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查看斯高帕斯 (Scopus) 概要
施 如齡
教授
網路學習科技研究所
https://orcid.org/0000-0003-2179-9117
電子郵件
juling
cl.ncu.edu
tw
網站
https://sites.google.com/site/shihjuling/
h-index
1125
引文
15
h-指數
按照存儲在普爾(Pure)的出版物數量及斯高帕斯(Scopus)引文計算。
2006
2025
每年研究成果
概覽
指紋
網路
研究計畫
(18)
研究成果
(106)
類似的個人檔案
(6)
指紋
查看啟用 Ju-Ling Shih 的研究主題。這些主題標籤來自此人的作品。共同形成了獨特的指紋。
排序方式
重量
按字母排序
Keyphrases
Digital Games
100%
Game-based Learning
66%
Learning Effectiveness
64%
Mobile Learning
62%
Learning Activities
61%
Adventure Education
56%
Taiwan
53%
Computational Thinking
41%
Learning Motivation
40%
Game-based
40%
Inquiry-based
37%
Student Learning
36%
Instructional Pervasive Game
31%
Elementary School Students
29%
Mobile Devices
27%
Tainan
25%
Context-aware Ubiquitous Learning
25%
Learning Systems
24%
Pervasive Games
23%
Local Culture
23%
Inquiry-based Learning
21%
Learning Environment
21%
Education Game
20%
Counseling
20%
Student Attitudes
20%
Local History
20%
Martial Arts
20%
Temple
20%
Computational Thinking Skills
20%
Augmented Reality
19%
Learning Approaches
19%
Learning Achievement
19%
Education Courses
18%
Problem-based Learning
18%
Board Games
18%
Learning Experience
18%
Focus Group Interviews
18%
Virtual Worlds
18%
Student Learning Performance
18%
Learning Content
18%
Digital Systems
17%
Group Development
16%
Peace
16%
Digital Support
16%
Mobile Learning Application
16%
Interest-Driven Creator Theory
15%
Learning Process
15%
Education Activities
15%
Gaming Strategies
15%
Learning Attitude
15%
Computer Science
Learning Experiences
89%
Learning Systems
50%
Pervasive Game
50%
Mobile Learning
49%
game based learning
47%
Mobile Device
44%
Computational Thinking
39%
Learning Performance
24%
Digital Education
23%
Learning Resource
21%
Instructional Designs
20%
Learning Approach
19%
Augmented Reality
19%
Positive Attitude
18%
Robot
18%
Qualitative Data
16%
Educational Game
15%
Personal Digital Assistant
15%
e-learning
14%
Learning Process
14%
Group Interview
14%
Historical Context
12%
Science Learning
12%
Wireless Computing
12%
Mobile Computing
12%
context awareness
12%
Computing Technology
12%
Motion Capture
12%
Problem-Based Learning
12%
Unity 3d Game Engine
12%
Depth Case Study
12%
Learning Materials
12%
Cognitive Performance
12%
Research Results
11%
Open Data
11%
Encourage Student
10%
Multimedia
10%
Digital Game Based Learning
10%
Information Technology
10%
Digital Content
9%
Digital Libraries
9%
Questionnaire Survey
9%
Conceptual Model
9%
Digital System
9%
learning design
9%
Future Generation
9%
Internet of Things
9%
Case Study
9%
Learning Style
8%
Field Research
8%
Social Sciences
Student Learning
56%
Computational Thinking
44%
Electronic Learning
37%
Primary Schools
30%
Activity Learning
28%
Educational Environment
26%
Student Achievement
25%
Learning Experience
23%
Focus Group
19%
Cooperatives
18%
Language Instruction
18%
Learning Performance
17%
Learning Motivation
17%
Social Sciences
15%
Inquiry-based Learning
15%
Science, Technology, Engineering and Mathematics
15%
Thinking Skill
14%
Problem-Solving Skill
13%
Personality Trait
12%
Local History
12%
Collaborative Activity
12%
Critical Thinking
12%
Problem-Based Learning
12%
Dynamic Assessment
12%
Age of Discovery
12%
Learning Method
11%
Qualitative Research
11%
Secondary Schools
11%
Field Work
10%
Emotions
10%
Team Development
9%
Sustainable Development Goals
9%
STEM Education
9%
Social Economy
9%
Pretest
9%
Case Study
8%
Instructional Design
8%
Learning Style
7%
Virtual Learning Environment
7%
Positive Feedback
7%
Mathematics
7%
Role Playing
7%
High School Student
7%
Communities-Of-Practice
7%
Hypermedia
7%
Learning Process
7%
Learning Effect
6%
Curriculum Development
6%
Computer Science
6%
Reading disability
6%