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    最後更新時間: 2026-10-31 09:52


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    顯示項目1-18 / 18. (共1頁)
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    日期題名作者
    2026-08-20 MagicSchool AI數位對話工具對小學生數學素養題學習成效研究;MagicSchool AI數位對話工具對小學生數學素養題學習成效研究 林坤信; LIN, KUN HSIN
    2026-07-28 國小四年級自然科 AI 輔助深讀之初步研究;A Preliminary Study of AI-Assisted Deep Reading in Elementary Science for Fourth-Grade Students. 江莉萍; CHIANG, LI-PING
    2026-07-28 結合生成式AI的教師備課平台之開發與初步評估;Development and Preliminary Evaluation of a Teacher Lesson Planning Platform with Generative AI 翁義閎; WENG, YI-HUNG
    2026-07-23 情緒偵測與學習分析儀表板融入企業AI素養培訓之學習成效與參與歷程研究;Integrating Emotion Detection and a Learning Analytics Dashboard into Corporate AI Literacy Training: Learning Outcomes and Learner Engagement Portfolio 廖家慶; LIAO, CHIA-CHING
    2026-07-23 歷史主題閱讀:以多文本閱讀與概念圖活動提升歷史觀點取替能力;Historical theme reading: Improving historical perspective taking through multi-text reading and concept map activities 王巧喬; WANG, CIAO-CIAO
    2026-07-22 基於知識翻新理論與生成式AI工具輔助之高中英文寫作教學行動研究;An Action Research on High School English Writing Instruction Integrating Generative AI Tools and Knowledge Building Principles 陳亮吟; Chen, Liang-Yin
    2026-07-20 不同生成式人工智慧引導模式融入社會性科學議題教學對國小高年級學生非形式推理、論證與反思表現之影響;The Effects of Integrating Different Generative Artificial Intelligence Guidance Modes into Socioscientific Issues Instruction on Upper Elementary School Students′ Informal Reasoning, Argumentation, and Reflection 葉乃瑄; YEH, NAI-HSUAN
    2026-07-20 科技輔助課中差異化教學於國中數學教學實踐之行動研究;An Action Research on Technology-Assisted In-Class Differentiated Instruction in Junior High School Mathematics 陳詩縈; CHEN, SHIH-YING
    2026-07-06 探討融入自我調節學習之遊戲化平台對國小學生數學學習成效、學習動機、自我效能與自我調節能力之影響;The Effects of a Gamified Platform Integrating Self-Regulated Learning on Elementary School Students′ Mathematics Learning Achievement, Learning Motivation, Self-Efficacy, and Self-Regulation Ability 曾語萱; TSENG, YU-HSUAN
    2026-07-02 AI輔助新絲路遊戲對國小學生絲路文化認知、溝通表達能力、創造力與數位人文素養之影響;AI輔助新絲路遊戲對國小學生絲路文化認知、溝通表達能力、創造力與數位人文素養之影響 郭靜葳; KUO, CHING-WEI
    2026-07-02 石虎疑雲:議題式桌遊結合數位心智圖對學習者議題理解、多重表徵與論證建構之分析;Leopard Cat Mystery: An Analysis of Learners’ Issue Understanding, Multiple Representations, and Argument Construction in an Issue-Based Board Game Integrated with Digital Mind Maps 葉昱彤; YEH, YU-TUNG
    2026-07-02 議題式桌遊對國小學童議題理解、溝通表現與社會意識之研究;議題式桌遊對國小學童議題理解、溝通表現與社會意識之研究 李昕宸; Chen, Lee Hsin
    2026-07-02 AI工具對國小高年級學習者海洋議題素養、AI素養與知識概念圖建構影響之研究;The Impact of AI Tools on Upper-Elementary School Learners′ Ocean Literacy, AI Literacy, and Concept Mapping 馮韵筑; FENG, YUN-CHU
    2026-07-01 探討遊戲化網路平台融入國小六年級藝術鑑賞課程在學習成效、學習態度、批判性思考傾向表現上之影響;The Effects of Integrating Gamified Web-Based Platforms into Sixth-Grade Art Appreciation Courses on Students′ Learning Outcomes, Learning Attitudes, and Critical Thinking Awareness 郭詠喬; CHIAO, KUO YUNG
    2026-06-29 探討運用遊戲化學習與自我調節學習策略於高一學生英文單字學習成效、記憶保留及學習動機的影響;The Effects of Gamified Learning Integrated with Self-Regulated Learning Strategies on English Vocabulary Learning Outcomes, Vocabulary Retention, and Learning Motivation among Senior High School First-Year Students 朱俊宇; CHU, CHUN-YU
    2026-06-23 探討使用遊戲化平台融入自我調節學習策略於國中八年級學生自然科學學習成效、自我效能及心流經驗之影響;The Effects of Gamified Learning Integrated with Self-Regulated Learning Strategies on Eighth-Grade Students’ Science Learning Performance, Self-Efficacy, and Flow Experience 鄭子薇; ZIHWEI, JHENG
    2026-06-23 探討遊戲化、先備知識及性別對國小低年級學童英語字母書寫學習成效、心流及遊戲成效之影響;Investigating the Effects of Gamification, Prior Knowledge and Gender on Lower Elementary Graders’ Learning Performance, Flow, and Game Performance in English Alphabet Handwriting 鄭云婷; CHENG, YING-TING
    2026-06-23 探討數位遊戲化學習平台Wordwall融入英語字母教學對國小一年級學童英語字母學習成效與學習動機之影響;An Investigation into the Effects of Integrating the Digital Gamified Learning Platform Wordwall into English Alphabet Instruction on First-Grade Elementary Students’ English Alphabet Learning Achievement and Learning Motivation 傅鈺琇; FU, YU-HSIU

    顯示項目1-18 / 18. (共1頁)
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