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查看斯高帕斯 (Scopus) 概要
黃 武元
教授
網路學習科技研究所
電子郵件
wyhwang
cc.ncu.edu
tw
網站
https://cis.ncu.edu.tw/iTeacher/home/0x96f7b2b3a9eb4e0600af79f794077db9
h-index
3839
引文
34
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。
1985 …
2025
每年研究成果
概覽
指紋
網路
研究計畫
(23)
研究成果
(232)
類似的個人檔案
(6)
指紋
查看啟用 Wu-Yuan Hwang 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。
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Keyphrases
Learning Achievement
92%
Authentic Context
88%
Learning Activities
67%
Learning Behavior
50%
Learning Performance
43%
Speech-to-text Recognition
36%
Geometry Learning
34%
Mobile Devices
30%
Multimedia
30%
Learning Systems
27%
EFL Learning
27%
English Learning
26%
English as a Second Language
26%
Student Learning
26%
Ubiquitous Geometry
24%
Elementary School Students
22%
Web-based
21%
Student Perceptions
18%
Cognitive Processes
18%
Recognition Technology
17%
Whiteboard
17%
Switched Systems
15%
Mobile Learning Application
15%
High Performance
15%
Collaborative Learning
15%
Annotation System
15%
Mobile Application
14%
Synchronous Presentation
13%
Mobile Learning
13%
Text Recognition
13%
Speaking Skills
13%
Problem Solving
13%
Learning Environment
13%
Situational Context
12%
Computer Programming Learning
12%
Multiple Representations
12%
Taiwan
12%
Vocational School Students
11%
Realistic Scenario
11%
Contextual Learning
11%
Mathematical Problem Solving
11%
EFL Writing
11%
Web Programming
11%
Elementary School
11%
Learning Motivation
10%
E-readers
10%
Virtual Reality
10%
User-centric
10%
Discussion Activity
10%
Interpreting Graphs
10%
Computer Science
Learning Experiences
100%
Learning System
58%
Electronic Learning
57%
Annotation
38%
Multimedia
37%
Learning Performance
37%
Secondary Schools
31%
Mobile Device
30%
Language Development
27%
Collaborative Learning
27%
Text To Speech
23%
Switching Systems
15%
System Geometry
15%
Student Perception
13%
Computer Programming
12%
Virtual Learning Environments
12%
Diffusion Model
12%
Human Computer Interaction
12%
Virtual Reality
12%
Mobile App
11%
Microsoft Kinect Sensor
11%
Virtualizations
11%
Case Study
10%
Speaking Skill
9%
Usability Questionnaire
9%
Situational Context
9%
multiple robot
9%
Multicasting
9%
Augmented Reality
9%
Artificial Intelligence
9%
Solving Process
9%
Social Network
8%
Mobile Application
8%
Positive Attitude
7%
Multiple Representation
7%
game based learning
7%
Difficulty Level
7%
Mobile Technology
6%
Assessment System
6%
Learning Network
6%
Computer Network
6%
Input Device
6%
Keyboard
6%
Learning Ability
6%
Scheduling Algorithm
6%
Digital Content
6%
Global Positioning System
6%
Learning Community
6%
Virtual Environments
6%
Knowledge-Sharing
6%
Social Sciences
Learning Experiences
71%
Student Achievement
61%
Electronic Learning
53%
English
51%
Learning Performance
42%
Student Learning
42%
English as a Foreign Language
41%
Text-to-Speech
36%
Primary Schools
34%
Educational Environment
26%
High School Student
18%
Language Instruction
15%
Language Development
15%
Whiteboard
15%
Collaborative Learning
15%
Foreign Languages
15%
Teaching Methods
13%
Homework
13%
Everyday Life
13%
Computer Programming
12%
Secondary Schools
12%
Learning Motivation
11%
Game-Based Learning
9%
Artificial Intelligence
9%
Research and Development
9%
Social Interaction
8%
Research Results
6%
Learning Style
6%
Pilot Study
6%
Foreign Language Learning
6%
University Students
6%
Mobile Technology
6%
Learning Process
6%
English Vocabulary
6%
Socialization
6%
General Technical Education
6%
Virtual Learning Environment
6%
Quasi Experiment
5%
Peer Learning
5%
Prior knowledge
5%