊學刊,93,43-74。\n教育部 (2019)。「大學入學學科能力測驗」考試說明(社會)。台北市:大考中心。\n教育部 (2019)。十二年國民基本教育課程綱要(社會領域)。台北市:國家教育研究院。\n教育部 (2021)。十二年國民基本教育課程綱要(總綱)。台北市:國家教育研究院。\n教育部 (2022)。高級中等學校科技輔助自主學習計畫。教育部國民及學前教育署高中組、教育部資訊及科技教育司。【線上官網】。取自 https://tsrl.ntust.edu.tw/\n教育部 (2022)。數位學習平台+新興科技工具,打造特色課程,培養孩子自主學習力。未來Family。2022年12月08日,取自:https://futureparenting.cwgv.com.tw/family/content/index/20290\n教育部 (2022)。歷史學科—重要學習內涵及學習進程規劃。歷史學科中心。\n【線上官網】。取自 https://ghresource.mt.ntnu.edu.tw/nss/p/HistoryGuide02\n郭麗明、黎思岑、陳國陞 (2021)。東亞地區人民在二十世紀重大戰爭中的經歷。歷史學科中心。【線上官網】。取自 https://ghresource.mt.ntnu.edu.tw/nss/s/main/p/Resources?cga022_detail=5fe3087c36620d084348843b\n項潔、涂豐恩 (2011)。導論――什麼是數位人文。載於項潔(主編),從保存到創造: 開啟數位人文研究(9-28頁)。台北市:國立台灣大學出版中心。\n黃靖斐、陳志銘 (2018)。數位內容策展在大學校史館的協作與應用。圖書與資訊學刊,93,75-106。\n葉玉珠 (2002)。高層次思考教學設計的要素分析。中山通識教育學報,創刊號,頁75–101。\n藍適齊 (2015)。「帝國」(未盡)的殖民/戰爭責任:二戰後在香港被拘留遣返的台灣平民。載於呂芳上 (主編) ,在戰爭的歷史與記憶:戰後變局與戰爭記憶 (187–222頁)。台北市:國史館。\n\n二、 英文文獻\nAdams, W. C. (2015) Conducting Semi-Structured Interviews. In: Wholey, J.S., Harty, H.P. and Newcomer, K.E., Eds., Handbook of Practical Program Evaluation, Jossey-Bass, San Francisco (pp.492-505).\nAkkerman, S., Admiraal, W., & Huizenga, J. (2009). Storification in history education: a mobile game in and about medieval Amsterdam. Computers & Education, 52(2), 449–459.\nAlwi, A., & McKay, E. (2015). Experiencing museum learning through multimedia instructions. Jurnal Teknologi, 77(29).\nBlancas, M., Wierenga, S., Ribbens, K., Rieffe, C., Knoch, H., Billib, S., & Verschure, P. (2021). Active learning in digital heritage: introducing Geo-localisation, VR and AR at Holocaust historical sites. In V. G. Walden (Ed.), Digital Holocaust Memory, Education and Research (pp. 145–176). Cham: Springer International Publishing.\nBlazhenkova, O., & Kozhevnikov, M. (2009). The new object-spatial-verbal cognitive style model: theory and measurement. Applied Cognitive Psychology, 23(5), 638–663.\nChallenor, J., & Ma, M. (2019). A review of augmented reality applications for history education and heritage visualisation. Multimodal Technologies and Interaction, 3(2), 39.\nChanLin, L. (2001). Formats and prior knowledge on learning in a computer-based lesson. Journal of Computer Assisted Learning, 17(4), 409–419.\nChen, C. M, Chang, C. & Chen, C. Y. (2022). Inquiry-based learning with a digital humanities research platform’s support to facilitate students’ historical investigation performance. Journal of Library and Information Studies, 20(2), 1–28.\nChen, C. M., & Chen, F. Y. (2014). Enhancing digital reading performance with a collaborative reading annotation system. Computers & Education, 77, 67–81.\nChen, C. M., Chen, L. C., & Horng, W. J. (2021). A collaborative reading annotation system with formative assessment and feedback mechanisms to promote digital reading performance. Interactive Learning Environments, 29(5), 848–865.\nChen, C. M., Li, M. C., & Chen, T. C. (2020). A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance. Computers & Education, 144, 103697.\nChen, C. M., Li, M. C., & Chen, Y. T. (2022). The effects of web-based inquiry learning mode with the support of collaborative digital reading annotation system on information literacy instruction. Computers & Education, 179, 104428.\nChen, K. L., Chen, C. M., & Hong, W. J. (2020). A collaborative reading annotation system with formative assessment and feedback mechanisms to promote digital reading performance. 2020 9th International Congress on Advanced Applied Informatics (IIAI-AAI), 189–192.\nChen, X., & Choi, J. (2010). Designing online collaborative location-aware platform for history learning. Journal of Educational Technology Development and Exchange (JETDE), 3(1).\nChernbumroong, S., Nadee, W., Jansukpum, K., Puritat, K., & Julrode, P. (2022). The effects of gamified exhibition in a physical and online digital interactive exhibition promoting digital heritage and tourism.TEM Journal,11(4).\nChilders, T. L., Houston, M. J., & Heckler, S. E. (1985). Measurement of individual differences in visual versus verbal information processing. Journal of Consumer Research, 12 (2), 125–134.\nChoi, H., & Kim, S. (2017). A content service deployment plan for metaverse museum exhibitions—centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519–1527.\nChou, Y. S., Hou, H. T., Chang, K. E., & Su, C. L. (2021). Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns. Interactive Learning Environments, 1–18.\nChu, H. C., Yang, K. H., & Chen, J. H. (2015). A time sequence-oriented concept map approach to developing educational computer games for history courses. Interactive Learning Environments, 23(2), 212–229.\nCope, B., & Kalantzis, M. (2000). Multiliteracies: literacy learning and the design of social futures. New York: Routledge.\nCorredor, J. (2006). General and domain-specific influence of prior knowledge on setting of goals and content use in museum websites. Computers & Education, 47(2), 207–221.\nCraig, K. (2017). Analog tools in digital history classrooms: an activity-theory case study of learning opportunities in digital humanities. International Journal for the Scholarship of Teaching and Learning, 11(1).\nDahan, N. A., Al-Razgan, M., Al-Laith, A., Alsoufi, M. A., Al-Asaly, M. S., & Alfakih, T. (2022). Metaverse framework: a case study on E-Learning Environment (ELEM). Electronics, 11(10), 1616.\nDeci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer Science & Business Media.\nDoppen, F. H. (2004). Beginning social studies teachers’ integration of technology in the history classroom. Theory & Research in Social Education, 32(2), 248–279.\nDuan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: a university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia, 153–161.\nFalk, J. H., & Dierking, L. D. (2016). The Museum Experience Revisited. New York: Routledge.\nGarcia M. B. (2020). Augmented reality in history education: an immersive storytelling of American colonisation period in the Philippines. International Journal of Learning Technology. Retrieved from\nHajba, A. M. (2019). ‘It’s a Long Way to Tipperary’: using an estate collection to develop an online presence. Archives and Records, 40(1), 55–72.\nHwang, G. J., & Chien, S. Y. (2022). Definition, roles, and potential research issues of the metaverse in education: an artificial intelligence perspective. Computers and Education: Artificial Intelligence, 100082.\nJohnson, A. M., Ozogul, G., & Reisslein, M. (2015). Supporting multimedia learning with visual signalling and animated pedagogical agent: moderating effects of prior knowledge. Journal of Computer Assisted Learning, 31(2), 97–115.\nJovanović, A., & Milosavljević, A. (2022). VoRtex metaverse platform for gamified collaborative learning. Electronics, 11(3), 317.\nKallio, H., Pietilä, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review:developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72 (12), 2954–2965.\nKazanidis, I., Palaigeorgiou, Georgios, Chintiadis, Pantelis, & Tsinakos, A. (2018). Á pilot evaluation of a virtual reality educational game for history learning. European Conference on E-Learning, 245–253.\nKim, S. (2018). Virtual exhibitions and communication factors. Museum Management and Curatorship, 33(3), 243–260.\nKim, S., & Hong, S. (2020). How virtual exhibition presentation affects visitor communication and enjoyment: an exploration of 2D versus 3D. The Design Journal, 23(5), 677–696.\nKlepsch, M., Schmitz, F., & Seufert, T. (2017). Development and validation of two instruments measuring intrinsic, extraneous, and germane cognitive load. Frontiers in Psychology, 8, 1997.\nKoć-Januchta, M. M., Höffler, T. N., Eckhardt, M., & Leutner, D. (2019). Does modality play a role? visual-verbal cognitive style and multimedia learning. Journal of Computer Assisted Learning, 35(6), 747–757.\nKollöffel, B. (2012). Exploring the relation between visualizer–verbalizer cognitive styles and performance with visual or verbal learning material. Computers & Education, 58, 697–706.\nKozinets, R. V. (2022). Immersive netnography: a novel method for service experience research in virtual reality, augmented reality and metaverse contexts. Journal of Service Management.\nLai, Z., Wu, J., Xing, X., & Wang, B. (2023). A review of virtual display construction methods.Design Studies and Intelligence Engineering, 114-128.\nLatulipe, C., & De Jaeger, A. (2022). Comparing student experiences of collaborative learning in synchronous CS1 classes in Gather.Town vs. Zoom. Proceedings of the 53rd ACM Technical Symposium on Computer Science Education (pp. 411–417).\nLee, G. H., Talib, A. Z., Zainon, W. M. N. W., & Lim, C. K. (2014). Learning history using Role-Playing Game (RPG) on mobile platform. In H. Y. Jeong, M. S. Obaidat, N. Y. Yen, & J. J. (Jong H. Park (Eds.), Advances in Computer Science and its Applications (pp. 729–734). Springer , Berlin, Heidelberg.\nLee, H. K., Park, S., & Lee, Y. (2022). A proposal of virtual museum metaverse content for the MZ generation. Digital Creativity, 1–17.\nLee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., … Hui, P. (2021). All one needs to know about metaverse: a complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv:2110.05352.\nLeng, L. H., Leng, C. H., & Abedalaziz, N. (2013). Using weblog in cooperative learning to improve the achievement of history learning. Malaysian Online Journal of Educational Technology, 1(3), 30–43.\nLeppink, J., Paas, F., Van der Vleuten, C. P. M., Van Gog, T., & Van Merriënboer, J. J. G. (2013). Development of an instrument for measuring different types of cognitive load. Behavior Research Methods, 45(4), 1058–1072.\nLin, H., & Pryor, M. (2020). A motivational 3D EdTech in online education: digital exhibition space. In International Conference on Blended Learning (pp. 175-186). Springer, Cham.\nLiu, P., & Lan, L. (2021). Museum as multisensorial site: story co-making and the affective interrelationship between museum visitors, heritage space, and digital storytelling. Museum Management and Curatorship, 36(4), 403–426.\nLo, J. J., Chang, C. J., Tu, H. H., & Yeh, S. W. (2009). Applying GIS to develop a web-based spatial-person-temporal history educational system. Computers & Education, 53(1), 155–168.\nMayer, R. E. (2002). Multimedia learning. In Psychology of Learning and Motivation (Vol. 41, pp. 85–139). Academic Press.\nMcAuley, E., Duncan, T., & Tammen, V. V. (1989). Psychometric properties of the intrinsic motivation inventory in a competitive sport setting:a confirmatory factor analysis. Research Quarterly for Exercise and Sport, 60 (1), 48–58.\nMutlu-Bayraktar, D., Cosgun, V., & Altan, T. (2019). Cognitive load in multimedia learning environments: a systematic review. Computers & Education, 141, 103618.\nMystakidis, S. (2020a). Distance education gamification in social virtual reality: a case study on student engagement. 2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA, 1–6.\nMystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497.\nNachtigall, V., Yek, S., Lewers, E., Brunnenberg, C., & Rummel, N. (2022). Fostering cognitive strategies for learning with 360° videos in history education contexts. Unterrichtswissenschaft, 50(4), 615–638.\nNoetel, M., Griffith, S., Delaney, O., Harris, N. R., Sanders, T., Parker, P., … Lonsdale, C. (2022). Multimedia design for learning: an overview of reviews with meta-analysis. Review of Educational Research, 92(3), 413–454.\nOh, H. J., Kim, J., Chang, J. J. C., Park, N., & Lee, S. (2023). Social benefits of living in the metaverse: the relationships among social presence, supportive interaction, social self-efficacy, and feelings of loneliness. Computers in Human Behavior, 139, 107498.\nOvadia, S. (2013). Digital content curation and why it matters to librarians. Publications and Research. Retrieved from https://academicworks.cuny.edu/lg_pubs/12\nOzcelik, E., Arslan-Ari, I., & Cagiltay, K. (2010). Why does signaling enhance multimedia learning? evidence from eye movements. Computers in Human Behavior, 26(1), 110–117.\nPark, B. (2010). Cognitive load theory: historical development and relation to other theories. In R. Moreno (Ed.), Cognitive load theory (pp. 9–28). New York, US: Cambridge University Press.\nPark, S., & Kim, S. (2022). Identifying world types to deliver gameful experiences for sustainable learning in the metaverse. Sustainability, 14(3), 1361.\nParker, E., & Saker, M. (2020). Art museums and the incorporation of virtual reality: examining the impact of VR on spatial and social norms. Convergence, 26(5–6), 1159–1173.\nParong, J., & Mayer, R. E. (2021). Learning about history in immersive virtual reality: does immersion facilitate learning? Educational Technology Research and Development, 69(3), 1433–1451.\nQurat-ul-Ain, Shahid, F., Aleem, M., Islam, M. A., Iqbal, M. A., & Yousaf, M. M. (2019). A review of technological tools in teaching and learning computer science. Eurasia Journal of Mathematics, Science and Technology Education, 15(11), em1773.\nRay, C. A., & van der Vaart, M. (2013). Towards an integrative approach to interactive museum installations. In 2013 Digital Heritage International Congress (DigitalHeritage) (Vol. 2, pp. 701-704). IEEE.\nRecupero, A., Talamo, A., Triberti, S., & Modesti, C. (2019). Bridging museum mission to visitors’ experience: activity, meanings, interactions, technology. Frontiers in Psychology, 10. Retrieved from https://www.frontiersin.org/articles/10.3389/fpsyg.2019.02092\nRemolar, I., Rebollo, C., & Fernández-Moyano, J. A. (2021). Learning history using virtual and augmented reality. Computers, 10(11), 146.\nRetnowati, E., Ayres, P., & Sweller, J. (2018). Collaborative learning effects when students have complete or incomplete knowledge. Applied Cognitive Psychology, 32(6), 681–692.\nRiding, R. J., & Sadler-Smith, E. (1997). Cognitive style and learning strategies: some implications for training design. International Journal of Training and Development, 1(3), 199–208.\nRiding, R., & Douglas, G. (1993). The effect of cognitive style and mode of presentation on learning performance. British Journal of Educational Psychology, 63(2), 297–307.\nRiva, G., & Wiederhold, B. K. (2022). What the metaverse is (really) and why we need to know about it. Cyberpsychology, Behavior, and Social Networking, 25(6), 355–359.\nRospigliosi, P. A. (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30(1), 1–3.\nRyan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.\nSabharwal, A. (2015). Digital history, archives, and curating digital cultural heritage. In Digital Curation in the Digital Humanities (pp. 49–67). Elsevier.\nSong, H. S., Kalet, A. L., & Plass, J. L. (2016). Interplay of prior knowledge, self-regulation and motivation in complex multimedia learning environments. Journal of Computer Assisted Learning, 32(1), 31–50.\nSweller, J. (2011). Cognitive Load Theory. In Psychology of Learning and Motivation (Vol. 55, pp. 37–76). Academic Press.\nUrbaneja, M. H. (2019). Online exhibitions and online publications: interrogating the typologies of online resources in art museums. International Journal for Digital Art History, (4), 3-28.\nWang, X., & Jiang, Z. (2021). Research on digital exhibition design of former residence memorial hall based on IPOP theory. 2021 5th International Conference on Computer Science and Artificial Intelligence, 379–387. New York, USA: Association for Computing Machinery.\nYin, J., Goh, T. T., Yang, B., & Xiaobin, Y. (2021). Conversation technology with Micro-Learning:the impact of Chatbot-Based Learning on students’ learning motivation and performance. Journal of Educational Computing Research, 59 (1), 154–177.; G0110155010; https://nccur.lib.nccu.edu.tw//handle/140.119/146676; https://nccur.lib.nccu.edu.tw/bitstream/140.119/146676/1/501001.pdf