教師著作
Permanent URI for this collectionhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/31267
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Item The implementation and evaluation of educational online gaming system(2005-06-30) Yu, K. C.; Hsiao, H. S.; Tsai, F. H.An educational online game is proposed in the paper. We then examine the impact of learners' online-game experience and their self-efficacy on learning effects. Meanwhile, the relationships among main factors which influence the learning effects are analyzed. We found that a significant correlation between learners' online-game experience and their self-efficacy is revealed. Path analysis indicates that the learning performance is only directly influenced by learners' academic achievement and learning time. Learners' online game experience only affects learning performance indirectly through learning time. The online game-based learning system in this study is worthy to be popularized since it can attract more learners' attention.Item 高職學生電工機械混成式數位學習效果(中華民國科學教育學會, 2011-12-01) 張基成; 徐郁昇本研究探討混成式數位學習對電工機械的學習成效(包括成就測驗與自我覺知效果)之影響。實驗對象為高職電機科二年級修習「電工機械」課程的兩班學生,實驗組學生33名與控制組32名。實驗組為混成式數位學習,控制組為傳統式教室學習,實施時間為期五週。結果顯示:(1)混成式數位學習與傳統式教室學習在學生的成就測驗上無顯著差異。(2)混成式數位學習的自我覺知效果顯著優於傳統式教室學習,其中認知效果最高,技能次之。(3)接受混成式數位學習之後的「自我覺知效果(認知、技能、情意)」顯著優於之前的。本研究結論為混成式數位學習對於學生的成就測驗無顯著影響,但對於自我覺知效果有顯著正面影響。