教師著作
Permanent URI for this collectionhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/31275
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Item 2008北京奧運城市行銷與市民生活風格(2008-06-01) 盧宸緯; 廖世璋Item Adult learning and social capital in the aboriginal tribes of Taiwan –A case study of Taoyuan County Aboriginal College(2010/11/10-12) Chang, Te-YungItem Adult Teacher's Identity and the Opinions about Digital Learning Resources of Aboriginal Community Colleges in Taiwan(2012/07/01-05) Chang, Te-YungItem The anxiety, cognitive load affect technology acceptance and performances on an online synchronous competing game(2011-05-31) Hwang, M. Y.; Hong, J. C.; Cheng, H. Y.; Sung, S. M.Item Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system(ELSEVIER, 2011-11-01) Hong, J. C.; Hwang, M.Y.; Hsu, H.F.; Wong, W. T.; Chen, M. Y.The rapid development of information and communication technology and the popularization of the Internet have given a boost to digitization technologies. Since 2001, The National Science Council (NSC) of Taiwan has invested a large amount of funding in the National Digital Archives Program (NDAP) to develop digital content. Some studies have indicated that most respondents had no confidence in particular digital archive websites. Thus, with the Technology Acceptance Model (TAM) as a theoretical basis, the focus of the present study was to identify the factors influencing usage. Extension of the roles of perceived playfulness and interface design was also explored to identify the reasons that digital archives might not be accepted by some users. The present study used a random sampling method to distribute questionnaires to digital archive users via e-mail. The Structural Equation Modeling (SEM) method was used to verify the appropriateness of the study model and whether the hypotheses were confirmed. Study results indicated that the “interface design” is an important factor that influences people to use the digital archives, and that it is separate from the “human factor” and the “human–computer interface” (HCI). Moreover, the results showed that HCI had a significant impact on the “perceived ease of use” and on “usage intentions.” However, the human factor interface showed a significant impact only on “perceived ease of use.” With respect to the hypotheses regarding “usage intentions,” the “perceived usefulness,” “perceived ease of use,” “attitude,” and “perceived playfulness” were not related to “usage intentions.” Therefore, it is necessary to consider the quality of interface design in the development of digital archives in order to promote usage.Item Assessing the educational values of digital games(John Wiley & Sons Ltd, 2009-10-01) Hong, J. C.; Hwang, M.Y.; Cheng, C. L.; Lee, C. K.; Chang, S. Y.In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.Item Chi and organizational Creativity: a case study of three Taiwanese computer firms.(John Wiley & Sons Ltd, 2003-12-01) 黃明月The mechanisms of knowledge management include knowledge sharing, knowledge transformation and knowledge accumulation. In the corporate context, knowledge creation is of utmost importance for the promotion of competition within an organization. Knowledge creation in business corporations is most frequently done through sharing knowledge between members of a team. Therefore, how to promote the flow of ‘Chi’ in an organization to ensure the effectiveness of knowledge sharing becomes the key to successful knowledge creation. Moreover, to create and maintain ‘Chi’, a holonic working environment has to be created so that the result of knowledge sharing can be enhanced. This paper illustrates the effectiveness of the knowledge-sharing practices of three computer-manufacturing companies from the perspective of working environment design and knowledge-sharing mechanism. Through comparison, this paper will identify some good practices for the enhancement of organizational creativity.Item Creating a Generative Dialogue Platform by Integrating the Essence of The Modeled United Nation and The World Caf�(2010-07-23) Hsin, H.; Li, M.F.; Lin, K.K.Item The Development of Community Universities in Taiwan and Their Roles in Social Capital Accumulation(2013/07/11-13) Chang, Te-YungItem The Effects of Gender and Self-monitoring on Consumers’ Decision Making in Choice for Others(2013/01/28-31) Lin, Hung-ChouItem The Effects of Information Presentation on Cognitive Load and Learning Performance through Embodied Interactive Game(2010-09-24) Hwang, Ming-YuehItem Effects of mood states on variety seeking(2012/02/13-14) Lin, Hung-ChouItem Elderly learning in the toy Clinic shop in Taiwan(2007-05-30) Hwang, Ming-Yueh; Lin , Yi-Yin; Liang, Hwey-WenDue to the decrease in the birth rate and dramatically increase of the elderly in Taiwan, social participations as well as intergeneration interactions become the major approaches for elderly learning. Based on these concerns, the experimental project of “Toy Clinic Shop in primary school” was initiated to enhance the lifelong learning of the elderly. The project recognizes the unique experiences and abilities of the elderly and provides the mechanisms of knowledge sharing and problem solving. From the perspectives of learning, this study aims to explore the benefits of the elderly from participating in the Toy Clinic Shop. In-depth interviews are used to collect data for the analyses of this study. The primary findings of this study are as follows: 1. Participating in Toy Clinic Shop meet with the multiple needs of the elderly. 2. Participating in Toy Clinic Shop promote the intergeneration interact experience for elderly.Item Enacting Generative Dialogues with Wholeness Spirituality across Green-Praxis Communities—Journey towards Wholeness Praxis(2011-11-23) Li, M.F.; Lin, K.K.Item Enacting Wholeness-Infinity Theory to Foster Collective Wisdom across the Three Sectors(2010-07-23) Lin, K.K.; Li, M.F.Item Enacting Wholeness-Praxis Communities for Creating Generative Learning Network and Mindfulness Communities(2010-07-23) Li, M.F.; Lin, K.K.Item An exploratory study of the cognitive load and the effectiveness of interactive dynamic media learning of the elderly(2008-12-08) Hwang, Ming-Yueh; Lu, Chen-Wei; Hong, Jon-Chao; Su, Chao-Ya; Jong, Jyh-Tsorng Yang, Jin-Shin, & Hao, Yung-WeiItem Exploring non-native Chinese language learners’ learning strategies and attitudes toward the program of integrative dynamic video media(2008-12-08) Hao, Yung-Wei; Hong, Jon-Chao; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin