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    顯示項目1-25 / 798. (共32頁)
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    日期題名作者
    2024-09-27 結合自我調節學習與數位獎章機制之數位遊戲式語言學習系統的建置與學習成效評估;Development and Learning Outcomes Evaluation of a Digital Game-Based Language Learning System Based on Digital Badge Mechanisms Integrated with Self-Regulated Learning 楊接期
    2024-08-22 AI同伴支持聊書與反思;AI Companion Supporting Book Discussions and Reflection 楊筱彤; Yang, Hsiao-Tung
    2024-08-19 線上社群溝通課程對學員互動關係與團隊發展歷程研究;An Investigation on the Impact of Online Community-Based Communication Courses on Student Interaction and Team Development Process 陳效綱; Chen, Hsiao-Kang
    2024-08-13 AI助理支持教師作為閱讀個人導師;AI Support for Teachers as Personal Reading Mentors 涂弘旻; Tu, Hong-Min
    2024-08-08 EDS:登台遊戲帶動課堂英語對話活動之原型設計;EDS:Design of a Staging-Game-Based English Conversaion Prototype 謝以諾; Hsieh, Yi-No
    2024-08-08 LEPS:登台遊戲引導英語單字學習之原型設計;LEPS:Design of a Staging-Game-Based English Vocabulary Learning Prototype System 羅文成; Lo, Wen-Cheng
    2024-08-08 設計與評估「習慣寫」的寫作興趣與習慣;Design and Evaluation of Writing Interest and Habits in "Habitual Writing" Activity 詹祐昇; Zhan, You-Sheng
    2024-08-02 探討學習環境及個體差異對學術英文字彙學習成效、學習動機、學習焦慮之影響-以Quizlet為例;Effects of Learning Environment and Individual Differences on Academic English Vocabulary Learning Outcomes, Learning Motivation and Learning Anxiety: A case study of Quizlet 項仁瑄; Hsiang, Jen-Hsuan
    2024-07-31 開放性問題的設計對學生數學自我效能、 興趣與焦慮影響之初探;Exploring and Designing Open-Ended Questions: Their Impact on Students′ Mathematical Self-Efficacy, Interest, and Anxiety 周得揚; Chou, Te-Yang
    2024-07-29 整合預測分析與學習儀表板以提升準時畢業率: 以印尼高等教育為例;Integrating Predictive Analytics and Learning Dashboards to Improve Graduation Timeliness: A Study of Higher Education in Indonesia 馬恆達; Pawitra, Mahendra Astu Sanggha
    2024-07-29 應用生成式模型輔助問題生成學習系統於國小社會 課程之研究;Applying Generative Modeling to Assist Problem Generation Learning System in National Elementary School Social Studies Curriculum 洪丞威; Hung, Cheng-Wei
    2024-07-27 探討在真實情境中利用 GPT 智慧回饋輔助 3D 幾何學習;Investigation of Smart Feedback with GPT for Facilitating 3D Geometry Learning in Authentic Contexts 黃筠棋; Huang, Yun-Chi
    2024-07-27 結合生成式人工智慧與4F動態回顧循環理論於國小閱讀學習同伴系統的應用與成效評估;Application and Effectiveness Evaluation of a Reading Learning Companion System that Integrates Generative AI with the 4Fs Active Reviewing Cycle Theory in Primary School 李曼綾; Lee, Man-Ling
    2024-07-27 應用指數平滑法實現短期學習成效預測與學習歷程儀表板系統建置;Application of Exponential Smoothing for Short-term Learning Outcome Prediction and Development of Dashboard System for Learning Portfolio 黃浩軒; Huang, Hao-Hsuan
    2024-07-26 探討PaGamO遊戲式學習平臺中個體差異、回饋形式對國小六年級學童數學學習成就與學習動機之影響;Exploring the Impact of Individual Differences and Feedback Types on Mathematics Learning Achievement and Motivation of Sixth Grade Students Using the PaGamO Learning Platform 吳孟珊; Meng-Shan-Wu
    2024-07-26 探討使用GPT的Google評論概念圖促進EFL寫作;Investigation of using Concept Map of Google Reviews with GPT for Facilitating EFL Writing 江益愷; Chiang, Yi-Kai
    2024-07-26 探討運用語音辨識輔助結合獎章機制對日語拗音學習成效、遊戲成效、學習動機、口說焦慮及學習感知之影響-以初級日語程度學習者為例;Effects of Speech Recognition Assistance Combined with Medal Mechanism on Japanese Yōon Learning Effectiveness, Learning Motivation, Speaking Anxiety, Learning Perception - A case of learners with elementary Japanese level. 丁德慈; Ting, Te-Tzu
    2024-07-26 結合生成式人工智慧之探究式學習同伴系統以增進研究生資料視覺化素養能力;Enhancing Graduate Students′ Data Visualization Literacy through an Inquiry-Based Learning Companion System Integrated with Generative AI 賴霈洲; Lai, Pei-Jhou
    2024-07-25 從學習環境及性別差異的觀點探討PaGamO 線上遊戲 學習平台對國中九年級英語學習之影響;Exploring the Impact of the PaGamO Platform on Ninth-Grade Junior High School Students′ English Learning from the Perspectives of Learning Environment and Gender Differences 章雅媛; Chang, Ya-Yuan
    2024-07-23 以想法為中心之合作科學探究學習系統之遊戲化:系統開發與初步評估;Gamification and Initial Evaluation of an Idea-centered Collaborative Inquiry Learning Platform 戴筱琪; Tai, Hsiao-Chi
    2024-07-23 探討不同表現目標導向之學習者使用帶有不確定性遊戲機制之數位遊戲式學習系統的學習成效、遊戲成效、學習動機及學習觀感之影響-以日文擬聲擬態詞為例;Exploring the Effects of Uncertainty-Based Digital Game-Based Learning System on Learning Performance, In-Game Performance, Learning Motivation, and Learning Perception Among Learners with Different Performance Goal Orientations: A Case Study of Japanese Onomatopoeia 丘詠暄; Chiu, Yong-Syuan
    2024-07-23 探討數位遊戲式學習情境中不確定性對於大學生日語助詞的學習成效、遊戲成效、學習動機及學習觀感之影響;Effects of Uncertainty in a Digital Game-based Learning Context: Investigating University Students′ Learning Performance, In-Game Performance, Learning Motivation and Learning Perceptions of Japanese Particles 劉俊廷; Liu, Chun-Ting
    2024-07-23 探討數位遊戲式學習環境中隱藏訊息對於日語擬聲擬態詞的學習成效、遊戲成效、學習動機及自我效能之影響;Exploring the Effects of Hidden Information in Digital Game-Based Learning Environments on Learning Performance, In-Game Performance, Learning Motivation, and Self-Efficacy of Japanese Onomatopoeia 高小喬; Kao, Hsiao-Chiao
    2024-07-23 結合生成式人工智慧與自然語言處理技術之合作科學探究想法收斂自動回饋鷹架開發與初步評估;Development and Preliminary Evaluation of an Automatic Feedback Scaffolding for Idea Convergence in Collaborative Scientific Inquiry: Using Generative Artificial Intelligence and Natural Language Processing Techniques 葉軒宏; Ye, Xuan-Hong
    2024-07-23 結合生成式人工智慧與自然語言處理技術之科學探究定題自動回饋鷹架開發與初步評估;Development and Preliminary Evaluation of an Automatic Feedback Scaffolding for Generating Questions During Scientific Inquiry:Using Generative Artificial Intelligence and Natural Language Processing Technologies 蔡狄澄; Tsai, Ti-Cheng

    顯示項目1-25 / 798. (共32頁)
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