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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 所長
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
1173
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
(21)
研究成果
(108)
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
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按字母排序
Keyphrases
Adventure Education
56%
Augmented Reality
19%
Board Games
18%
Computational Thinking
41%
Computational Thinking Skills
20%
Context-aware Ubiquitous Learning
25%
Counseling
20%
Digital Games
100%
Digital Support
16%
Digital Systems
17%
Education Activities
15%
Education Courses
18%
Education Game
20%
Elementary School Students
36%
Focus Group Interviews
18%
Game-based
40%
Game-based Learning
66%
Gaming Strategies
15%
Group Development
16%
Inquiry-based
37%
Inquiry-based Learning
27%
Instructional Pervasive Game
31%
Interest-Driven Creator Theory
15%
Learning Achievement
19%
Learning Activities
61%
Learning Approaches
19%
Learning Attitude
15%
Learning Content
18%
Learning Effectiveness
64%
Learning Environment
21%
Learning Experience
18%
Learning Motivation
40%
Learning Process
15%
Learning Systems
24%
Local Culture
23%
Local History
20%
Martial Arts
20%
Mobile Devices
27%
Mobile Learning
62%
Mobile Learning Application
16%
Peace
16%
Pervasive Games
23%
Problem-based Learning
18%
Student Attitudes
20%
Student Learning
36%
Student Learning Performance
18%
Tainan
25%
Taiwan
62%
Temple
20%
Virtual Worlds
18%
Computer Science
Augmented Reality
19%
Case Study
9%
Cognitive Performance
12%
Computational Thinking
39%
Computing Technology
12%
Conceptual Model
9%
context awareness
12%
Depth Case Study
12%
Digital Content
9%
Digital Education
23%
Digital Game Based Learning
10%
Digital Library
9%
Digital Systems
9%
Educational Game
15%
Electronic Learning
70%
Encourage Student
10%
Future Generation
9%
game based learning
47%
Group Interview
14%
Historical Context
12%
Information Technology
12%
Instructional Designs
17%
Internet-Of-Things
9%
Language Development
18%
Learning Approach
13%
learning design
9%
Learning Experiences
90%
Learning Materials
12%
Learning Performance
25%
Learning Process
14%
Learning Resource
21%
Learning Style
8%
Learning System
50%
Mobile Computing
12%
Mobile Device
44%
Motion Capture
12%
Multimedia
10%
Open Data
11%
Personal Digital Assistant
15%
Pervasive Game
50%
Positive Attitude
18%
Problem-Based Learning
12%
Qualitative Data
16%
Questionnaire Survey
9%
Research Results
8%
Robot
18%
Science Learning
12%
Secondary Schools
10%
Unity 3d Game Engine
12%
Wireless Computing
12%
Social Sciences
21st century
7%
Age of Discovery
15%
Collaborative Activity
12%
Communities-Of-Practice
7%
Computational Thinking
47%
Critical Thinking
15%
Curriculum Development
6%
Dynamic Assessment
12%
Educational Environment
23%
Electronic Learning
37%
Emotions
10%
Field Work
10%
Focus Group
19%
Game-Based Learning
26%
High School Student
7%
Information Technology
8%
Inquiry-based Learning
18%
Instructional Design
11%
Knowledge Management
7%
Language Development
18%
Language Instruction
18%
Learning Effect
6%
Learning Experiences
60%
Learning Method
11%
Learning Motivation
17%
Learning Performance
17%
Learning Process
7%
Learning Style
7%
Local History
12%
Personality Trait
15%
Positive Feedback
7%
Pretest
12%
Primary Schools
42%
Problem-Based Learning
12%
Problem-Solving Skill
10%
Qualitative Research
11%
Qualitative Research Method
8%
Role Playing
10%
Science, Technology, Engineering and Mathematics
15%
Secondary Schools
11%
Social Economy
9%
Social Science
15%
STEM Education
9%
Student Achievement
25%
Student Learning
53%
Sustainable Development Goals
9%
Team Development
9%
Thinking Skill
14%
University Students
11%
Virtual Learning Environment
7%