國立臺南大學專任教師基本資料
姓名施如齡
系所數位學習科技學系
職稱教授
校內分機770
EMAILjuling@mail.nutn.edu.tw
辦公室J647
網址https://sites.google.com/site/shihjuling/
專長/研究領域質性研究、教學設計、行動學習、數位遊戲、傳播媒體
學位畢業學校國別主修學門修業期間
B.A.奧勒岡大學美國新聞傳播學院 1993/09-1995/03
M.S.波士頓大學美國傳播學院1995/08-1996/09
Ed.M.哥倫比亞大學美國師範學院1999/09-2001/09
Ed.D.哥倫比亞大學美國師範學院1999/09-2002/05
服務機關部門系所職稱服務期間
高苑工商專科學校 資訊管理科 講師1997/02-1997/08
文藻外語專科學校 英文系 講師1997/08-1999/07
文藻外語學院英文系 副教授2002/08-2004/07
淡江大學教育科技學系所 副教授2004/08-2008/01
著作名稱:A Study of Web-Based Higher Education Courses: An Intellectual Autobiography. [Dissertation.] New York: Teachers College, Columbia University.
年度:2002
類別:專書
摘要:
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著作名稱:Experiences of Using a Blended Mobile Learning Approach to Connect Classroom and In-Field Learning Activities in a Local Culture Course
年度:2015
類別:專書
摘要:
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著作名稱:GPS導入史地步道行動學習系統對學習者鄉土學習及認同感之影響
年度:2014
類別:專書
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著作名稱:Historic Monument Education: The Impact of a Collaborative Inquiry-based Mobile Learning Strategy on Social Relationship Development. PA: IGI Global. (In press). (國科會專題研究計畫編號:NSC 97-2511-S-024 -009-MY2, NSC 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001)
年度:2009
類別:專書
摘要:The aim of this research was to design an inquiry-based mobile learning strategy that integrated the physical environment and digital resources to enhance elementary students’ learning of historic monuments. The students were situated in both the real world and the virtual world to extend their learning experiences. Based on collaborative learning principles, students used the handheld device, PDA, to do their investigations. This research utilized the Peace Temple in Taiwan as the teaching and learning site and invited 32 fifth graders to participate in the learning activities. Through pre- and post-class questionnaires, as well as observations and focus group interviews, both qualitative and quantitative data about students’ social relationships were collected and analyzed. The results showed that students’ social relationships varied at different stages with different tasks. Inquiry-based mobile learning is shown to have positive effect on students’ learning performances and learning satisfactions.
關鍵字:Inquiry-based learning, mobile learning, collaboration, social relationship
著作名稱:A Simulated Learning Environment of History Games for Enhancing Players’ Cultural Awareness
年度:2015
類別:期刊論文
摘要:With the rapid development of technology, digital games have been used to provide all kinds of simulations. Learners are immersed in the context and content, and have enhanced learning motivations. This research attempts to realize the historical context of Southern Taiwan in the late 19th century based on the Wu-Xia novel “Xiao-Mao”(Pussy) by designing a role-play digital game “Taiwan Epic Game” about the resistances against Japanese. Through digital games, Taiwanese history, geography, and culture are presented in an innovated way with virtual scenarios. Questionnaires were conducted to investigate the effects of digital game. In order to understand the players’ choices and reasons for immersion, as well as methods and strategies to develop an attractive game, the GNS Role-Play Game Theory was adopted as the design framework. As the focus of this research was to revive the history of war time, the simulationist premises were chosen to be the primary concern, in which the designers should pursue the supreme made of situation, character, setting, and system. After the game experiment, the research results show that the game can effectively enhance players’ cultural awareness. They have better cognitive growth and sense of existence of the locations and environment, local culture, folk arts, faith and festivals, as well as architectural characteristics. Meanwhile, the effectiveness of simulation was close to the players’ expectations even though only the result of the situation aspect reached the significant difference. It is to conclude that the 3D simulated learning environment created in the digital game can successfully merge the “reality” and “virtuality”. This paper offers a theoretical foundation to the design of the game, and states the game production process model with which youngsters can experience the local culture in the past and immerse in digital games that has educational meanings.
關鍵字:Digital Game, Xiao-Mao, Role-play Game, Simulation, Cultural Realism
著作名稱:The Integration of Concept Mapping in a Dynamic Assessment Model for Teaching and Learning Accounting
年度:2014
類別:期刊論文
摘要:The purpose of this study is to integrate the idea of concept map into dynamic assessment model for accounting education in vocational high school. By using the expert concept map and the objectives as the main reference to generate assessment questions for diagnosis purposes, students should be informed the shortcoming of learning and receive proper guidance to improve learning. A quasi-experimental single group pre-posttest design was conducted for this study. Subjects were given a pretest before treatment and posttest after treatment. In order to truly compare the performance between the treatments, the final grades of previous semester course were used to distinguish three different (high, medium, and low scores) student groups. The results show that after the intervention of computerized dynamic assessment system, posttest scores were significantly higher than pretest scores in all three groups. In addition, regardless of learning styles, when students were willing to commit time to follow the guidance, they could result in a good learning progress. Moreover, students with high degrees of completion performed significantly better than low degrees of completion students in posttest-pretest progress. Recommendations for using dynamic assessment system in accounting learning are also discussed.
關鍵字:Concept map, Dynamic assessment model, Computerized dynamic assessment system, Accounting
著作名稱:Using Instructional Pervasive Game for School Children’s Cultural Learning.
年度:2014
類別:期刊論文
摘要:In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and collaborative learning methods, learning effectiveness, attitude toward mobile devices, and satisfaction of the gameplay were explored. Forty-three fifth grade students were selected as the subjects for the experiment. Two religious historical sites were the experimental locations. Open Data Kit (ODK) form was used as the interface for gathering information from the mobile device. The results indicate that IPG is helpful for learning local culture, and students’ attitude toward mobile devices affects their learning achievement. Also, the more agreeable students with the game, the more learning achievement can be obtained.
關鍵字:Instructional pervasive game, Mobile learning, Cultural learning, School children
著作名稱:Shih, Ju-Ling, Hwang, Gwo-Jen, Chu, Hui-Chun, & Kinshuk (2011). An investigation of attitudes of students and teachers about participating in a context-aware ubiquitous learning activity. British Journal of Educational Technology. (SSCI). (國科會專題研究計畫編號:98-2631-S-024-001 and NSC 97-2511-S-024-009-MY2)
年度:2011
類別:期刊論文
摘要:Peer review Abstract: In recent years, digital learning has been converting from e-learning to m-learning due to the significant growth of wireless and mobile computing technologies. Students can learn any time and any where with mobile devices. Consequently, context-aware ubiquitous learning (u-learning) is emerging as a new research area. It integrates wireless, mobile, and context awareness technologies in order to detect the situation of the learners and provide more seamless adaptive support in the learning process. In this paper, a context-aware u-learning environment is developed for learning about campus vegetation in elementary schools based on an innovative approach by employing repertory grid method in designing learning content. In addition, we probe the feasibility of context-aware u-learning in courses by soliciting feedback from the students and teachers through interviews and questionnaires. The findings reveal that the environment is capable of enhancing students’ motivation and learning effectiveness. Moreover, it is also capable of reducing the teaching load while enabling better control of class order.
關鍵字:ubiquitous learning; repertory grid; context awareness; natural science; ubiquitous computing
著作名稱:Shih, Ju-Ling, Hwang, Gwo-Jen*, Chu, Yu-Chung, & Chuang, Chien-Wen.(2011) An Investigation-based Learning Model for Using Digital Libraries to Support Mobile Learning Activities. Electronic Library,29(4), 488-505. DOI: 10.1108/02640471111156759 (SSCI).(國科會專題研究計畫編號:NSC 97-2511-S-024 -009-MY2, NSC 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001).
年度:2011
類別:期刊論文
摘要:For Peer Review Purpose- This study aims to propose a mobile learning model that employs digital libraries to support investigative learning activities. A student-centered mobile learning activity with self-guided exploration for physical ecology observation has been conducted to demonstrate the benefits of using digital libraries to support investigation-based ecology learning activities. Design/methodology/approach- An investigation-based mobile learning model is proposed and an experiment is designed to show the effectiveness of the learning model, in which the students are asked to answer a series of questions by observing the real-world learning objects and searching for supplemental materials from a digital library. Findings- The instructional experiment conducted in an elementary school with 64 sixth grade students shows that the innovative approach is able to improve the learning achievement, learning effectiveness, as well as the learning attitudes of the students. Practical implications- The finding of this paper implies that the use of the investigative learning model will significantly promote the utilization rate of digital libraries. Originality/value- An investigative model for using digital libraries to support mobile learning is proposed in this paper. It provides good guidance to teachers for designing learning activities with digital libraries, and a good way for students to learn, utilizing the materials in digital libraries.
關鍵字:Digital library, Investigation-based learning, mobile learning, Instructional strategies
著作名稱:An Enhanced Concept Map Approach to Improving Children’s Storytelling Ability.
年度:2011
類別:期刊論文
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著作名稱:The Influence of Collaboration Styles to Children’s Cognitive Performance in Digital Problem-Solving Game “William Adventure”: A Comparative Case Study. Computers & Education. (SSCI). (國科會專題研究計畫編號:NSC 97-2511-S-024-009-MY2, and NSC 98-2511-S-024-006-MY2).
年度:2010
類別:期刊論文
摘要:Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in accordance to the criteria. Tasks in the game context are inter-related to each other so that players need to critically and creatively think about problem solutions. Learners task analyses are performed to observe four elementary learners gaming paths, behaviors and cognitive activities, individually and collaboratively. System documentation, video recording, researcher observation, and interviews are conducted to analyze learners learning strategies and their cognitive performance during the gaming process. The research results show that different collaboration models, strategies, as well as atmospheres can greatly influence the performances of its members. In collaboration, each individual can have better learning effectiveness. Participants in positive and favorable collaborative relationships, regardless of the members individual temperaments, can have much better cognitive performances. While group members are inter-dependent and have positive interactions, even slow-achievers have the possibility and opportunity to take the lead.
關鍵字:cooperative/collaborative learning, interactive learning environments, evaluation of CAL systems, multimedia/hypermedia systems
著作名稱:An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness. Journal of Educational Technology & Society. (SSCI). (國科會專題研究計畫編號:NSC 98-2631-S-024-001, NSC 99-2511-S-011-011-MY3 and NSC 99-2631-S-011-002).
年度:2010
類別:期刊論文
摘要:This study presents a mobile exploration activity that guides elementary students to learn during a social science activity with digital support from mobile devices and wireless communications. The students are situated in both the real world and the virtual world to extend their learning experiences. The learning activities between the field and the digital system not only demonstrate the practices of mobile learning, which emphasizes learning that happens close to real life, but also provides digital learning content to facilitate students’ field studies. To enhance the learning performance of the students, an inquiry-based mobile learning approach is employed to assist the students in constructing their own knowledge by taking cognitive load into consideration. To evaluate the effectiveness of the innovative approach, 33 fifth grade students were arranged to carry out investigations in the Peace Temple of southern Tainan with the inquiry-based mobile learning system. Through pre- and post-class questionnaires as well as observations and focus group interviews, descriptive quantitative and qualitative data were collected and analyzed. The results show significant positive results in terms of the students’ learning.
關鍵字:Mobile learning, inquiry-based learning, historic monument investigations, cognitive load
著作名稱:A Decision-Tree-oriented Guidance Mechanism for Conducting Nature Science Observation Activities in a Context-Aware Ubiquitous Learning Environment. Educational Technology & Society. (In press) (SSCI) (國科會專題研究計畫編號:NSC 97-2631-S-024-002 and NSC 97-2511-S-024-009-MY2)
年度:2009
類別:期刊論文
摘要:A context-aware ubiquitous learning environment is an authentic learning environment with personalized digital supports. While showing the potential of applying such a learning environment, researchers have also indicated the challenges of providing adaptive and dynamic support to individual students. In this paper, a decision tree-oriented mechanism is developed for that purpose, enabling digital guidance for students to observe and classify real-world objects in the learning activities of natural science courses. To show the effectiveness of the innovative approach, a context-aware ubiquitous learning environment was implemented for the “butterfly and ecology” unit of a 4th grade natural science course in Taiwan, and 42 students participated in the learning activity. From the surveys and interviews that were conducted to understand the functionalities of the system and the learning effectiveness for the students, the results show that the system had a positive impact on students’ learning, especially on the affective domain, including participation, motivation, and interaction.
關鍵字:Mobile learning, Ubiquitous learning, Context awareness, Decision tree, Ubiquitous computing
著作名稱:Shih, B. -J., Shih, J. -L., & Chen, R. -L. (2007). Organizing learning materials through hierarchical topic maps: An illustration through Chinese herb medication. Journal of Computer Assisted Learning, 23(6), pp. 477-490. (SSCI) (國科會專題研究計畫編號:93-2524-S-127-001)
年度:2007
類別:期刊論文
摘要:This research aims to use hierarchical topic maps to compile digital learning material and to discuss its design and application possibilities. The system renders tremendous original assets and then embeds a self-organizingmap(SOM)in the material database to produce topical learning materials,as in this case, an illustration through Chinese herb medication. It helps to demonstrate robust professional information as well as knowledge structures, and provides a customized and interactive learning dynamic to support both progressive and constructive learning styles. The paper first gives a detailed procedural description of the material construction, explains how topic map techniques were applied, and observes the implications and potentials of the technology to education. Both the technicaland educational evaluations of using SOM topic maps incompilation of learning materials have resulted in positive feedback. SOM allows users to review the complete databank in structural hierarchical order, which provides comprehensive understanding of the entire set of learning materials, and also brings opportunities to users to discover knowledge related to their study area.
關鍵字:Chinese herb medication, digital learning material,self-organizing map,topic map.
著作名稱:Game Factors and Game-Based Learning Design Model
年度:2015
類別:期刊論文
摘要:How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study present macro design concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.
關鍵字:game elements, game factors, game design, digital games
著作名稱:Enhancing the Learning Achievements and Attitudes of Taiwan Vocational School Students in Accounting with the Dynamic Assessment System.
年度:2013
類別:期刊論文
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著作名稱:GPS導入史地步道行動學習系統對學習者鄉土學習及認同感之影響
年度:2013
類別:期刊論文
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著作名稱:Developing computer adventure education games on mobile devices for conducting cooperative problem–solving activities
年度:2013
類別:期刊論文
摘要:This paper presents the design and evaluation of two digital games that were developed as virtual adventure education activities. College students were invited to participate in the research. Everyone has a mobile device that was networked to solve the multiplayer tasks. The gaming processes were recorded by the game system and human observations, questionnaires and interviews were also conducted to collect qualitative data. The results showed that students either participated in the adventure education activities in physical form, digital form, or mixed form, all reached significant differences on their improvements of group cooperation behaviours and problem–solving abilities. It was evident that the cooperative digital games supported by mobile devices can function as effectively as multiplayer physical games.
關鍵字:mobile devices, digital games, adventure education, group cooperation, computer games, educational games, cooperative problem solving, multiplayer games
著作名稱:Rational emotive path: 3D game as the emotion analysis tool for counselling purposes
年度:2013
類別:期刊論文
摘要:This research is to design a digital game, rational emotive path, as a supplementary tool for counselling. It is a 3D simulated visualisation of emotions through which the users revisit their irrational beliefs and re-examine the process of facing their negative experiences with positive attitudes. Qualitative research approach is used to analyse three in-depth case studies about their emotional path, rational emotive tests, and counselling records. The main contributions of this research are to use digital tools to visualise users internal emotions for counselling purposes, and to generate a semantic web and conceptual model for designing game-based counselling tools of the kind.
關鍵字:Arts and Culture; COMPUTING AND MATHEMATICS; Computing Science, Applications and Software; SOCIETY AND LEISURE
著作名稱:Editorial: Shifting from Technology-Enhanced Learning to Technology-Transformed Learning - Best Papers Selected from the Conference APTEL 2010.
年度:2011
類別:期刊論文
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著作名稱:Building Virtual Collaborative Research Community Using Knowledge Management Approach.
年度:2010
類別:期刊論文
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著作名稱:Using a Mobile Learning System for Field Investigative Learning about the Local History and Geography of Southern Taiwan. International Journal of Mobile Learning and Organization. (In press). (國科會專題研究計畫編號:NSC 98-2631-S-024-001, NSC 98-2511-S-024-006-MY2, NSC 98-2511-S-009-007-MY3, and NSC 97-2511-S-024 -009-MY2)
年度:2009
類別:期刊論文
摘要:Abstract: The purpose of this research is to create a technology-integrated environment in which learners can be immersed in an authentic environment to learn about Taiwan’s local history and geography using a mobile learning system. Learners conduct investigations with the guidance of a PDA in the Q&A style. The system was tested on students from college to graduate level at the University of Tainan. The experiment took place in three locations including the Catholic Church of Wanchin, the Gate of Donglong Temple in Tungkang, and the Hsiao Family’s Old House in Chia Dong. The results of the pre- and post-test show a positive learning effect on students’ understanding of the history and geography of these locations. A usability test found positive reactions to the mobile learning system.
關鍵字:Mobile learning system, investigative learning, Taiwan history and geography
著作名稱:Shih, Ju-Ling, Hwang, Gwo-Jeng, & Chu, Yu-Chung (2009). Development and Instructional Application of U-Library on Butterfly and Wetland Ecology for Context-Aware Ubiquitous Learning. International Journal of Mobile Learning and Organisation. (國科會專題研究計畫編號:97-2511-S-024 -009-MY2, 98-2511-S-024-006-MY2 and NSC 98-2631-S-024-001)
年度:2009
類別:期刊論文
摘要:The aim of this research is to build a digital library for mobile and ubiquitous learning situation. To facilitate the concept of context-aware ubiquitous learning, the database includes not only the metadata of digital content but also the GPS waypoint and RFID positioning codes. The evaluation of the u-library system was done with questionnaire that contains three parts, namely website design, system uniqueness, and potential to instruction. The results find that u-library system has gained users’ positive responses in all aspects. The feature of containing GPS waypoint has made the u-library particularly unique and different from other systems.
關鍵字:context-aware ubiquitous learning, digital u-library, ecology materials,instructional strategies.
著作名稱:The Current Situation and Strategic Models of Teacher Professional Development in Tamkang University. Proceeding of 2007 International Conference of Teaching and Learning for Excellence. Taipei: Tamkang University.
年度:2007
類別:期刊論文
摘要:Abstract: As universities faculty is putting their emphasis on research, teacher professional development is as important. Facing situations in Tamkang University, this paper describes works done by Teacher Professional Development Section in the Center for Learning and Teaching, and suggests strategic models to the enhancement of teaching.
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著作名稱:施如齡、吳香儀(2007)。數位學習時代的高等教育教學觀。教育資料與研究雙月刊,78。第41-60頁。台北:國立教育資料館。
年度:2007
類別:期刊論文
摘要:隨著數位學習的時代來臨,其教學議題也接踵而來。本文從教學設計者的觀 點,討論知識與學習的內在思維,建議以社會建構模式來迎接未來的高等教育。文中針對數位系統與工具、數位內容與資源、數位社群與互動等三個面向,討論數位時代的教學環境。此外,針對數位教材與數位課程兩種不同的數位學習型態,介紹基本教學設計概念,並說明從事數位學習教師應具備的教學能力、教學原則與策略,及其與傳統教學之不同。為因應數位學習的未來發展,並挖掘其潛在能量,教師除了可以遵照標準作業流程來提升學習成效外,更應強化創造思考能力,才能創造個殊化、創意化、適性化的教學型態。
關鍵字:數位學習、教學觀、教學設計
著作名稱:施如齡、施百俊 (2006)。「中草藥用藥」之主題地圖式數位學習教材建構與應用。教育資料與圖書館學季刊,44:2(Winter 2006)。第215-233頁。台北:淡江大學。(國科會專題研究計畫編號:93-2524-S-127-001)
年度:2006
類別:期刊論文
摘要:本研究之主要目的在於運用資訊科技來建構數位學習教材,規劃並建議學習之應用方式。我們在「神農e 經: 中草藥用藥典範數位學習內容開發及實地實驗研究」中開發了多層次的主題地圖數位教材模組,能夠自動擷取各種不同來源的中草藥用藥學習素材,由課程引擎使用自我組織映射(SOM)演算法,自動編製成多層次的主題地圖,有效的將原始資料組織成具有專業意義的學習材料。 主題地圖之教材應用具有幾項特點:呈現豐富多元而專業的資料與其知識架構、提供客制化與互動化的學習機制以支援系統化與建構式學習、經由自動演算系統提供簡單易懂的操作機制。因此,學習者得以藉此獲得最即時與正確的中草藥用藥安全知識。
關鍵字:數位學習教材、主題地圖、自我組織映射、中草藥用藥
著作名稱:施百俊、施如齡(2006,Dec.)。以文字探勘技術探究部落格之網路媒體特性。淡江人文與社會學刊,28。第95-122頁。台北:淡江大學出版中心。(國科會專題研究計畫編號:93-2524-S-127-001)
年度:2006
類別:期刊論文
摘要:部落格以新興傳播媒介的姿態,成為近年來網路使用者的新寵。任何團體與個人都得以利用簡易便利、成本低廉的網路工具,圖文並茂地發表意見、記錄事件、溝通分享,以及論述出版。 為探究其媒體特性,本研究從社群經營與傳播效應的角度,利用文字探勘技術中的類神經網路演算法,搜集並分析台灣新浪網上三百個部落格的文章內容,試圖理解部落格與傳統大眾傳播媒體的異同。研究結果發現,部落格之非內容屬性並不影響部落格的受歡迎程度,並有網路社群大者恆大的效應;而其成功的關鍵因素在於其文章內容的意識與深度。
關鍵字:部落格、文字探勘、自我組織映射圖、網路社群管理、媒體特性
著作名稱:Shih, J. -L., Shih, B. -J., & Chen, R. -L. (2006, Nov.). The Design and Evaluation of Virtual Situation Role-Playing Learning Game (VSRPG) Legend of Shannon. International Journal of Instructional Technology and Distance Learning, 2(11), Article 02. Retrieved November 29, 2006, from the World Wide Web: http://www.itdl.org/Journal/Nov_06/index.htm. (國科會專題研究計畫編號:93-2524-S-127-001)
年度:2006
類別:期刊論文
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著作名稱:Shih, Ju-Ling. (2004, Aug.). A Pedagogical Design Strategy for Effective Technology-Based Learning: iLEARN Model. International Journal of Instructional Technology and Distance Learning, 1(8), Article 06. Retrieved December 02, 2004, from the World Wide Web: http://www.itdl.org/Journal/Aug_04/index.htm.
年度:2004
類別:期刊論文
摘要:iLEARN is an interactive distance learning framework designed specifically for analyzing, understanding, and implementing technology-oriented education but generally applicable to other computer-assisted instruction. It is a pedagogical design strategy which lays great emphasis on learning rather than teaching in the aim of strengthening students’ role in the education process. Reminiscient to the Chinese term for “education” which is a compound of two words “teaching” and “learning,” this framework created a bilateral dynamic offering a student-centered and teacher-guided paradigm. iLEARN also is the antithesis of the all too common philosophy of “teaching to the test.” It is a challenge for teachers who are used to the conformation of the conventional lectural teaching to adapt to the “invasion” of technology into their classrooms. This paper offers a quick flash of the historical view to the technology-oriented education as a foundation to acknowledge the necessity to create an educational environment supporting effective learning, followed by a thinking strategy for those teachers who are searching for an entrance to the technological realm and a guiding map for pedagogical transformation.
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著作名稱:全球社群、雲端學習第十六屆全球華人計算機教育應用大會(GCCCE2012)綜述
年度:2012
類別:期刊論文
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著作名稱:施如齡(2005)。於虛擬世界中跨越文化:從口語、文字到科技,第一屆兩岸外語大學校院學術研討會暨多媒體教學研習論文集。高雄:文藻外語學院。
年度:2005
類別:期刊論文
摘要:傳播科技發展大致可分為口語、文字、數位科技等階段,各階段皆於社群溝通及文化交流的層面具有獨有的特色。本論文從傳播史學的觀點談起,就文化的傳播型態與概念形成,進行廣義的論述。再針對傳播方式的轉變,觀察文化符號的表徵在透過電子與數位傳播媒介承載時,相對於傳統的改變。當電子媒體成為跨文化傳遞載具時,於虛擬世界所進行的跨文化活動即有其特殊意義。
關鍵字:跨文化傳播、教育科技、虛擬世界
著作名稱:Hsu, Yu-Jen, Lin, Chang-Hsin, & Shih, Ju-Ling. (2013). Using Motion Sensing Adventure Education Game to Enhance Learning Transfers. e-CASE and e-Tech 2013, April 3-5, Kitakyushu, Japan. (國科會專題研究計畫編號:NSC 100-2628-S-024-002-MY3 and 101-2511-S-024-009-MY3).
年度:2013
類別:研討會
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著作名稱:Hsu, Wen-Chun, & Shih, Ju-Ling. (2013). The Studying of Driving Posture and Driver Fatigue Through Virtual Reality Car Driving Simulation Based on Motion Capture System. e-CASE and e-Tech 2013, April 3-5, Kitakyushu, Japan.
年度:2013
類別:研討會
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著作名稱:Hsu, Yu-Jen, Lin, Chang-Hsin, & Shih, Ju-Ling. (2013). Developing Multi-player Digital Adventure Education Game with Motion Sensing Technologies. The 13th IEEE International Conference on Advanced Learning Technologies (ICALT 2013), July 15-18. Beijing, China: Beijing Normal University. (國科會專題研究計畫編號:NSC 100-2628-S-024-002-MY3 and 101-2511-S-024-009-MY3).
年度:2013
類別:研討會
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著作名稱:Chen, Cheng-Ping, Guo, Juin-Feng, Shih, Ju-Ling. (2013). The Impacts of Computer Literacy and Learning Enthusiasm on Cognitive Load in Instructional Pervasive Game. The 13th IEEE International Conference on Advanced Learning Technologies (ICALT 2013), July 15-18. Beijing, China: Beijing Normal University. (國科會專題研究計畫編號:NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3,and NSC101-2511-S-024-009-MY3).
年度:2013
類別:研討會
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著作名稱:Hsu, Wen-Chun, Shih, Ju-Ling, & Lin, Yung-Cheng. (2012). Applying Kinesthetic Real-time Interactive Technology to Develop a Martial Arts Learning System. The 20th International Conference on Computers in Education (ICCE 2012), Nov. 26-30. Singapore: National Institute of Education.(國科會專題研究計畫編號:NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3).
年度:2012
類別:研討會
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著作名稱:Chen, Cheng-Ping, Guo, Juin-Feng, & Shih, Ju-Ling. (2012). Constructing an Evaluation Framework for Cultural-Inquiry Pervasive Game. The 20th International Conference on Computers in Education (ICCE 2012), Nov. 26-30. Singapore: National Institute of Education. (國科會專題研究計畫編號:NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3).
年度:2012
類別:研討會
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著作名稱:Chang, Ching, Shih, Ju-ling, & Chang, Chih-Kai. (2012). Mobile Support for Task-based English-language Learning Approach Outside the Classroom. The 20th International Conference on Computers in Education (ICCE 2012), Nov. 26-30. Singapore: National Institute of Education.
年度:2012
類別:研討會
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著作名稱:Shih, Ju-Ling, & Chen, Cheng-Ping (2012). Approaching M-learning with the Application of Instructional Pervasive Game. The 7th IEEE International Conference on Wireless, Mobile and Ubiquitous Technologies in Education. (WMUTE 2012), Mar. 27-30. Japan: Takamatsu, kagawa. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:Shi, Yen-Ru, & Shih, Ju-Ling (2012). Game-Based Career Guidance Systems Design Concept. The 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012), Mar. 27-30. Japan: Takamatsu, kagawa. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:Hsu, Yu-Jen, & Shih, Ju-Ling (2012). The Transformation of Adventure Education into Digital Game-based Counseling. The 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012), Mar. 27-30. Japan: Takamatsu, kagawa. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:Hsu, Yu-Jen, & Shih, Ju-Ling (2012). “Landscape Montage” Digital Game for Virtual Counseling Purposes. The 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012), Mar. 27-30. Japan: Takamatsu, kagawa. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3)
年度:2012
類別:研討會
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著作名稱:Chen, Cheng-Ping, & Shih, Ju-Ling, (2012). A Prototype on a Meta-model for Designing Instructional Pervasive Games. The 7th IEEE International Conference on Wireless, Mobile and Ubiquitous Technologies in Education. (WMUTE 2012), Mar. 27-30. Japan: Takamatsu, kagawa.
年度:2012
類別:研討會
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著作名稱:鄭舜謙、施如齡、王彥人、王薏涵。(2012)。3D角色扮演數位遊戲之模擬性沉浸設計。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:陳正萍、施如齡、Bahtijar Vogel、Daniel Spikol、Marcelo Milrad。(2012). 運用教學式隨境遊戲於校園史蹟文化探索活動。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3)
年度:2012
類別:研討會
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著作名稱:許于仁、施如齡、王彥人。(2012)。《情感迷宮》虛擬諮商遊戲之理情行為分析設計。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:吳珮瑜、許于仁、施如齡。(2012)。以德懷術分析適用於數位遊戲之探索教育活動內涵。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:王薏涵、王彥人、鄭舜謙、施如齡。(2012)。《白賊七》台灣史地冒險遊戲:以GNS理論設計互動敘事文本。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:王彥人、施如齡、鄭舜謙、王薏涵。(2012)。《流民本色》:隨境遊戲之遊戲性沉浸設計。The 16th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2012), May. 28-Jun.1. Taiwan: National University of Tainan. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:Wang, Yi-Han, Wang, Yen-Jen, & Shih, Ju-Ling. (2012). The Creation of A Massive Multiplayer Online Adventure Game for Cooperative Learning. The Sixth International Conference on Collaboration Technologies (CollabTech, 2012), August 27-29. Sapporo, Hokkaido, Japan: University of Tsukuba. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:Jheng, Shun-Cian, Shih, Ju-Ling, & Wang, Yen-Jen. (2012). 4D Sandbox-MMORPG for Cooperative Learning in the Historical Context. The Sixth International Conference on Collaboration Technologies (CollabTech, 2012), August 27-29. Sapporo, Hokkaido, Japan: University of Tsukuba. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
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著作名稱:Hsu, Yu-Jen, Shih, Ju-Ling, & Chen, Chien-Huang. (2012). Emotion Labyrinth: Learning to Rationalize Emotions through 3D Game Environment. 1st IIAI International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2012), September 20-22. Fukuoka: Japan Kyushu University. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).
年度:2012
類別:研討會
摘要:This research is to design a digital game, Emotion Labyrinth, to help users to learn to rationalize emotions in the gaming process. It is a 3D simulated game through which the users learn to turn negative emotions into positive emotions. At the end of the game, the system would generate a narrative story describing the users emotional changes happened in the process so that the users can revisit his/her experiences once more. Qualitative research approach is used to present a case study about the results of his rational emotive scale, gaming path analysis, as well as the observation and interview. The user expressed the process to be helpful that allows him to inspect his internal emotions from the story generated by the game.
關鍵字:Emotion Labyrinth, 3D Game, Rational Emotions
著作名稱:蘇漢斌、曹琮閔、林永紹、施如齡 (2011)。The Farmer’s Brilliance-3D互動情境式植物生態數位學習遊戲。悅趣化數位學習國際學術研討會(JEL),2011年1月7日- 8日。墾丁:國立臺灣師範大學資訊教育研究所、國立臺南大學數位學習科技學系。(國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:鄭舜謙、王士誌、鍾名峰、施如齡 (2011)。神農虛擬實境世界-3D互動情境式中草藥學習數位遊戲。悅趣化數位學習國際學術研討會(JEL),2011年1月7日- 8日。墾丁:國立臺灣師範大學資訊教育研究所、國立臺南大學數位學習科技學系。(國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:許于仁、施如齡 (2011)。Second life在人際互動的應用與成效設計。悅趣化數位學習國際學術研討會(JEL),2011年1月7日- 8日。墾丁:國立臺灣師範大學資訊教育研究所、國立臺南大學數位學習科技學系。
年度:2011
類別:研討會
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著作名稱:施竣詔、施如齡 (2011)。心流之牆─從Plants vs. Zombies談起。悅趣化數位學習國際學術研討會(JEL),2011年1月7日- 8日。墾丁:國立臺灣師範大學資訊教育研究所、國立臺南大學數位學習科技學系。(國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:蔡銘宏、施竣詔、施如齡 (2011)。幼童教育社群遊戲平台之發展策略初探。 The 15th International Global Chinese Conference on Computers in Education (GCCCE 2011), May 29-31. China: Zhejiang University. (國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:Shih, Ju-Ling, Shi, Yen-Ru, Cao, Cong-Min, Lin, Yong-Shao, & Su, Han-Bin (2011). Creating an Educational Game for Learning Plants and Farming: An Application of Mastery Learning Theory. The 15th International Global Chinese Conference on Computers in Education (GCCCE 2011), May 29-31. China: Zhejiang University. (國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:Shih, Ju-Ling, & Hsu, Yu-Jen (2011). Designing the Digital Game for Expressive Art Therapy for Enhancing Interpersonal Interaction Skills. The 15th International Global Chinese Conference on Computers in Education (GCCCE 2011), May 29-31. China: Zhejiang University. (國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:Chen, Cheng-Ping, Wang, Chien-Hwa, & Shih, Ju-Ling (2011). The Effects of Employing Web 2.0-based Note-sharing Strategy in Teaching Chinese Rhetoric for Elementary School Students. The 15th International Global Chinese Conference on Computers in Education (GCCCE 2011), May 29-31. China: Zhejiang University.
年度:2011
類別:研討會
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著作名稱:Chen, Cheng-Ping, & Shih, Ju-Ling (2011). Enhancing Learning Effects of Map Reading and Coordinates with GPS aided Geocaching Learning Activities. International Mobile Learning Conference 2011 (mLearn 2011), Oct. 19-21. Japan: Tokyo.
年度:2011
類別:研討會
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著作名稱:Hsu, Shih-Hung, Shi, Yen-Ru, & Shih, Ju-Ling (2011). The Learning Effectiveness of Pervasive Game Integrated with Inquiry-Based Navigation System. The 19th International Conference on Computers in Education (ICCE 2011), Nov. 28 – Dec. 2. Thailand: Chiang Mai. (國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:Chiang, Wen-Chen, Hsu, Yu-Jen, & Shih, Ju-Ling (2011). The influence of digital storybooks to the learning attitudes of students with reading disabilities. The 19th International Conference on Computers in Education (ICCE 2011), Nov. 28 – Dec. 2. Thailand: Chiang Mai. (國科會專題計劃編號:98-2511-S-024-006-MY2).
年度:2011
類別:研討會
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著作名稱:Hwang, Gwo-Jen, Hung, Pi-Hsia, Shih, Ju-Ling, & Chu, Hui-Chun, "First Nordic Symposium on Technology-Enhanced learning", NORDITEL 2010
年度:2010
類別:研討會
摘要:
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著作名稱:Hwang, Gwo-Jen, Hung, Pi-Hsia, Shih, Ju-Ling, & Chu, Hui-Chun, "Development of Mindtools and Learning Strategies for Ubiquitous Learning- a National e-learning Project in Taiwan" ,APTEL 2010
年度:2010
類別:研討會
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著作名稱:Shih, Ju-Ling, Liu, Eric Zhi-Feng, Chuang, Chien-Wen, & Lin, Chun-Hung, "Outcome-oriented Review of Twenty-Four Important Game-related Studies on Joyful Learning and Society", GCCCE 2010
年度:2010
類別:研討會
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著作名稱:Lin, Chun-Hung, Liu, Eric Zhi-Feng, & Shih, Ju-Ling , "Analysis of Seven Important Studies in Research of Joyful Learning and Society", GCCCE 2010
年度:2010
類別:研討會
摘要:
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著作名稱:Analysis of Seven Important Studies in Research of Joyful Learning and Society. The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. (DIGITEL, 2010). Apr. 12-16. Kaohsiung, Taiwan.
年度:2010
類別:研討會
摘要: Abstract Due to the development of technology, lots of attractive multimedia effect was used in digital games and games become more and more popular. In Taiwan, a special Issue Group, Joyful Learning and Society, was developed, and one of the issues the group focuses on was how to use digital game to enhance students’ learning. One of the ongoing tasks was to review game-related studies in different journals, to realize the development of game-based learning. In this study, seven game-related studies were analyzed, and some suggestions were proposed in this study.
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著作名稱:GIS-integrated Learning System for Taiwan Local Cultures. The 6th IEEE International Conference on Wireless, Mobile and Ubiquitous Technologies in Education. (WMULE, 2010). Apr.12-16. Kaohsiung, Taiwan.
年度:2010
類別:研討會
摘要:Abstract—This research integrates Geographic Information Systems (GIS), history-geography database and web pages to form a digital learning system that allows users to learn significant historical events and its associated local cultures in southern Taiwan. With the feedback provided by the system, users can understand the meaning of local culture as they experience the sites. The system designed in this study has integrated the map information provided by Google Maps API, database management systems, and GIS technology.
關鍵字: GIS, local culture education, digital learning
著作名稱:Designing a Role-play Game for Learning Taiwan History and Geography. The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. (DIGITEL, 2010). Apr. 12-16. Kaohsiung, Taiwan.
年度:2010
類別:研討會
摘要:Abstract—In recent years, digital games have been widely used in all fields for learning. Learners are immersed in the context and content, and have increased willingness to participate learning activities which implies the enhancement of learning motivations. The game built in this research was done with Oblivion game engine. First, we design a role-play game script according to the anti-Japanese war history and geography of Southern Taiwan. And then we import interactive map, roles, and contexts to construct the complete scene. We expect that learner can enhance the learning effectiveness to learning Taiwanese history and geography, as well as their learning motivation. The entertaining, challenging, rules, and interactive feedbacks of digital games can be transformed intolearning motivations.
關鍵字:digital learning game, role-play game, game design, Oblivion, Taiwan history and geography
著作名稱:A Preliminary Outcome-oriented Review of Game-based Learning Research. The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. (DIGITEL, 2010). Apr. 12-16. Kaohsiung, Taiwan.
年度:2010
類別:研討會
摘要:Abstract—This literature review summarizes research on game-based learning based on the categories of research outcomes. The analysis include total of 25 research papers that are published in this decade. They are categorized into four parts: cognitive aspect, affective aspect, psychomotor skill aspect, and behavior. In spite of cross-aspect of each research, we found that more researches focus on the impact of games on cognitive and affective aspects as well as the observation on related behaviors, and less on psychomotor skill aspects. Continued study is needed to provide in-depth qualitative analysis on the theories, methods, and results of these researches, which conclusion might direct us to future trends of game-based learning researches.
關鍵字:game-based learning, educational review, learning outcome
著作名稱:台灣清末數位虛擬導覽系統.The 14th Global Chinese Conference on Computers in Education (GCCCE, 2010). Jun.1-4. Singapore. (國科會專題計劃編號:NSC 98-2511-S-024-006-MY2)
年度:2010
類別:研討會
摘要:本研究是利用數位虛擬實境融入台灣鄉土教學課程,以3D模擬真實情境呈現 於使用者的面前,讓使用者親身體驗當地的歷史及風俗習慣。背景設定為清朝南台灣史地文化,一切以重現當時情境為出發點呈現在使用者的面前,讓使用者親身去體驗學習,不再只是文字所敘述的歷史。本實驗對象為台南大學數位系大二到大四的學生。首先我們以前測分析學生的先備知識,在進行遊戲式導覽後進行後測與使用度問卷。結果顯示學生在進行數位導覽後成績有明顯提升,並且由問卷中發現學生對於遊戲式導覽保持高度的興趣,並且可以清楚瞭解系統所要傳達的教學內容。
關鍵字:虛擬實境;導覽系統;3D 模組;情境學習;清末史地
著作名稱:The Development of Mobile Learning System for Local History and Geography of Taiwan. The 6th International Workshop on Mobile and Ubiquitous Learning Environments 2010, MULE 2010. Mar. 6-7, Wuhan, China. (國科會專題計劃編號:NSC 98-2631-S-024-001, NSC 98-2511-S-024-006-MY2, NSC 98-2511-S-009-007-MY3, and NSC 97-2511-S-024 -009-MY2)
年度:2010
類別:研討會
摘要:The purpose of this research is to create a technology-integrated environment where learners can be immersed in the authentic environment to learn Taiwan local history and geography using mobile learning system. Learners conduct investigations with the guidance of the PDA in the Q&A style. The system was tested on students from college to graduate level in the University of Tainan. The experiment was taken place in three places including Catholic Church of Wanchin, Gate of Donglong Temple in Tungkang, and Hsiao Familys Old House in Chia Dong. The results of pre- and post-test have shown positive learning effect on students’ understanding to the history and geography. The usability test of the system has found positive reactions to the mobile learning system. Keywords: Mobile learning system, investigative learning, Taiwan history and geography
關鍵字:Mobile learning system, investigative learning, Taiwan history and geography
著作名稱:The Development of A Digital Game-Base System for Learning Southern Taiwan History and Geography. In L. C. Chang (Chair). The 17th International Conference on Computers in Education (ICCE, 2009). Hong Kong.
年度:2009
類別:研討會
摘要:The purpose of this research is to create a technology-integrated environment where learners can be immersed in the authentic environment to learn Taiwan local history and geography using mobile learning system. Learners conduct investigations with the guidance of the PDA in the Q&A style. The system was tested on students from college to graduate level in the University of Tainan. The experiment was taken place in three places including Catholic Church of Wanchin, Gate of Donglong Temple in Tungkang, and Hsiao Familys Old House in Chia Dong. The results of pre- and post-test have shown positive learning effect on students’ understanding to the history and geography. The usability test of the system has found positive reactions to the mobile learning system.
關鍵字:Mobile learning system, investigative learning, Taiwan history and geography
著作名稱:Shih, Ju-Ling, Chu, Yu-Chung, Hwang, Gwo-Jeng (2009). The Development and Instructional Application of U-Library for Context-Aware Ubiquitous Learning. The 5th International Workshop on Mobile and Ubiquitous Learning Environments (MULE 2009). March 26-27. The University of Tokushima, Japan. (國科會專題研究計畫編號:NSC 97-2631-S-024-002 and NSC 97-2511-S-024 -009-MY2.)
年度:2009
類別:研討會
摘要:The aim of this research is to build a digital library to store necessary information for mobile and ubiquitous learning situation. The U-Library system includes learning materials and relevant information for the learning activities. The database will be built with SCORM standard to enable its reusability and material exchange between platform. The server and database of U-Library are built with APACHE+PHP+MYSQL programming languages; the inquiry results are displayed with dynamic webpages. In order to facilitate the concept of context-aware ubiquitous learning, the database include not only the metadata of digital content but also the GPS and RFID positioning reference codes. With personal and environmental reference codes, complete learning acitivities and materials would be generated whenever the students are in need. The content of U-Library includes two parts: Butterfly ecology and wetland ecology. The earlier consists of the variety of butterfly species, their plants, and details descriptions of butterfly characteristics; the later consists of both creatures and plants of wetland and their characteristics. These data can support the teaching and learning activities of our partner schools, such as Chan-Kung elementary school in this research project. This research uses resource-based learning approach for the design of learning activities. Through the instructional practices, students’ learning process and learning effectiveness are evaluated. Both quantitative and qualitative data are collected and analyzed. First, the log in the U-library system are retrieved to understand students’ learning process; Second, using questionnaires and standardized tests to evaluate students’ concept structures, decision process, and reflections. Then, through observation and interviews, students’ feelings toward the practice are probed. Last, the research generates application principles and strategies as the reference for other projects.
關鍵字:context-aware ubiquitous learning, digital library, ecology materials, instructional strategies, quantitative and qualitative research.
著作名稱:Shih, Ju-Ling, Chuang, Chien-Wen, & Hwang, Gwo-Jen. (2009, September). Development of a mobile learning environment for local culture courses. Paper presented at the 6th International Workshop on Mobile and Ubiquitous Learning Environments (MULE), Sep. 8-10. Canada: Athabasca University. (國科會專題研究計畫編號:NSC 98-2631-S-024-001, NSC 98-2511-S-024-006-MY2, NSC 98-2511-S-009-007-MY3, and NSC 97-2511-S-024 -009-MY2.)
年度:2009
類別:研討會
摘要:
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著作名稱:Shih, Ju-Ling, Chuang, Chien-Wen, Hwang, Gwo-Jen, & Chen, Wen-Kai. (2009, October). A Learning Achievement Research on Community Exploration with Mobile Device: The Influence of Students’ Cognitive Style. In J.H. Yang & Yueh-Min Huang (Chair). Paper presented at the Technology Enhanced Learning Conference 2009 (TELearn 2009). Oct 6-8. Taipei, Taiwan. (國科會專題研究計畫編號:NSC 98-2631-S-024-001 and NSC 97-2511-S-024 -009-MY2. )
年度:2009
類別:研討會
摘要:
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著作名稱:Shih, Ju-Ling, Hwang, Gwo-Jen & Chuang, Chien-Wen. (2009, November ). Using PDA to Enhance Social Science Learning with Inquiry-based Strategies. In S. C. KONG (Chair). The 17th International Conference on Computers in Education (ICCE, 2009). Hong Kong. (國科會專題計劃編號:NSC 98-2631-S-024-001, NSC 98-2511-S-024-006-MY2, NSC 98-2511-S-009-007-MY3, and NSC 97-2511-S-024 -009-MY2.)
年度:2009
類別:研討會
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著作名稱:Shih, Ju-Ling & Su, Hui-Yu (2008). Analyzing Children’s Cognitive Activities in Digital Problem-solving Learning Games “William Adventure”: An In-depth Case Study. The 16th International Conference on Computers in Education (ICCE 2008). Oct. 27-31, 2008. Taipei: National Science and Technology Program of eLearning. (國科會專題研究計畫編號:NSC 96-2520-S-032 -002 and NSC 97-2511-S-032 -004-MY2.)
年度:2008
類別:研討會
摘要:Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study aims to explore learning characteristics of problem-solving digital games and their corresponding cognitive levels. this research aims to design and develop a problem-solving game in which story context the tasks are inter-related to each other. Learners’ task analysis are performance to observe two elementary learners’ gaming paths, behaviors and cognitive activities. System documentation, video recording, researcher observation, and interviews are conducted to analyze learners’ learning strategies and their cognitive performance during the gaming process. This research chooses to use in-depth case study to investigate learners’ cognitive performance in problem-solving game not only want to understand learners’ internal psychological activities, but also hope to provide references for future research in terms of the instructional design of games.
關鍵字:cognitive activities, digital learning games, problem-solving
著作名稱:Chu, Hui-Chun, Hwang, Gwo-Jen, & Shih, Ju-Ling (2008). Repertory grid as a learning activity design tool for training observation skills in authentic learning environments. Paper presented at The 24th annual conference of Japan Society for Educational Society (JSET). Oct. 2008. Joetsu, Japan: University of Education.
年度:2008
類別:研討會
摘要:Training observation skills is an important objective in science education, which aims to assist students in possessing the classification ability and nurture their scientific learning habits. Scholars suggest that an effective learning activity for training observation skills needs to be conducted in an authentic environment. However, it is difficult for a teacher to provide personalized guidance or feedbacks to individual students while conducting learning activities in authentic learning environment. To solve this problem, a context-aware ubiquitous learning system with repertory grid has been implemented in this study for the “campus plant and ecology” unit of the Natural Science course. The learning system can detect the location of individual students and provide personalized guidance with the help of sensor and mobile technologies. In addition, a knowledge engineering method is proposed to assist the teachers in organizing the learning content for conducting the earning activities. Experimental results show that the innovative approach has positive effect on improving students’ observation skills and their learning motivation.
關鍵字:Ubiquitous learning, Context awareness, Repertory grid, Science education, Observation skills.
著作名稱:Chen, Nian-Shing, Shih, Ju-Ling, & Tsai, Chin-Chung (2008). The Use of Knowledge Management System for Technology-Enhanced Collaborative Research. Paper presented at the Technology Enhanced Learning Conference 2008 (TELearn 2008). Dec. 4-6. Hanoi, Hanoi University of Technology, Vietnam. (國科會專題研究計畫編號:NSC 96-2520-S-024 -005 and NSC 97-2511-S-024 -009-MY2.)
年度:2008
類別:研討會
摘要:The purpose of this study is to present a practical case on adopting a knowledge management system (KMS) as the virtual collaborative learning environment for a research lab of graduate students. This study analyzes participants’ practical experiences. The KMS has supported the technology-enhanced collaborative research activities at the E-Learning and Knowledge Management Research Center in the National Sun Yat-Sen University, Taiwan. Interviews are conducted for the comparison between experiences and theories. We found that the transformations of tacit and explicit knowledge are in accordance with the framework of Nonaka’s model of knowledge management from which we elicit the strategies and suggestions to the adoption and implementation of virtual collaborative research community.
關鍵字:Knowledge Management System, Collaborative Learning, Technology-enhanced Learning
著作名稱:Shih, Ju-Ling, Hwang, Gwo-Jen, & Chu, Hui-Chun (2009). Analysis of student attitudes for participating In a context-aware ubiquitous learning activity with repertory grid approach. International Association for Development of the Information Society (IADIS). Feb. 26-28. Barcelona, Spain. (國科會專題研究計畫編號:NSC 97-2631-S-024-002 and NSC 97-2511-S-024 -009-MY2.)
年度:2008
類別:研討會
摘要:In recent years, the form of digital learning converts to m-learning from e-learning due to the progress of wireless and mobile computing technologies. Students can learn any time and any where with mobile devices. Context-aware ubiquitous learning is a new research issue. It integrates wireless, m-computing, and context awareness technologies that it is able to detect the situation of the learners, and hence provides more adaptive supports seamlessly. In this paper, we develop a context-aware ubiquitous learning environment for learning of campus vegetation in elementary schools refers to a lesson plan about plant. And we probe into the feasibility of context-aware u-learning in courses by students and teacher’s interview and questionnaire. The result shows that the system can promote students’ motivation and learning effectiveness; moreover, the system can reduce teaching burdens and control order better.
關鍵字:Ubiquitous Learning, Repertory Grid, Context-Aware, Natural Science, Campus Plants
著作名稱:Shih, Ju-Ling. (2008). The Design of an Ubiquitous Learning System with Research Problem-based Learning (RPBL) Model for Qualitative Studies. The 5th International Conference on Wireless, Mobile and Ubiquitous Technologies in Education (WMUTE2008), March 23-26, 2008. Beijing: Beijing Normal University. (國科會專題研究計畫編號:96-2520-S-032-002)
年度:2008
類別:研討會
摘要:This paper describes the design and development of an ubiquitous learning system for students who are initiating qualitative studies. The learning system aims to enhance the mobility of field research that it allows students to access teaching and learning assets when they are in the field, and traces learners’ research progress on the web. Therefore, the paper proposes a research problem-based learning (RPBL) model as the system structure in order to lead students through a systematic pedagogical process, but at the same time makes adaptive learning possibilities available through the customizable task list. The preliminary formative evaluation suggests minor modification of the system and provides positive feedbacks to its instructional use and development.
關鍵字:digital learning system, problem-based learning, qualitative research, ubiquitous learning
著作名稱:Shih, Ju-Ling. (2007). Mobilizing Blog for Co-independent Learning Interactions: From Field Research to Multimedia Fieldnotes. The IEEE 2007 International Workshop on Web 2.0 and Multimedia-enabled Education, December 10-12, 2007. Taichung: National Central University. (國科會專題研究計畫編號:95-2520-S-032-006)
年度:2007
類別:研討會
摘要:The pervasion of blog has brought an alternative to teachers and students to practice pedagogies and learning theories, such as ubiquitous and situated learning. Different from the time-consuming, high technical provision websites, blog becomes a low-benchmark tool for making individualized space and increasing social links. It is simple, open and interactive. By using blogs in courses, students can be independent learners in the community of practices which encourage collaborations in the learning process. This research aims to observe students’ learning from field research to multimedia fieldnotes, and describes how blog is mobilized as a medium for re-presentation and agent for interaction, that to facilitate students in writing, maintaining, and sharing research fieldnotes. It also allows teachers to observe students’ research progresses. Therefore, this paper proposes a “co-independent constructive pedagogy” suggesting the functions of blog can support students in Qualitative Research course to query and analyze issues individually, as well as to share and build up knowledge collectively. From blog articles we find that students can reach the state of understanding and build up dynamic social bound from the inter-subjectivity between self and community.
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著作名稱:施如齡、施百俊、陳瑞龍 (2006)。中草藥數位學習遊戲『神農』之設計與評鑑。兩岸教育科技應用學術研討會,2006年08月28日。上海:華東師範大學。 (國科會專題研究計畫編號:93-2524-S-127-001)
年度:2006
類別:研討會
摘要:本研究之主要目的在於運用資訊科技來建構數位學習教材,規劃並建議學習之應用方式。我們在「神農e 經: 中草藥用藥典範數位學習內容開發及實地實驗研究」中開發了多層次的主題地圖數位教材模組,能夠自動擷取各種不同來源的中草藥用藥學習素材,由課程引擎使用自我組織映射(SOM)演算法,自動編製成多層次的主題地圖,有效的將原始資料組織成具有專業意義的學習材料。 主題地圖之教材應用具有幾項特點:呈現豐富多元而專業的資料與其知識架構、提供客制化與互動化的學習機制以支援系統化與建構式學習、經由自動演算系統提供簡單易懂的操作機制。因此,學習者得以藉此獲得最即時與正確的中草藥用藥安全知識。
關鍵字:數位學習教材、主題地圖、自我組織映射、中草藥用藥
著作名稱:施如齡、施峻詔 (2006)。行動學習數位遊戲之認知層次分類探討。兩岸教育科技應用學術研討會,2006年08月28日。上海:華東師範大學。 (國科會專題研究計畫編號:93-2524-S-127-001)
年度:2006
類別:研討會
摘要:隨著資訊科技產業及訊息載具的不斷演進, 「行動學習」 (m-learning)的概念因應而生。透過行動載具攜帶方便、高度普及、單價較低廉等特性,可以滿足學習者隨時隨地善用零碎時間的需求,適合高等教育與成人教育的學習型態,美國Stanford Learning Lab就是積極將行動學習運用於語言課程之例。本研究以行動電話為學習載具,探討目前台灣行動電話內建與所能下載的遊戲於學習上的運用情形,並推論出行動學習遊戲設計時所應採取的教學策略,以作為教學設計參考。 本研究分為三階段進行。首先綜合Prensky、Rollings & Adams對於數位遊戲所提出的各點條件與特質,以及Fischer 、Quinn 、Hummel & Hlavacs對行動學習之解釋,分析出五大行動學習遊戲的特性:學習過程娛樂性、學習任務挑戰性、學習環境規則性、學習內容適性化、回饋即時性,運用內容分析法從現有95筆的行動電話遊戲中,篩選出符合學習特性的遊戲,共15筆,同時歸納於現有行動遊戲中,具備學習條件的數量與類別分別為何。第二階段則用Bloom的六大認知層次,進而分析其學習認知策略與能力的對應性。最後則由分析結果歸納出行動學習遊戲的類別,及其學習與認知特性。 研究過程發現,參照固有之教學設計模式並不足以設計出具有學習成效的行 動電話遊戲。研究結果發現,行動學習遊戲共可分為益智、動作技能、博奕、競速、策略、模擬養成等六類,各可提升學習者不同的認知技能與層次。研究所歸納出之設計原則,提供學界進行行動學習數位遊戲之設計參考,以產出兼顧學習與趣味並適用於行動載具的成品。
關鍵字:行動學習、數位遊戲、教學設計、認知層次
著作名稱:施如齡、張妙綺 (2006)。學科教室型於台北市立濱江國民中學之教學應用行動研究。兩岸教育科技應用學術研討會,2006年08月28日。上海:華東師範大學。
年度:2006
類別:研討會
摘要:國內近幾年進行一波大規模的教改,在教室型態上,過去一直採用傳統的綜 合教室型,任何學科幾乎都在同一間教室進行。自89學年度開始,北市麗山高中率先採用學科教室型,也就是各科教師運用專屬的教學空間,由學生進行跑班的一種教學空間營運模式。2005 年在政大附中以及濱江國中兩所新學校,開始試行學科教室的教學型態,落實在國民教育之中。本研究以台北市立濱江國中為研究對象,探討目前在該校學科教室型內的各科實際教學應用情形,並歸納可採用的教學活動型態,以作為學科教室型的教學依據。 Brown(1989)很早就提出傳統的教學練習導致知識的僵化,學生無法將習得 的能力運用在相關情境之中。Bereiter(1997)表示,情境學習發生於學習如何在知識工作社群中運作:傳統的學校社交結構是由教師透過教室活動、參考書籍及其他媒體,將知識提供學生;然而,當教室變成學習社群,社交結構轉變成教師與學習者必須共同合作以達成重要目標,而這些目標可能也是由兩者共同建立的。學科教室型較容易營造這樣的學習情境。 本研究主要在於了解學科教室型的特性與教學策略。以行動研究的方式,於 濱江國中進行課程實施之參與觀察,並與校內師生與行政人員進行深度訪談,深入了解各學科所採用的教學方法及教室運用策略,歸納出各學科教室的教學型態。從該校師生對學科教室型態的教學感受,獲得教學策略與應用的改善。 研究過程發現,教師對教室功能缺乏認知且應用之經驗不足,容易產生限制,無法發揮學科教室的功效。研究結果發現,學生跑班,並透過多媒體、實物、海報、圖片、參考書籍等的擺設,讓學生能實際接觸實作,引起學生對各學科的學習興趣。從文獻理論與實地調查的比對,了解學科教室型的優勢與不足之處,提供學界往後設計與進行教學活動參考。
關鍵字:學科教室型、教學情境、教學活動、行動研究
著作名稱:Shih, Ju-Ling, & Wang, Shi-Hao. (2006). The Development and Implementation of a Blended English Reading Course. 10th Annual Global Chinese Conference on Computers in Education, June 04, 2006. Beijing, China: Tsing-Hua University.
年度:2006
類別:研討會
摘要:The study was devoted to design and develop a blended English reading course in order to provide an innovative learning experience for higher education EFL learners. Thorne (2003) proposed that blended learning represents an opportunity to integrate the innovative and technological advances offered by online learning with the interaction and participation offered in the best of traditional learning. Two research questions are to explore: (a) what kinds of learners benefit most from the course, and (b) what barriers that might thwart the implementation of the course are. An English teaching practitioner and 32 sophomore English majors were invited to implement the blended English reading course. Through analyses of participated observation, in-depth interviews, field notes, three themes are surfaced. Suggestions for implementing the blended learning were provided.
關鍵字:blended learning, English reading, instructional design, online learning
著作名稱:Ambite, Louis J., Yigal Arens, Walter Bourne, Peter T. Davis, Steven Feiner, Eduard H. Hovy, Judith L. Klavans, Andrew Philpot, Samuel Popper, Ken Ross, Ju-Ling Shih, Peter Sommer, Surabhan (Nick) Temiyabutr, and Laura Zadoff (2002). “A Portal for Access to Complex Distributed Information about Energy”. Proceedings of the National Conference for Digital Government Research. Los Angeles, California.
年度:2002
類別:研討會
摘要:The Digital Government Research Center (DGRC) has completed phase one of the Energy Data Collection (EDC) project. In this paper, we present the results of building and evaluating system components, along with plans for phase two of the project. Phase one focused on data about petroleum products’ prices and volumes, provided by the Energy Information Administration, the Bureau of Labor Statistics, and the Census Bureau, and the California Energy Commission, in the form of over 50,000 data tables. This research centers on providing dynamically planned access to multiple non-homogeneous databases and other data collections, using a query planner and a large-scale (90,000-node) concept ontology and a domain model, both of which are accessed via various interfaces, including cascaded menus, a natural language question analyzer, and an ontology browser. Other data access research focuses on the caching and very fast display of massive amounts of data. In order to more rapidly construct the domain models, systems were developed for automatically identifying terminology glossary files from websites, extracting and formalizing the glossary definitions, clustering them appropriately, and automatically embedding them into the existing ontology and domain model.Work on evaluation focuses on measuring the effectiveness of the use of this system by avariety of users at various levels of expertise.
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著作名稱:郭俊峰、陳正萍、施如齡。(2012)。社群網站融入史地隨境遊戲之設計模型初探。臺灣數位學習研討會(TWELF 2012),2012年10月26日。臺南:成功大學。(國科會專題研究計畫編號:NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3)。
年度:2012
類別:研討會
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著作名稱:張晴、施如齡。(2012)。行動科技輔助探究式英語學習之動機激發策略設計。臺灣數位學習研討會(TWELF 2012),2012年10月26日。臺南:成功大學。
年度:2012
類別:研討會
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著作名稱:林勇呈、徐文俊、施如齡。(2012)。應用體感即時互動技術於國術學習與評量系統之開發研究。臺灣數位學習研討會(TWELF 2012),2012年10月26日。臺南:成功大學。(國科會專題研究計畫編號:NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3)。
年度:2012
類別:研討會
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著作名稱:林長信、許于仁、施如齡。(2012)。跨平台探索教育數位遊戲之合作學習課程設計。臺灣數位學習研討會(TWELF 2012),2012年10月26日。臺南:成功大學。(國科會專題研究計畫編號:NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3)。
年度:2012
類別:研討會
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著作名稱:施如齡、鄭舜謙、施百俊(2011)。台灣鄉土文化傳遞之型態轉變—從武俠小說到數位遊戲之《小貓》。文化創意產業永續與前瞻學術研討2011,2011年11月19、20日。屏東:國立屏東教育大學。(國科會專題研究計畫編號:NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).
年度:2011
類別:研討會
摘要:
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著作名稱:施如齡、洪素環 (2010)。電腦化動態評量系統於會計學之發展與應用。臺灣數位學習研討會(TWELF 2010),2010年10月23日。臺中:亞洲大學。(國科會專題計劃編號:NSC 97-2511-S-024-009-MY2 and NSC 98-2511-S-024-006-MY2).
年度:2010
類別:研討會
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著作名稱:施如齡、洪素環。電腦化動態評量系統於會計學之發展與應用。臺灣數位學習研討會。2010年10月。
年度:2010
類別:研討會
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著作名稱:施如齡、黃國禎、鄭家家。GPS導入史地步道系統建置-行動與無所不在學習之應用。UbiLearn 2010
年度:2010
類別:研討會
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著作名稱:施如齡、江宛臻。以數位敘事工具融入行動學習系統提升學生創造力之教學設計。UbiLearn 2010
年度:2010
類別:研討會
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著作名稱:莊雅燕、黃國禎、施如齡、楊依蓉、朱蕙君(2009)。混成式行動學習對學童認知負荷與學習成就之影響-以國小鄉土教學為例。10th Annual Global Chinese Conference on Computers in Education, May 26, 2009. Taipei: National Taiwan Normal University. (國科會專題研究計畫編號:NSC 96-2628-S-024-001-MY3 and NSC 97-2631-S-024 -002.)
年度:2009
類別:研討會
摘要:近年來,行動載具與無線通訊技術的進步,對於教學活動的設計觀念有很大的影響;同時,這些新科技是否有益於學習,亦是受到廣泛討論的議題。在本研究中,我們嘗試結合實際場景與數位資源,建立混成式行動學習環境,並探討新的學習方式對學生認知負荷與學習成就的影響。為了驗證行動學習環境的實施成效,我們將國小六年級56名學生分為實驗組及控制組,進行鄉土課程學習活動及資料蒐集,並實施前後測及認知負荷問卷。研究結果發現,使用混成式行動學習模式的學生,在參與行動學習活動後,其學習成就表現顯著優於以解說員導覽方式學習的學生,同時認知負荷也顯著減少。因此,本研究建立的混成式行動學習環境,對學習有實質的幫助。
關鍵字:行動學習、鄉土導覽教學、認知負荷、學習成效、學習態度
著作名稱:陳文凱、黃國禎、施如齡、蘇亮豪(2009)。認知風格及電腦經驗對行動學習成效之影響-以社區導覽課程活動為例。10th Annual Global Chinese Conference on Computers in Education, May 26, 2009. Taipei: National Taiwan Normal University. (國科會專題研究計畫編號:NSC 96-2628-S-024-001-MY3, NSC 97-2631-S-024 -002, and NSC97-2511-S-024 -009-MY2.)
年度:2009
類別:研討會
摘要:近年來動學習模式引起了學術界普遍的重視,並發現對於提升學習動機有相當的幫助。本研究嘗試以行動學習模式應用於社區導覽教學活動,以探討不同認知風格和電腦經驗是否會影響學習成就表現及學習態度。實驗對象為國小五年級學童;在實施認知測驗及電腦經驗問卷後,進行社區導覽行動學習,最後再進行探索成就測驗與PDA學習態度。研究結果發現場獨立型的學習者學習成就表現及學習態度較場依賴型的學習型佳;同時,電腦經驗越多的學生在PDA學習態度的表現越好。因此,在實施行動學習活動時,學生的認知風格和電腦經驗可列為重要參考。
關鍵字:行動學習、認知風格、電腦經驗、鄉土課程
著作名稱:莊茜雯、施如齡、黃國禎(2009)。探索式行動學習策略對合作化與個人化古蹟教學之學習成效影響。10th Annual Global Chinese Conference on Computers in Education, May 26, 2009. Taipei: National Taiwan Normal University. (國科會專題研究計畫編號:NSC96-2628-S-024-001-MY3, NSC97-2631-S-024-002, and NSC97-2511-S-024 -009-MY2.)
年度:2009
類別:研討會
摘要:本研究以探索式行動學習策略,融入國小鄉土課程的古蹟探索活動中。活動設計以合作學習模式為基礎,提供學生使用PDA進行探索學習;藉由知識建構的過程,強化學生對鄉土學習情意與技能等方面的表現。實驗場景為台南市平安宮,對象是台南市某國小五年級的33名學生;藉由前後測問卷、觀察與焦點團體訪談,來獲得質化與量化資料,並進行分析。實驗結果發現,任務性質與呈現的方式不同,會影響學生在每個階段的學習方式,進而影響學生學習時的社會關係;同時,探索式行動學習策略,對學生的情意及技能皆有顯著的幫助。
關鍵字:行動學習、探索式學習、合作學習、古蹟探索、學習成效
著作名稱:劉姍姍、江宛臻、黃意雯、施如齡(2009)。數位說故事應用於成語教學之初探。台灣數位學習發展研討會(TWELF 2009),2009年9月25日。台南:臺南大學。(國科會專題研究計畫編號: NSC97-2511-S-24-009-MY2 and NSC 98-2631-S-024-001。)
年度:2009
類別:研討會
摘要:近幾年來,台灣開始掀起「數位說故事」(Digital Storytelling)教學的浪潮。說故事教學能讓學生更快樂的學習。本研究將數位說故事融入於成語教學的創新上,利用Photo Story3 軟體來讓嘉義縣的五位國小五年級學生自行創作動畫版的成語故事。希望藉由在實作中學習成語的典故,潛移默化地提高對成語的喜好,啟發學習的興趣與動機,幫助學生建構自己的學習,加深對成語學習的記憶。本研究透過數位說故事評量表,對認知、情意、技能中的八個向度進行學習成效調查,結果發現成語故事教學對學生的學習具有正面的成效。並從觀察與訪談的過程中,了解在製作成語故事的過程中應考量到科技、互動、動機、環境等面向的影響以及改善建議。
關鍵字:數位說故事、成語教學、Photo Story 3
著作名稱:施如齡、黃國禎、鄭家家、張家豪(2009)。運用 GIS 建置南台灣鄉土史地學習平台。台灣數位學習發展研討會(TWELF 2009),2009年9月25日。台南:臺南大學。(國科會專題研究計畫編號:NSC97-2511-S-24-009-MY2 and NSC 98-2631-S-024-001。)
年度:2009
類別:研討會
摘要:在近年台灣鄉土意識高漲的時間點,藉由資訊科技的優勢,導入地理資訊系統 (Geographic Information Systems, GIS)概念,以網頁結合網路地圖與史地資料庫,建置有效的數位學習平台,讓學習者能夠透過此系統了解南台灣歷史上重要事件的史地位置並進行學習。根據系統所回饋的資訊,以自我經驗學習的方式來了解鄉土歷史與文化的重要意義。本研究所開發之系統整合了Google Map Api 提供的地圖資訊、資料庫管理系統、GIS等技術來輔助「史地學習」 。研究中以探測指標評鑑對此學習平台進行使用度評估,結果發現使用者對於學習系統的介面、穩定度、互動性、教學潛力等四個構面大多持正向的意見。
關鍵字:地理資訊系統、史地教學、資訊融入教學
著作名稱:施如齡、陳俊豪(2009)。探討「仙劍奇俠傳」系列數位遊戲對玩家之中國文化教育成效。台灣數位學習發展研討會(TWELF,2009),2009年9月25日。台南:臺南大學。(國科會專題研究計畫編號:NSC97-2511-S-24-009-MY2。)
年度:2009
類別:研討會
摘要:數位遊戲在近年來不僅扮演著娛樂功能,許多學者更嘗試將數位遊戲導入學 習。本文旨在探討國產遊戲「仙劍奇俠傳」系列對於其玩家在中國文化上的學習成效,以及對學科課內外史地知識的延伸。研究採用一份史地測驗與一份背景問卷,請網路上有玩過仙劍奇俠傳的玩家填寫。調查結果顯示將近九成的玩家在玩過仙劍奇俠傳系列遊戲後明顯對中國人文、地理與歷史方面知識有所增長,也能引起學習動機與增進學習成效。有四成的玩家在玩過遊戲後,還會主動去接觸與遊戲相關的知識。
關鍵字:數位遊戲、學習成效、史地人文、仙劍奇俠傳、數位遊戲導向學習
著作名稱:施如齡、許世宏、鄭吉閎、黃靖渝、方仁穎(2009)。密室逃脫─認知衝突遊戲開發。台灣數位學習發展研討會(TWELF 2009),2009年9月25日。台南:臺南大學。(國科會專題研究計畫編號:NSC97-2511-S-024 -009-MY2。)
年度:2009
類別:研討會
摘要:學習的E化不僅是將教材數位化,更需為了提高學習動機而進行學習活動的 設計。本研究以「遊戲中學習」為基礎,設計「密室逃脫遊戲」 ,希望能透過人機互動的方式,讓學習者在系統裡進行體驗與學習。本遊戲以「兩難」情境為主軸,讓學習者在情境中,面對自己思考上的衝突點時,以探索、試誤、創新等策略,做出有效的抉擇,進而解決困境中的問題。從學習者使用的結果上可以發現,學習者能在此遊戲中,成功吸收到所需的知識,並訓練其思考判斷方向。
關鍵字:情境學習、任務遊戲、密室逃脫、認知衝突
著作名稱:施如齡、施百俊、曾家俊、蘇稟硯、潘玉芹(2009)。南台灣鄉土史地之數位學習遊戲系統開發。台灣數位學習發展研討會(TWELF 2009),2009年9月25日。台南:臺南大學。(國科會專題研究計畫編號:NSC97-2511-S-024 -009-MY2。)
年度:2009
類別:研討會
摘要:近年來數位學習遊戲已被廣泛的運用在各學習領域中。學習者在遊戲中透過 情境的建置與遊戲內容的投入,而獲得學習的樂趣。藉由數位遊戲,可以增加學習者參與意願與其學習動機。本研究以 Oblivion遊戲引擎為平台,首先針對南台灣的抗日路線,建置角色扮演遊戲腳本,接著置入互動式地圖以及相關角色與情境,分為七個關卡,讓遊戲者透過關卡的路線,穿梭於清末抗日情境中。本研究的目標是製作出一款真正以台灣鄉土史地為背景的遊戲,預期透過數位遊戲式學習可以有效提升學習者對於鄉土史地課程之學習成效,並且將數位遊戲所給予之娛樂性、挑戰性、規則性、回饋性轉為學習動機,進而提升學習者對課程的興趣。
關鍵字:數位學習遊戲、遊戲設計、上古卷軸、台灣史地
著作名稱:學習風格及學習成就對行動學習應用在鄉土課程之影響。臺灣數位學習研討會(TWELF 2009),2009年9月25日。臺南:台南大學。(國科會專題研究計畫編號:NSC97-2511-S-024 -009-MY2。)
年度:2009
類別:研討會
摘要:目前鄉土教育已從全國統一性,轉變為以在地特色為主的本位課程。實施鄉土 調查,行動學習是非常適合的一種方式。然而,不同學習風格及學習成就的學生,是否均適合此教學法,是一個值得考慮的問題。在本研究中,以聖母廟的建築特色設計教學活動,讓學生藉由PDA進行導覽學習。同時,本研究嘗試探討,學生在鄉土成就與鄉土認同方面,使用行動學習與一般在電腦教室的網路學習,是否有不同的表現。研究結果發現,低成就學生的學習成就表現有顯著提升;而學習風格對鄉土課程的學習成就方面,則沒有明顯影響。學習風格在鄉土認同方面,行動型和思考型的學生有顯著差異,視覺型和言語型則無顯著差異。
關鍵字:【摘要目前鄉土教育已從全國統一性,轉變為以在地特色為主的本位課程。實施鄉土
著作名稱:莊茜雯、施如齡、黃國禎(2008)。行動載具應用於古蹟探索之合作學習活動設計。第三屆行動與無所不在數位學習研討會(UbiLearn, 2008),2008年5月30日。臺南:國立台南大學。(國科會專題研究計畫編號:NSC 96-2520-S-032 -002 and NSC 96-2422-H-024 -002)
年度:2008
類別:研討會
摘要:本研究旨在運用數位行動科技促進國小學生古蹟探索課程的學習。以行動載具搭配情境感知行動技術,融入於古蹟探索的活動中,並以合作學習模式為基礎,引導學生進行自主性的學習,以強化學生於鄉土學習的認知與情意。研究歷程分為幾個階段進行。首先,針對古蹟之外觀特色進行學習內容與活動的規劃。接著,則依據主題內容規劃情境感知行動學習系統,並設計行動載具的應用模式。研究結果整合出五個步驟的學習活動的設計,包括主題問題設定、實體與數位導覽、實體訪查與數位搜尋、學習成果呈現與分享、引導出新的主題問題。研究之目的在於結合實體與虛擬的田野調查,以探索式的學習提升學生的學習成效,培養探索與思考的能力,增進社群之間的人際關係。
關鍵字:行動學習、合作學習、古蹟探索、情境感知
著作名稱:劉虹伶、施如齡(2008)。詮釋觀點之教師媒體素養意識與實踐。2008年數位時代下的傳播產業發展及新聞傳播教育,2008年5月16日。臺北:中國文化大學。
年度:2008
類別:研討會
摘要:媒體素養之教育哲學包含了「釋放與賦權」 、 「自省與對話」 ,目的在於培養具有思辨精神之主動閱聽人。本文旨在探討媒體素養教育之教學觀點與教學方式、哲學基礎與文本詮釋、師生互動與對話教學,並透過實地了解媒體教師的素養意識與教學實踐,探究學生所習得之知識是經由教師引導,而產生自身的解讀及反省,亦或只是教師意識之再現。研究結果顯示,教師的素養意識與教學主觀價值,透過情境模擬與螺旋式提問,主導教學對話之進行,但不過於介入學生的主觀價值判斷,僅扮演提醒角色。師生個體各有品味,在教學過程中難以完全價值中立,故教師須時常檢視自我角色與立場,拓展並深化對話循環,並達成自我教學理解。
關鍵字:媒體素養、媒體教育、師生互動
著作名稱:施如齡、楊曉婷 (2007)。課堂遊戲融入國中英語課之設計與實施。國立屏東教育大學第二屆研究生教育學術研討會,2007年05月25日。屏東:屏東教育大學。
年度:2007
類別:研討會
摘要:本研究運用「課堂遊戲」之方式實施國中英語課程。課程中採用「課堂遊戲」 設計作為啟發孩子學習動機之活動,進行教學。本研究對象為臺北縣二重國中體育班,進行兩個月、共六課的18種不同的課堂遊戲;採用行動研究法,擬定改進策略、深入教學現場,觀察與訪談。研究發現,學生對於活動的實施來練習發音、精熟單字、句型等,參與的情形比以往主動積極,尤其在動態肢體活動設計上,學習動機明顯提升。 然而,以術科為重的班級裡學生總是為遊戲而遊戲,因此,其教學活動設計 有幾點考量:1. 學生準備度:除非學生有課後複習的習慣,否則必先讓學生充分練習新知識,否則僅存短期記憶;2. 異質性分組:藉由同儕模範提升學習成效;3. 適度獎勵:避免功利取向的獎勵破壞立意良善的學習引導;4. 引導式監控:避免為熱鬧而遊戲,失去活動練習的意義;5. 公平性競爭:讓競爭變成激勵而非爭執;6. 時間的掌控:進行清楚的課程指導與規則介紹,促使活動順暢,並隔堂再進行活動,提升學生預期,並促進練習動機。 最後,本研究針對在多樣化的活動設計及實施歷程中,學生對於不同類型的活 動之反應及表現等給予深度描述與分析,並提出遊戲教學的流程與策略,提供未來相關英語教學領域教師課程設計之參考。
關鍵字:英語教學、課堂遊戲、行動研究
著作名稱:施如齡、林蘭芬 (2007)。華語師資培訓課程中的微型教學法個案研究。2007管理與教育學術研討會,2007年05月18日。新竹:中華大學。
年度:2007
類別:研討會
摘要:受到「全球華語熱」浪潮的衝擊,海內外對於華語師資的需求明顯倍增,而面對著全球學術教育界一片重視華語文教學的呼籲,瞭解什麼才是優良的華語師資、以及如何培訓專業的華語師資是極為重要的。本研究之目的便在於透過微型教學的方式進行華語師資的培訓,並也觀測受訓於華語師資培訓機構中的華語職前教師在華語文教學的認知(學科知識) 、情意(教學態度) 、技(教學技巧)方面的轉換與表現,冀以協助華語職前教師一步步地接近優良而專業的華語教師「知(教師知識) 」 「能(教學能力) 」合一之途。本研究以三名華語職前教師作為研究對象,研究結果顯示,經過參與微型教學的活動之後,三位教師從微型教學的過程中慢慢檢討修正,逐漸塑造其個人的教學模式,以求能完整的呈現各種知識型態,表露教學信念與態度,並活用多項教學技巧。最後,本研究乃根據研究結果,提出利用微型教學的方式增進華語文教學技巧;華語師資培訓應該達到理論與實踐結合,以理論為體,以實踐為用;以及華語文教學的認知、情意、技能相結合,從觀摩他人到自我創新等三點結論與建議。
關鍵字:華語教學、師資培訓、微型教學法
著作名稱:施如齡、王譯民 (2007)。合作型部落格導入大二英文課程之教學策略與模式探討。2007管理與教育學術研討會,2007年05月18日。新竹:中華大學。(國科會專題研究計畫編號:95-2520-S-032-006)
年度:2007
類別:研討會
摘要:隨著電腦技術的發達與網際網路的普及,部落格成為繼電子討論版(BBS) 、電子郵件(E-mail) 、論壇討論區(Forum)以及即時通訊軟體(Messenger)後新興的互動媒介。學者指出課堂上使用部落格可以促進師生間的溝通及互動,並可以使學生對課程本身有更深入的瞭解。因此本研究針對部落格導入課程的教學策略與模式做探討,瞭解師生使用部落格之互動情形、調查學生與教師對於使用部落格之回應與建議。本研究以大學進修部之大二英文課程為實施對象,從上課內容、教學策略、教學活動、部落格合作學習等方面探討,觀察學生使用部落格的情形。研究結果指出學生對於部落格的接受度高,學生使用部落格的頻率也從消極漸趨積極,各組設計之部落格也充分展現出學生之創造力,由此可見部落格對於教學具有正向效果。最後本研究根據研究實施結果,提出建議,指出部落格實施應該考量學生對科技的接受度與對課程之先備知識,教師並應以各種教學互動策略以及活動鼓勵學生使用部落格。
關鍵字:部落格、網誌、網路輔助教學、教學策略、教學模式
著作名稱:Shih, Ju-Ling. (2007). The Current Situation and Strategic Models of Teacher Professional Development in Tamkang University. 2007 International Conference of Teaching and Learning for Excellence, April 20-21, 2007. Taipei, Taiwan: Tamkang University.
年度:2007
類別:研討會
摘要:Abstract: As universities faculty is putting their emphasis on research, teacher professional development is as important. Facing situations in Tamkang University, this paper describes works done by Teacher Professional Development Section in the Center for Learning and Teaching, and suggests strategic models to the enhancement of teaching.
關鍵字:
著作名稱:施如齡、陳瑞雯 (2007)。國中英語資優教學之科技輔助「問題導向學習」。2007年電腦與網路科技在教育上的應用研討會,2007年04月19日。新竹:新竹教育大學。
年度:2007
類別:研討會
摘要: 為使國中英語資優學生獲得更豐富與新穎的資源,故運用資訊多媒體科技融入教學,整合文字、圖像與聲音,於問題解決歷程中,輔助探索式學習,以符合資優學生的創發性的學習特質。為進一步分析相關論點與執行方式,本文將從國中英語資優教學現況談起,討PBL對資優教育的好處以及科技對於PBL可以提供的幫助,最後簡述PBL的理論基礎,並說明如何進行科技輔助PBL的英語資優教學。
關鍵字:國中英語資優教學、問題導向學習、PBL
著作名稱:施如齡 (2007)。課程部落格之教育文化迴路:透過符號表徵與社群認同的教學互動。教育的文化/文化的教育學術研討會,2007年03月23日。屏東:屏東教育大學。(國科會專題研究計畫編號:95-2520-S-032-006)
年度:2007
類別:研討會
摘要:部落格為當代數位流行文化重要的一環。個人在網路上公開日誌,撰寫 部落格,形式不同、目的不一。在教學領域中,融入部落格於課程,提供研 究生課後溝通與紀錄的管道,相較於使用正式的課程平台則更有彈性。然而, 其中的教學文化與教學互動關係緊緊相扣。 本文試圖從文化的觀點來探究部落格於教學上的運用,從文化迴路的理 論中,尋找教學互動的符應元素及關係。本研究透過於部落格融入實體課程 的實施,使用參與觀察法,深入暸解學習者如何在網路上進行互動。從個人 部落格文章的上傳次數、內容、體例、回應次數與關係等,描繪出知識文化 的再現、認同、生產、消費、規則等狀態的循環歷程與模式。 以質化研究課程為例,部落格於教學上的運用著重於田野日誌的書寫與 分享。當學生透過文字,傳達意念與想法,無論公領域或私領域的議題,都 完全呈現與公開表露。在個人與群體的交叉關係中,產生相互的認同,並提 供彼此學習支援,是屬於非正式的教學互動關係。 本文從文化迴路的觀點,對於部落格文化與特性進行分析,強調透過文 字表徵與社群認同的歷程,增進教學互動的課程設計觀點,重新詮釋教學歷 程中的互動元素與關係。
關鍵字:課程部落格、文化迴路、符號表徵、社群認同、教學互動
著作名稱:蘇惠玉、施如齡 (2007)。「問題解決數位遊戲」之學習功能與認知層次分析。台灣教育傳播暨科技學會 2007 學術研討會,2007年12月23日。臺北:國立台北教育大學。
年度:2007
類別:研討會
摘要:數位遊戲種類繁多,在教育上的運用已涵蓋許多領域,其真正能發揮的學習功能即備受關注。本研究旨在探究數位遊戲之學習特性,針對其問題解決學習的功能進行認知層次的分析,以做為數位遊戲之教學設計及學習評估參考。 本研究分二階段進行。第一階段,依序將認知層次、問題解決、數位遊戲等三面向析理出其對應的特性。首先,分析問題解決歷程與Bloom認知教育目標分類之六大認知層次的關係;其次,依據問題解決學習之特性,篩選出 5個相符的數位遊戲類型,分析其認知層次;後,針對學習要素與數位遊戲元素,對應問題解決教學之要點,整合分析出八個問題解決數位遊戲之學習特性,包括:目標與任務、挑戰性、真實性、探索性、互動性、回饋、競爭與合作、行動後學習。第二階段,以上述八個學習特性與六大認知層次,以雙向細目表的式,提出問題解決數位遊戲的評估指標。 研究結果所產出之問題解決數位遊戲的學習特性以及評估指標,期能做為未來相關領域研究,分析問題解決數位遊戲之學習功能,與進行其教學設計之參考依據。
關鍵字:數位遊戲、問題解決、學習功能、認知層次
著作名稱:羅鴻雁、施如齡 (2007)。影視史學的教學應用—羅馬帝國的中學課程案例初探。台灣教育傳播暨科技學會 2007 學術研討會,2007年12月23日。臺北:國立台北教育大學。
年度:2007
類別:研討會
摘要:本研究旨在將影視史學的觀念融入實際教學,應用建構理論中的錨式情境教學法為基礎,進行教學應用研究。實際實施過程中,研究者針對電影融入教學對學習態度的影響,與影視史學對認知思考能力的影響兩個面 向,進行觀察與探討。 本研究於學期中,針對「羅馬帝國時期的發展」課程單元,選用電影《神鬼戰士》之片段影片為主軸,透過沉浸、澄清、經驗、整合等歷程進行教學。教學中採用觀察、訪談、調查等質性研究法,深入暸解學生之學習過程。 研究結果發現影視史學的教學成效能獲得學生的高度肯定,除能刺激學生的學習動機外,亦能提升學生的認知思考能力。藉由影視的訊息傳達,學生能有多元的見解,產生提問,進行擴散性思考。 本研究希冀能將此案例之教學經驗提供其他教師參考,並建議於往後的研究中能針對其他課程主題進行教學,以增加研究的豐富性與深入性。
關鍵字:影視史學、羅馬歷史、錨式情境教學法、認知思考能力
著作名稱:施如齡、邱婉芬 (2006)。繪本之修辭格內涵與創造思考教學策略初探。兩岸教育科技應用學術研討會,2006年08月28日。上海:華東師範大學。
年度:2006
類別:研討會
摘要:「創造力」的培養成為世界教育共同的趨勢,而語文寫作修辭能力在九年一 貫課程中被視為是「欣賞、表現與創新」的能力,亦是一種創造力的表現。以豐富彩圖與精簡文字的繪本,運用文字修辭搭配圖畫,展現文意內涵與想像空間的創造力,兼具創造力與修辭兩者的特質與功能。本研究目的在於透過文獻與文件分析,探討繪本之修辭格內涵,並歸納能夠釐清修辭格功能與意涵,提升修辭格運用的創造思考教學策略,以供國語文教師未來運用繪本進行修辭教學參考。 本研究首先依據學者們對於繪本所提出的兒童性、傳達性、教育性、創意性、 趣味性、藝術性、情感性、預測性等特質與教學方法,選出台灣現有適合國小國語文修辭教學的繪本共三十九本,分析其修辭法的類別與運用,例如譬喻、誇飾、類疊等,再對應能夠提升修辭格運用的創造思考教學策略,包括曼陀羅思考法、心智圖法、腦力激盪法(分組式及635默寫式) 、自由聯想法、直觀表達法、5W2H檢討討論法等,提供選擇繪本進行修辭教學的教師參考。 研究結果建議國語文教師們,可依據課文中的修辭內涵與內容主題,選擇繪 本,再依據教學目的與目標對應適用之創造思考教學策略,規劃與設計課程。更能使國語文課程豐富有趣,並潛移默化地提升學生的修辭能力與學習動機。
關鍵字:繪本、修辭、創造思考教學策略
著作名稱:施如齡、王士豪 (2006)。高等教育之混成式英語閱讀課程發展與實施。2006年國立屏東教育大學英語教育學系學術研討會,2006年05月26日。屏東:屏東教育大學。
年度:2006
類別:研討會
摘要:The objective of the study was to design and develop a blended English reading course in order to introduce an innovative learning experience for higher education EFL learners. Blended learning has been proved that it could be employed to effectively enhance the contexts of learning and training. Thorne (2003) accentuated that blended learning represents an opportunity to integrate the innovative and technological advances offered by online learning with the interaction and participation offered in the best of traditional learning. However, the concept of blended learning is not well known to EFL educators and learners. Prompted by these propositions, the researcher attempted to develop a four –week blended English reading course and further implement it investigating the course’s efficacy. Two research questions are derived to explore: (a) what kinds of learners benefit most from the course, and (b) what barriers that might thwart the implementation of the course are. The overall framework of the research design has twofold phases: (1) the phase of the model development, and (2) the phase of “ADDIE”. An English teaching practitioner and 32 English majors were invited to participate in the blended English reading course. Through qualitative analyses of participated observation, in-depth interviews, and field notes, three findings were surfaced as follows: (a) students’ learning achievements were primarily influenced by as learning styles and the degrees of technology acceptance; (b) inadequate computer literacy, inadequate available computer resources, and unpredictable machine failure might be the crucial obstacles to the success of thee implementation; (c) learners were more aware of their responsibilities for learning achievement, andpositively viewed learning process as life-long learning. Besides, Suggestions for implementingthe blended learning were provided for other researchers.
關鍵字:blended learning, English reading, instructional design, online learning
著作名稱:施如齡、呂芸樺 (2006)。文本式網路超文本的閱讀理解歷程。2006年電腦與網路科技在教育上的應用研討會,2006年03月23日。新竹:新竹教育大學。
年度:2006
類別:研討會
摘要:在資訊融入教學的推動下,網路閱讀素養成為數位學習的關鍵能力。閱讀是從文字解碼轉換成認知概念的歷程。本研究以文本式網路超文本為實例,歸納 讀者之閱讀策略。研究發現,讀者普遍運用「由上至下」與「交互作用」兩種模式,進而產生放射型的樹狀或網狀閱讀路徑,從事各種直線閱讀、比較閱讀、尋找閱讀,呈現文本的互文交涉,以達到閱讀理解。此結果期能作為未來網路教學設計參考,降低網路超文本閱讀的迷路問題。
關鍵字:網路超文本、閱讀理解、閱讀策略
著作名稱:施如齡、陳建榮 (2005)。電影融入教學於國小生命教育課程之設計與應用。2005年教育資訊傳播與科技國際學術研討會,2005年12月09日。基隆:國立台灣海洋大學。(國科會專題研究計畫編號:93-2411-H-032-022)
年度:2005
類別:研討會
摘要:生命教育是現今九年一貫極力推動之政策,目的在於培養孩子能夠有「帶著 走」的能力,其教學目標之落實為教育工作者所努力的目標。目前,新世代的學生從小受到「圖像」的環境刺激,習慣影像化的思考與學習。因此,藉由電影在兒童與青少年娛樂中的重要角色,融入情境化的具體感官經驗,讓學生從中解讀電影內涵、萃取生命哲學,相信能夠大幅提昇學習者的動機與成效。 本研究運用「電影融入教學」之方式來實施生命教育課程。課程中採用「概 念構圖」作為影片討論之架構,進行教學活動。其目的在於探討教師、學生對於「電影融入教學」之看法,並瞭解實際進行上可能產生的問題與限制。研究對象為臺北市忠孝國民小學二、四、六年級的甲班,進行三班為期四週、共八節課的實驗教學。研究設計以電影「冰淇淋的滋味」為例,採用個案研究法,深入教學現場,進行參與觀察與深度訪談;之後,使用「電影融入教學學習意見調查表」為評量工具,再與該班導師以及選定之學生進行訪談,以瞭解實驗教學之成效。 研究結果發現學生對於 「電影融入教學」 實施的歷程、播放電影的喜好程度、對生命教育的收穫等,均給予中上程度的評價。最後,本研究對於教學模式、教學歷程與教學策略等方面給予深度描述與分析,以提供未來「電影融入教學」於生命教育議題討論之教學參考。
關鍵字:電影融入教學、生命教育、概念地圖
著作名稱:施百俊、施如齡、陳瑞龍 (2005)。應用多層次主題地圖於數位教材開發:以「中草藥用藥」為例。陸軍軍官學校八十一週年校慶暨抗戰勝利六十週年念學術研討會,2005年05月27日。高雄:陸軍軍官學校。(國科會計畫編號:93-2524-S-127-001)。(國科會專題研究計畫編號:93-2524-S-127-001)
年度:2005
類別:研討會
摘要:本研究之動機來自於如何將大量未經整理的原始文件,使用自動化的方法,.有效的組織成具有專業意義的學習材料。具體目標則是希望開發一套標準的軟體工具組能夠自動產生符合SCORM規範的專業知識學習材料。於是,我們在「神農e經: 中草藥用藥典範數位學習內容開發及實地實驗研究」中開發出了多層次的主題地圖數位教材模組。能夠自動擷取各種不同來源的中草藥用藥學習素材,然後由課程引擎使用自我組織映射(SOM)演算法,自動編製成多層次的主題地圖。學習者可以透過與主題地圖的即時互動,得到最即時正確的中草藥用藥安全知識;並且就專業內容組織的有效性而言,我們獲得了比以往中文主題地圖應用上更好的結果。
關鍵字:數位學習、主題地圖、自我組織映射、中草藥用藥
著作名稱:施如齡 (2004)。虛擬世界的跨文化傳遞——口語、文字與數位科技。第一屆兩岸外語大學校院學術研討會暨多媒體教學研習,2004年10月22日。高雄:文藻外語學院。
年度:2004
類別:研討會
摘要:傳播科技發展大致可分為口語、文字、數位科技等階段,各階段皆於社群溝通及文化交流的層面具有獨有的特色。本論文從傳播史學的觀點談起,就文化的傳播型態與概念形成,進行廣義的論述。再針對傳播方式的轉變,觀察文化符號的表徵在透過電子與數位傳播媒介承載時,相對於傳統的改變。當電子媒體成為跨文化傳遞載具時,於虛擬世界所進行的跨文化活動即有其特殊意義。
關鍵字:跨文化傳播、教育科技、虛擬世界
著作名稱:施如齡 (2002)。從電影談媒體素養教育。電影在人文與社會課程之教學方法及教學媒體應用,2002年12月18日。高雄:輔英科技大學。
年度:2002
類別:研討會
摘要:有鑒於媒體已經成為台灣青少年和兒童的第二個教育課程,教育部於九十一 年七月底至八月初舉行分區系列的媒體素養教育政策公聽會,隨即於十月三十日發表了「媒體素養教育政策白皮書」,希望可以藉由國家政策的制定,將媒體素養教育推行至各級學校,進而提升全民之媒體素養。 然而,媒體素養是什麼?媒體素養和大專院校內兼具學識與常識涵養的知識 份子們有什麼關係?媒體素養與社會大眾和文化環境有什麼連結?媒體素養是 否是政府單向且不可及的夢想?在通識或專業課程中,是否有其介入或發展的空間亦或只是概念性的空談? 每當談起媒體,大眾都會想到媒體的負面影響。暴力、煽情、聳動,西方個 人主義化的「只要我喜歡,有什麼不可以」的思想,對傳統、本土與中庸的理念衝擊。 本篇論文的宗旨即在探討電影教學與媒體素養教育的關聯,思考媒體與個體 及群體的影響。先從傳播理論看教育政策,再由影視媒體看社會文化衝擊。以本人於文藻外語學院所教授的課程「電影與影像」為例,論述教學方法與技巧。藉著分析<駭客任務>、<楚門的世界>、<哈利波特>等三部電影來探索人類真實世界與虛擬世界、媒體世界、魔幻世界間的互動及共生的關係,來引導同學辨別螢幕中的真假、虛實、是非、善惡的方法。檢視它們的視訊影像裡所夾帶現代電影語言表徵,故事架構與內容,及所反映的西化思考模式與現象,同時解讀景框中的構圖中所透露出的無數文化訊息。
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著作名稱:龔筱娟、施如齡 (1999)。A Web-Based Course on Mass Media. 經濟、溝通與文化學術研討會,1999年5月22日。台中:朝陽科技大學。
年度:1999
類別:研討會
摘要:...
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著作名稱:Shih, Ju-Ling. (2002). Evaluation of Online Learning Modules for Cost-Effectiveness of Health Care. New York: Columbia Center for New Media Teaching and Learning.
年度:2002
類別:技術報告
摘要:
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著作名稱:Shih, Ju-Ling. (2002, April). Zoom In, Zoom Out: An Innovative Use of CU Analyzer. New Orleans, LA: AERA.
年度:2002
類別:技術報告
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著作名稱:Shih, Ju-Ling, & Zadoff, Laura. (2002). Interface Usability Evaluation for Digital Government Research Center. New York: Columbia Center for New Media Teaching and Learning.
年度:2002
類別:技術報告
摘要:
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著作名稱:Shih, Ju-Ling. (2001, July). Interface Usability Evaluation for Digital Government Research Center. New York, NY: DGRC Board of Evaluation Meeting.
年度:2001
類別:技術報告
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著作名稱:Shih, Ju-Ling, & Piccioni, Rose, Lin, Lin. (2001). Analysis of an E-Course in Exploration of Educational Value: The Shakespearean Sonnet and the Modern Voice. New York: Columbia Center for New Media Teaching and Learning.
年度:2001
類別:技術報告
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著作名稱:Shih, Ju-Ling. (2001). Electronic Learning Environment for Chinese Learning for American Born Chinese Students. New York: Columbia Center for New Media Teaching and Learning.
年度:2001
類別:技術報告
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著作名稱:Shih, Ju-Ling. (2000, July). New Media for Teaching and Learning. Kaohsiung, Taiwan: Wenzao Ursuline College of Languages.
年度:2000
類別:技術報告
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