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學習與教學研究所
國立中央大學
文學院
電話
886-3-4227151 ext.33851
電子郵件
[email protected]
網站
http://lrn.ncu.edu.tw
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指紋
網路
人才檔案
(9)
研究計畫
(45)
研究成果
(310)
資料集
(4)
指紋
查看啟用 學習與教學研究所 的研究主題。這些主題標籤來自此機構會員的作品。共同形成了獨特的指紋。
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Keyphrases
Artificial Intelligence of Things (AIoT)
16%
Asynchronous Discussion
12%
Attitude to Computers
15%
Augmented Reality Games
25%
Blogging
15%
Blogs
20%
Building Practices
15%
Chinese Characters
15%
Chinese children
17%
Classroom Environment
15%
Cognitive Style
15%
Collaborative Learning
19%
College Students
24%
Collocation
32%
Computer Games
18%
Counseling
17%
Design Approach
14%
Digital Games
16%
Discussion Activity
17%
Discussion Forum
22%
Educational Board Game
16%
Educational Computing
15%
Educational Robotics
15%
Elementary School
19%
Elementary School Students
36%
Engineering Education
12%
English Writing
12%
Experiential Learning
16%
Facebook
19%
Flow Experience
15%
Game-based
29%
Game-based Learning
68%
Gender Differences
16%
Group Learning
26%
Handheld
15%
Information Technology
19%
Inquiry-based Learning
17%
Instructional Materials
17%
Interactive Language
16%
Interest-Driven Creator Theory
18%
Knowledge Building
29%
Language Acquisition
46%
Language Learning Environment
12%
Learner Corpus
23%
Learning Achievement
15%
Learning Activities
38%
Learning Communities
19%
Learning Curriculum
16%
Learning Environment
48%
Learning Motivation
18%
Learning Outcomes
23%
Learning Performance
28%
Learning Strategies
24%
Learning Systems
27%
Mobile Devices
14%
Mobile Technology
24%
Morphological Awareness
13%
Motivated Strategies for Learning Questionnaire
12%
Multimedia
15%
Networked Peer Assessment
23%
Online Discussion
14%
Online Groups
12%
Online Learning
20%
Online Learning Community
16%
Outcome-based
14%
Pedagogy
20%
Peer Assessment
17%
Peer Feedback
15%
Peer Review System
16%
Pre-service Teachers
19%
Primary School Students
18%
Problem Solving
21%
Question Answering
14%
Reading Comprehension
16%
Robotic Learning
17%
Robotics
22%
Robotics Course
15%
Role-play
13%
Role-playing Game
13%
Science Learning
16%
Second Life
25%
Self-efficacy
20%
Social Interaction
19%
Social Learning
17%
Social Networking
15%
Social Networks
13%
Social Platform
18%
Social Talk
12%
Student Learning
16%
Student Teachers
19%
Synchronous Presentation
12%
Taiwan
100%
Taiwanese
41%
Target Language
13%
Test Anxiety
14%
Video Games
26%
Vocabulary Learning
14%
Web-based
37%
Web-based Peer Assessment
12%
World Wide Web
45%
Social Sciences
Academic Teaching Personnel
9%
Activity Learning
18%
Activity Theory
6%
Argumentation Skills
7%
Artificial Intelligence
7%
Asia
7%
Augmented Reality
10%
Career
10%
Case Study
26%
China
19%
Chinese
67%
Chinese Character
7%
Chinese Language
10%
Classroom Practice
7%
Coconstruction
10%
Cognition
10%
Collaborative Learning
10%
Computer-Supported Collaborative Learning
23%
Confirmatory Factor Analysis
14%
Construct Validity
11%
Content Analysis
15%
Cooperative
10%
Critical Thinking
10%
Critical Thinking Skills
6%
Cultural Context
7%
Curriculum Development
14%
Educational Environment
56%
Educational Game
6%
Educational Psychology
7%
Educational Technology
7%
Electronic Learning
48%
Emotions
8%
Engineering Education
12%
English
54%
English as a Foreign Language
14%
English Vocabulary
8%
Evaluation Method
9%
Facebook
17%
Factor Analysis
10%
French
9%
Game-Based Learning
40%
Gender Difference
6%
General Technical Education
7%
Group Discussion
13%
Group Dynamics
7%
Group Interaction
10%
High School Student
24%
Hypermedia
19%
Information Technology
15%
Instructional Design
15%
Interdisciplinary Approach
6%
Language Development
37%
Language Instruction
37%
Learning Motivation
21%
Learning Outcome
27%
Learning Performance
40%
Learning Process
14%
Learning Sciences
15%
Learning Strategy
19%
Learning Theory
8%
Linguistics
12%
Media Education
10%
Metalinguistic
10%
Mobile Technology
20%
Occupational Career
10%
Online Discussion
15%
Peer Assessment
33%
Personnel
6%
Pilot Study
23%
Pre-Service Teacher
25%
Primary School Students
10%
Primary Schools
55%
Prior knowledge
15%
Professional Occupations
14%
Rasch Model
7%
Reading Comprehension
17%
Research Work
6%
Role Playing
13%
Secondary Schools
16%
Self Evaluation
9%
Self-Efficacy
13%
Self-Report
10%
Social Interaction
16%
Social Learning
11%
Social Network
20%
Social Network Analysis
8%
Societal Impact
10%
Student Attitude
7%
Student Education
15%
Student Learning
51%
Student Performance
15%
Student Teachers
21%
Teaching Material
15%
Teaching Methods
19%
Theory Building
12%
Thinking Skill
8%
University Students
44%
Variance
8%
Web 2.0
7%
Youth
24%