教師著作

Permanent URI for this collectionhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/31265

Browse

Search Results

Now showing 1 - 10 of 68
  • Item
    Reducing Speeded Process Errors of Pronoun with Interactive Video Game
    (2010-05-17) Hong, J.C; Chen, Y.J; Hsieh, T.; Chu, K.J.
    This study investigated whether Chinese students who learn English as second language would improve on their usage and fluency of pronoun by using interactive pronoun video games. It is mainly focus on the three part of speech of pronoun: subject (he, she, they, it, we), object (him, her, it, them, us) and possessive pronoun (his, her, its, their, our). Participants were randomly placed in one of the two groups (picture group and auditory group) for this experiment. Both part of the experiment were given on a timed base to hope to observe the reducing of error during speeded process. The result showed that both picture and auditory group benefit from the interactive pronoun video game on their English pronoun skill.
  • Item
    Can Interactive Video Game reduce Chinese Pronunciation Problems?
    (2010-05-17) Hong, J.C; Hung, P. S; Liu, T. H.; Chu, K.J.
    With the development of the technology, learning is no longer confined in school. Everyone can surf the internet and access to every piece of information they want to obtain. Digital game-based learning laboratory is built for this matter, and it tries to offer different kinds of learning experience for every visitor. This piece of research is based on the Chinese pronunciation games we’ve designed and we want to know what this game may do to testees. We use SPSS to run the result and apply TAM to understand how users accept the learning game we create and the experiment result will be taken as reference for our future modification of the game.
  • Item
    Examining Technology Acceptance in the Online "Heart-attack" Game: a Pilot Study
    (2010-05-17) Hong, J.C; Shen, Y.C.; Tseng, C.C.
    The purpose of the current study was to examine levels of technology acceptance among 20 elementary teachers and to evaluate the differences in rating the acceptance of the online "heart-attack" game called “Next”. The online game system functioned as an educational instrument and the current study served as a pilot study of the following research which would evaluate the effectiveness of the instrument. The results suggested that the instrument was generally accepted by the teachers and there was no significant difference in rating the variables of technology acceptance regarding the instrument, including perceived ease of use, perceived usefulness, attitude, usage intentions and concentration.
  • Item
    Examining Technology Acceptance in a Competitive Educational Game: A Case Study of “NEXT”
    (2010-03-31) Hong, J.C.; Shen, Y.C.
    The purpose of the current study was to examine levels of technology acceptance among 20 elementary teachers and to evaluate the differences in rating the acceptance of the online game “Next”. The online game system functioned as an educational instrument and the current study served as a reference for the future research which may evaluate the effectiveness of the instrument. The results suggested that the instrument was generally accepted by the teachers and there was no significant difference in rating the variables of technology acceptance regarding the instrument, including perceived ease of use, perceived usefulness, attitude, usage intentions and concentration.
  • Item
    Science Argumentation in Blended Learning in the Wright Brothers Situated Cases
    (2010-03-31) Hong, J.C; Hu, Y.P.; Hsieh, C.W.
    Inquiry-based science classrooms place emphasis on the role of the student in negotiating understanding (Crawford, 2005; Polman, 2000). The question that guides the analysis presented herein is how students’ experience with the learning of science can further their participation in the practice of science. To this end, we designed a game-like situation that is beneficial to learning; using their knowledge of science, students interact through argumentation during problem-solving. By focusing on the interactions between students, we designed a blended learning platform that proposes three major problems for K 5 and K 6 students to solve: aircraft cannot take off, aircraft are being blown away, and aircraft are crashing during landing. The results of this study indicate that students are more active science learners when they engage in argumentation about science.
  • Item
    情境式科技史教材對科技概念的學習及問題解決能力的影響之研究
    (2010-07-31) 林弘昌
    本研究主要著重在運用電視布袋戲與科技互動之歷程為史料,發展一套情境式科技 史教材,並探討其對於高中學生在科技與社會相關議題的科技概念轉變情形、及其對於 學習者在問題解決能力方面的影響。本研究預計分三年進行,第一年主要的研究目的在 於發展情境式科技史教材,並依據教材內容發展概念構圖評量工具以及問題解決能力評 量工具。第二年的研究目的為透過行動研究瞭解本研究所發展之情境式科技史教材與相 關評量工具之適切性,並依據行動研究結果修正教材與研究工具。第三年則將透過準實 驗研究的方式,驗證本計畫所發展之情境式科技史教材與相關評量工具之實際效益。此 外,第三年亦將依據整體研究結果,研提使用情境式科技史教材對於高中生學習科技概 念以及培養問題解決能力之建議,以供未來教學之參考。
  • Item
    工藝類文化創意產業所需行銷職能及其在大學相關課程之IPA分析
    (中華民國課程與教學學會, 2012-12-01) 李隆盛; 張良德; 林坤誼; 林聖薇; 李玉娟; 吳明鋗
  • Item
    地方特色產業於城市行銷中的定位與應用之研究
    (國立臺中教育大學, 2012-12-01) 蘇信恩; 王雅慧; 林坤誼
  • Item
    以多核心圖形處理器為基礎之並行化正規表示樣式比對演算法與架構設計(I)
    (2010-07-31) 林政宏
    正規表示(Regular Expression)已經被廣泛應用於網路入侵偵測系統中用來描述網路上惡意攻擊的特徵。由於正規表示樣式比對是系統中運算複雜度最高的程序,提升正規表示樣式比對程序的吞吐量(throughput)成為非常重要的課題。儘管有非常多的研究目標在改善速度,由於病毒大量的增加,系統仍然很難達到吞吐量的要求。在這個計畫中,我們企圖利用多核心圖形處理器(multicore Graphic Processing Unit, multicore-GPUs)來設計與實現高吞吐量的正規表示樣式比對程序。 我們都知道由於多核心圖形處理器在運算單元的數量、記憶體頻寬與記憶體時脈,都已超過目前高階的多核心電腦中央處理器(multicore Central Processing Unit, multicore-CPU),在並行處理的程式下,使用多核心圖形處理器的運算效能會比多核心中央處理器快上數十倍甚至百倍,因此多核心圖形處理器除了用於影像處理的用途之外,也成功地被運用於科學計算,例如:運算型液體動力學、電子設計自動化、與數值運算等方面。然而,據我們所知到目前為止,尚未有研究利用多核心圖形處理器來處理網路入侵偵測系統上的問題。 然而,目前的編譯器無法有效地針對多核心圖形處理器進行優化,換言之,直接編譯正規表示比對的軟體至圖形處理器上執行,無法滿足高吞吐量的要求,仍必須仰賴設計者針對多核心圖形處理器硬體特性,設計並行化的演算法與程式技巧,以最佳化多核心圖形處理器的效能。因此,我們將分三年探討以多核心圖形處理器提升正規表示樣式比對並行度的相關議題: 1. 以多核心圖形處理器為基礎之並行化正規表示樣式比對架構:提高樣式比對頻寬,可以提高樣式比對並行度,進而提升系統的吞吐量與效能。然而增加頻寬,會遭遇邊界對齊(boundary alignment)與誤診(false positive)等問題,我們將提出改良的演算法以解決上述問題,並以多核心圖形處理器實現並評估改良演算法之效能與吞吐量。 2. 以多核心圖形處理器為基礎之階層式狀態機架構:合併正規演算法樣式可以有效提升樣式比對並行度。然而針對特定複雜的正規表示樣式,合併時會發生記憶體爆量的問題,我們將提出並行化之階層式狀態機架構以減輕這類正規表示樣式合併時之記憶體爆量問題,並以多核心圖形處理器實現並評估改良演算法之效能與吞吐量。 3. 以多核心圖形處理器效能導向之並行化正規表示樣式比對演算法與架構:以多核心圖形處理器並行處理正規表示樣式比對,其效能除了與演算法之並行化程度,有密切關係之外,更要瞭解多核心圖形處理器的硬體架構,以設計最佳化的計算方法和平行程式,我們將提出以多核心圖形處理器效能導向之並行化正規表示樣式比對架構的效能優化策略。 總結,我們將深入探討正規表示樣式比對演算法與架構並行化的議題並以NVIDIA之多核心圖形處理器實現與評估我們提出的演算法與架構。此外並以Snort、Bro、與L7-filter等系統之特徵樣式作為測試向量。我們期待我們提出的以多核心圖形處理器為基礎之並行化正規表示樣式比對演算法架構設計,可裨益於網路入侵偵測系統相關之發展。