Conference Papers 研討會論文

(180) Chen, Hsaun-Wen, Shih, Ju-Ling, Hong, Geng-De, & Lu, Yu-Hao (2024). Designing IoT-based Sustainable Wellbeing Game <TechTopia>. 2024 Pacific Neighborhood Consortium Annual Conference and Joint Meetings (PNC 2024), Aug 29-31. Seoul, South Korea: Korea University.

(179) Lu, Yu-Hao, Shih, Ju-Ling, Chen, Pin-Chen, & Hong, Geng-De (2024). Analyzing the Inquiry Learning Abilities of Elementary School Students Using a Simulation System: A Preliminary Exploration. 2024 Pacific Neighborhood Consortium Annual Conference and Joint Meetings (PNC 2024), Aug 29-31. Seoul, South Korea: Korea University.

(178) Hong, Geng-De, Shih, Ju-Ling, & Lu, Yu-Hao (2024). Identity in Play: Analyzing the Relationship Between Personality and Gaming Strategies. 2024 Pacific Neighborhood Consortium Annual Conference and Joint Meetings (PNC 2024), Aug 29-31. Seoul, South Korea: Korea University.

(177) Ho, Chia-Min, Shih, Ju-Ling, Lin, Chin-Yi, & Tseng, Chia-Chun (2024). Exploring Taiwan University Students’ Digital Humanities Literacy Using Visualization Interactive Data Analysis Dashboard. 2024 Pacific Neighborhood Consortium Annual Conference and Joint Meetings (PNC 2024), Aug 29-31. Seoul, South Korea: Korea University.

(176) Ho, Chia-Min & Shih, Ju-Ling (2024). Using a Visual Analysis System to Explore the Abilities and Current Status of Taiwanese University Students in Digital Humanities Literacy. The 2nd International Conference on Metaverse and AI Companions in Education and Society (MetaACES 2024), June 19-21. Taiwan: National Central University.

(175) Chen, Hsaun-Wen & Shih, Ju-Ling (2024). TechTopia: The Development of Technology driven Sustainable Wellbeing Game. The 2nd International Conference on Metaverse and AI Companions in Education and Society (MetaACES 2024), June 19-21. Taiwan: National Central University.

(174) Chen, Song-Lin, Shih, Ju-Ling, & Chen, Shaun-Wen (2023). Designing an IoT-based Biorobotic Complex Board Game <Eurasia Channel>. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(173) Lin, Ching-Chieh, Shih, Ju-Ling, & Lu, Yu-Hao (2023). IOT-integrated SDGs Scenario-based Games in the Classrooms. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(172) Tsai, Zhen-Hung, Shih, Ju-Ling, & Hong, Geng-De (2023). Application of ChatGPT in the Role-play Game of Modeled United Nations. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(171) Wang, Yueh-Chi, Shih, Ju-Ling, & Chen, Shaun-Wen (2023). Investigating Players' Social Interactions in IOT Board Games. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(170) Chen, Pin-Chen, Lu, Yu-Hao, & Shih, Ju-Ling (2023). Future City: A Simulation for Making SDGs Action Decisions. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(169) Wang, Hsin-Ju, Chen, Shaun-Wen, & Shih, Ju-Ling (2023). Develop and Analysis of Educational Board Game <The Golden Silk Road> on Cultural Cognition. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(168) Lu, Yu-Hao, Tseng, Chia-Chun, & Shih, Ju-Ling (2023). Analysis of Students' Action Decisions about SDGs Issues in Open Inquiry Activity with Real Open Data. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(167) Liu, Feng-Lung, Hong, Geng-De, Shih, Ju-Ling, & Ghinea, George (2023). The Development and Evaluation of the Platform for Online High-Level Cooperative Games. The Main Proceedings of the 31st International Conference on Computers in Education (ICCE 2023), December 4-8. Matsue, Japan: Asia-Pacific Society on Computers in Education. 

(166) 鍾宗憲、施如齡、張妙綺 (2023)。國語文教學的未來教室初探。數位學習與教育科技國際研討會 (ICEET 2023), June 7. Taiwan: 國立臺北教育大學。

(165) Hung, Yu-Tang, Shih, Ju-Ling, & Chuang, Tsung-Yen (2023). A Study of Students’ Computational Thinking and Complex Problem-Solving Skills in the Summit Game. International Conference on Computational Thinking Education and STEM Education (CTE-STEM 2023), June 7-10. Taiwan: National Central University.

(164) Chen, Shaun-Wen & Shih, Ju-Ling (2023). Evaluation of an Instructional Design for Developing Computational Thinking Skills Using Four-bar Linkage Bionic Robots. International Conference on Computational Thinking Education and STEM Education (CTE-STEM 2023), June 7-10. Taiwan: National Central University.

(163) Chen, Yan-Ming & Shih, Ju-Ling (2023). Learning Assessment of Computational Thinking Digital Game <Captain Bebras>. International Conference on Computational Thinking Education and STEM Education (CTE-STEM 2023), June 7-10. Taiwan: National Central University. (MOST 108-2511-H-008 -016 -MY4.) 

(162) 陳宣文、施如齡、曾家俊。(2023)。連桿仿生機器人之創意設計與實作成果評估。The 27th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2023), May 27-31. Beijing, China: Beijing Normal University.

(161) 盧昱豪、施如齡、洪耕德。(2023)。大學生對於社會性科學議題之探究能力分析。The 27th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2023), May 27-31. Beijing, China: Beijing Normal University.

(160) 洪耕德、施如齡、盧昱豪。(2023)。議題遊戲之外交策略行為探討。The 27th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2023), May 27-31. Beijing, China: Beijing Normal University.

(159) Yamamoto, T., Takemata, K., Minamide, A., Ogn, B., Shih, J., Chen, R., & Tanaka, A. (2023). Proposals for Nurturing Authentic Learning in New Education Normal in the Realm of Global Social Entrepreneurship in New Education Normal - Post-Pandemic Global Liberal Education for all Stakeholders in the Society to Foster Future Skills and Mindset. International Symposium on Grids & Clouds (ISGC) 2023 in conjunction with HEPiX Spring 2023 Workshop (ISGC&HEPiX2023), March 19-31. Taiwan: Academia Sinica. 

(158) Chen, Yan-Ming, Shih, Ju-Ling, & Chen, Shaun-Wen (2022). Design Methodology of Bebras Thematic Game. The Main Proceedings of the 30th International Conference on Computers in Education (ICCE 2022), November 28-December 2. Kuala Lumpur, Malaysia: Asia-Pacific Society on Computers in Education.

(157) Chen, Shaun-Wen, Shih, Ju-Ling, & Chen, Yan-Ming (2022). Four-bar Linkage Quadruped Biorobotic Instructions: Gamified Design and Development. The Main Proceedings of the 30th International Conference on Computers in Education (ICCE 2022), November 28-December 2. Kuala Lumpur, Malaysia: Asia-Pacific Society on Computers in Education.

(156) Lu, Yu-Hao, Shih, Ju-Ling, & Hong, Geng-De (2022). Issue-based Guided Inquiry Model with Real Socioscientific Open Data <City Auncel>. The Main Proceedings of the 30th International Conference on Computers in Education (ICCE 2022), November 28-December 2. Kuala Lumpur, Malaysia: Asia-Pacific Society on Computers in Education.

(155) Hong, Geng-De, Shih, Ju-Ling, & Lu, Yu-Hao (2022). High-level Cooperative Behavior Model of Online Summit Games. The Main Proceedings of the 30th International Conference on Computers in Education (ICCE 2022), November 28-December 2. Kuala Lumpur, Malaysia: Asia-Pacific Society on Computers in Education.

(154) Lin, Yi-Zhen, & Shih, Ju-Ling (2022). Personality Matters? Learning Behavior Analysis of Complex Board Game. The Main Proceedings of the 30th International Conference on Computers in Education (ICCE 2022), November 28-December 2. Kuala Lumpur, Malaysia: Asia-Pacific Society on Computers in Education.

(153) Shih, Ju-Ling (2022). Ludonotation: A Visualization System of Recording and Analyzing Interactive Strategic Gaming Behaviors. The Main Proceedings of the 30th International Conference on Computers in Education (ICCE 2022), November 28-December 2. Kuala Lumpur, Malaysia: Asia-Pacific Society on Computers in Education.

(152) Chen, Yan-Ming*, & Shih, Ju-Ling (2022). Bebras in the Digital Game <Captain Bebras> for Students’ Computational Thinking Abilities. International Conference on Computational Thinking Education and STEM Education (CTE-STEM 2022), June 15-17. The Netherlands: LDE-CEL at the TU Delf. (MOST 108-2511-H-008 -016 -MY4.)

(151) Chen, Shaun-Wen*, & Shih, Ju-Ling (2022). A STEM-based Learning Activity Instructional Design of Quadruped Bionic Robots. International Conference on Computational Thinking Education and STEM Education (CTE-STEM 2022), June 15-17. The Netherlands: LDE-CEL at the TU Delf. (MOST 108-2511-H-008 -016 -MY4.)

(150) 楊宏明、施如齡。(2022)。台灣地理地形教育中的擴增實境-沙盒。The 26th  International Worshop on Global Chinese Conference on Computers in Education (GCCCE 2022), May.28-June 1. Hsinchu, Taiwan: National Tsing Hua University.

(149) 盧昱豪、施如齡、洪耕德。(2022)。科學探究社會議題之系統開發建置。The 26th International Worshop on Global Chinese Conference on Computers in Education (GCCCE 2022), May.28-June 1. Hsinchu, Taiwan: National Tsing Hua University.

(148) 洪耕德、施如齡、盧昱豪。(2022)。線上議題遊戲系統之開發與評鑑。The 26th International Worshop on Global Chinese Conference on Computers in Education (GCCCE 2022), May.28-June 1. Hsinchu, Taiwan: National Tsing Hua University.

(147) 施如齡、曾家俊。(2022)。臺灣數位人文研究的現況與展望。The 26th International Worshop on Global Chinese Conference on Computers in Education (GCCCE 2022), May.28-June 1. Hsinchu, Taiwan: National Tsing Hua University.

(146) Shih, Ju-Ling, & Huang, Hsin-Yin (2021). Robotic Positioning System and Automatic Response Scientific Inquiry Game. International Conference on Learning and Teaching 2021 (ICLT2021), December 8-10. Hong Kong: The Education University of Hong Kong. (MOST 108-2511-H-008 -016 -MY4.)

(145) Huang, Hsin-Yin, & Shih, Ju-Ling (2021). Instructional Model for STEM Game and Robotic Creations with Design Thinking and Computational Thinking. International Conference on Learning and Teaching 2021 (ICLT2021), December 8-10. Hong Kong: The Education University of Hong Kong. (MOST 108-2511-H-008 -016 -MY4.)

(144) Huang, Hsin-Yin, & Shih, Ju-Ling (2020). Fostering 21st Century Literacy and Computational Thinking Through Robotic STEM Design Competition Game. International Conference on Computational Thinking Education (CTE 2020), August 19-21. Hong Kong: The Education University of Hong Kong. (MOST 108-2511-H-008 -016 -MY4.)

(143) Lin, Kung-Hou, Shih, Ju-Ling, & Chuang, Tsung-Yen (2020). An Exploration of Students’ Computational Thinking Performance in a Scenario-based Robotic Learning Game <Callisto Summit>. International Conference on Computational Thinking Education (CTE 2020), August 19-21. Hong Kong: The Education University of Hong Kong. (MOST 108-2511-H-008 -016 -MY4.)

(142) Lin, Kung-Hou, Shih, Ju-Ling, & Chuang, Tsung-Yen (2019). Students’ Critical Thinking Performance of a Game-based Learning <Callisto Summit>. The Main Proceedings of the 26st International Conference on Computers in Education (ICCE 2019), December 2-6. Kenting, Taiwan: Asia-Pacific Society on Computers in Education.

(141) Huang, Hsin-Yin, Shih, Ju-Ling, Huang, Shu-Hsien, & Liang, Jyh-Chong (2019). Effects of the Interdisciplinary Robotic Game to Elementary School Students’ Abilities of Computational Thinking and STEM. The Main Proceedings of the 26st International Conference on Computers in Education (ICCE 2019), December 2-6. Kenting, Taiwan: Asia-Pacific Society on Computers in Education. (MOST 108-2511-H-008 -016 -MY4.)

(140) Yamamoto, Tosh, Shih, Juling, Pang, Chris, Chu, Hui-Chun, Ong, Benson, & Shih, Meilun (2019). The Curriculum Development for Global AGILE Problem-Based Learning in Social Entrepreneurship in Global Teams. 2019 Pacific Neighborhood Consortium Annual Conference and Joint Meetings (PNC 2019), October 15-18. Singapore: Nanyang Technological University.

(139) Huang, Hsin-Yin, Huang, Shu-Hsien, Shih, Ju-Ling*, Tsai, Meng-Jung, & Liang, Jyh-Chong (2019). Exploring the Role of Algorithm in Elementary School Students’ Computational Thinking Skills from a Robotic Game. International Conference on Computational Thinking Education (CTE 2019), June 13-15. Hong Kong: The Education University of Hong Kong. (MOST 104-2628-S-024 -002 -MY4)

(138) Lin, Chang-Hsin, Chen, Chien-Ming, Shih, Ju-Ling, Huang, Shu-Hsien, & Tseng, Chia-Chun (2018). An Investigation of the Influence of Learning Effectiveness and Motivations in a Taiwan History Digital Game–GovernFormosa. The Main Proceedings of the 26st International Conference on Computers in Education (ICCE 2018), November 26-30. Philippines: Asia-Pacific Society on Computers in Education. (MOST 104-2628-S-024 -002 -MY4)

(137) Huang, Shu-Hsien, Yu, Tzu-I, Ling, Chang-Hsin, Shih, Ju-Ling, & Tseng, Chia-Chun (2018). Analysis of the Correlations between Heart Rates and Players’Strategic Behaviors in Board Games. The 22th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2018), May 25-May 29. Guangzhou, China: South China Normal University. (MOST 104-2628-S-024 -002 -MY4)

(136) Huang, Shu-Hsien, Chen, Hung-Ju, Yeh, Hsin-Yu, Tsai, I-Fan, & Shih, Ju-Ling*. (2018). A Preliminary Activity Design of a Task-Based Game - The Navigator. International Conference on Computational Thinking Education (CTE 2018), June 14-16. Hong Kong: The Education University of Hong Kong. (MOST 106-2813-C-024-U and 104-2628-S-024 -002 -MY4)

(135) Huang, Shu-Hsien, Tseng, Chia-Chun, & Shih, Ju-Ling. (2017). The Design and Evaluation of a STEM Interdisciplinary Game-based Learning about the Great Voyage. The Main Proceedings of the 25st International Conference on Computers in Education (ICCE 2017), December 4-8. New Zealand: Asia-Pacific Society on Computers in Education. (MOST 104-2628-S-024 -002 -MY4)

(134) Lin, Chang-Hsin, & Shih, Ju-Ling. (2017). Analysis of Students’ Personalities and Gaming Strategies in a Technology-Enhanced Board. The Main Proceedings of the 25st International Conference on Computers in Education (ICCE 2017), December 4-8. New Zealand: Asia-Pacific Society on Computers in Education.  (MOST 104-2628-S-024 -002 -MY4)

(133) Chang-Hsin Lin, Shu-Hsien Huang, Ju-Ling Shih, Alexandra Covaci, & Gheorghita Ghinea. (2017). Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes. The 17th IEEE International Conference on Advanced Learning Technologies (ICALT 2017), July 3-7. Timisoara, Romania: The Politehnica University of Timisoara. (MOST 104-2628-S-024 -002 -MY4)

(132) 游子宜*,林長信,曾家俊,施如齡。(2017)。大航海時代之香料貿易歷史與地理複合式數位桌遊。The 21th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2017), June. 3-June 6. Beijing, China: Beijing Normal University. (MOST 104-2628-S-024 -002 -MY4)

(131) 葉芯妤,陳虹如,蔡一帆,黃淑賢,施如齡。(2017)。The Navigator-創客奇航之複合式遊戲學習。The 21th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2017), June. 3-June 6. Beijing, China: Beijing Normal University. (MOST 104-2628-S-024 -002 -MY4)

(130) Shu-Hsien Huang, Chia-Hung Lai, Yu-Cheng Chien, Ju-Ling Shih, & Yueh-Min Huang (2016, Nov). Promoting Learning Motivation and Emotion in Inquiry? Based Learning Environment through In-class Questions with Interactive Response System. The World Engineering Education Forum & The Global Engineering Deans Council (WEEF & GEDC), Nov. 6-Nov. 10. Seaul, Korea: COEX Convention Center.

(129) Chang-Hsin Lin, & Ju-Ling Shih. (2016). The investigation of learning effectiveness using a mobile-based complex puzzle game–Mast Dream. The 10th European Conference on Games Based Learning (ECGBL 2016), Oct. 6-Oct. 7. Paisley, Scotland: University of the West Scotland. (MOST 104-2628-S-024 -002 -MY4)

(128) 黃淑賢、馮胤誠、施如齡。(2016)。運用隨境遊戲小組合作模式於史地課程之探究。The 20th Global Chinese Conference on Computers in Education (GCCCE 2016), May. 23-May. 27. Hong Kong: The Hong Kong Institute of Education. (NSC 100-2628-S-024-002-MY3 and MOST 104-2628-S-024 -002 -MY4).

(127) 游子宜、姜怡廷、林弘濰、施如齡。(2016)。桅杆之夢─荷據時期之台灣歷史複合式遊戲。The 20th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2016), May. 23-May. 27. Hong Kong: The Hong Kong Institute of Education.

(126) 李學朋*、阮郁軒、吳香玫、施如齡。(2016)。同理心與社會心理學之探索式數位遊戲─虛幻馬戲團。The 20th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2016), May. 23-May. 27. Hong Kong: The Hong Kong Institute of Education. (NSC 100-2628-S-024-002-MY3 and MOST 104-2628-S-024 -002 -MY4)

(125) 林長信、施如齡。(2016)。嗅覺系統導入跨媒體桌上遊戲之設計與開發。The 20th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2016), May. 23-May. 27. Hong Kong: The Hong Kong Institute of Education. (NSC 100-2628-S-024-002-MY3 and MOST 104-2628-S-024 -002 -MY4)

(124) 馮胤誠、黃淑賢、施如齡。(2015)。探討互動式随境遊戲於歷史課程之應用。2015全國計算機會議(2015 National Computer Symposium),屏東。(NSC 100-2628-S-024-002-MY3 and MOST 104-2628-S-024 -002 -MY4)

(123) Lin, Chang-Hsin*, Shih, Ju-Ling, & Hsu, Yu-Jen. (2015). Using Digital Game-Based Adventure Education Counseling Course to Adjust Primary Students’ Interpersonal Deviant Behaviors. Ogata, H. et al. (Eds.) (2015). Proceedings of the 23rd International Conference on Computers in Education. China: Asia-Pacific Society for Computers in Education. (NSC 101-2511-S-024-009-MY3).

(122) 馮胤誠、施如齡。(2015)。位基服務遊戲用於提高本土歷史課程學生學習表現。The 19th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2015), May. 25-May. 29. Taiwan: National Central University.

(121) 徐文俊、施如齡。(2015)。融入數位遊戲式學習於翻轉教室電腦程式設計課程之研究。The 19th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2015), May. 25-May. 29. Taiwan: National Central University.

(120) 白明翰、施如齡、馮胤誠、許于仁。(2015)。台灣大學生人格特質與遊戲行為之相關性。The 19th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2015), May. 25-May. 29. Taiwan: National Central University.

(119) 游子宜、姜怡廷、林弘濰、施如齡。(2015)。桅杆之夢Mast Dream──大航海時代之台灣歷史複合式遊戲。The 19th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2015), May. 25-May. 29. Taiwan: National Central University.

(118) 陳建名、施如齡。(2015)。翻轉教室之3D角色扮演數位遊戲。The 19th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2015), May. 25-May. 29. Taiwan: National Central University.

(117) Lin, Chang-Hsin, & Shih, Ju-Ling. (2015). A Preliminary Study of Using Laban Movement Analysis to Observe The Change of Teenagers’ Bodily Expressions of Emotions in Game-based Learning. In Proceeding of 4th International Conference on Learning Technologies and Learning Environments (LTLE 2015), pp. 329-334. (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024-002 -MY3, and NSC 101-2511-S-024 -009 -MY3.)

(116) 徐文俊、施如齡 (2014)。應用擴增實境技術於行動裝置輔助國術學習系統之開發研究−以彈腿套路為例。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。(NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024-002 -MY3, and NSC 101-2511-S-024 -009 -MY3)。

(115) 林長信、施如齡 (2014)。以拉邦質地分析青少年動作情緒於遊戲式學習歷程變化之初探。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。(NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024-002 -MY3, and NSC 101-2511-S-024 -009 -MY3)。

(114) 許于仁、林長信、施如齡 (2014)。數位探索遊戲融入國小偏差行為學童輔導課程之設計。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。(NSC 101-2511-S-024 -009 -MY3)。

(113) Chang-Hsin Lin*, Yu-Jen Hsu, Ju-Ling Shih, & Chia-Chun Tseng. (2014). The Change of Interpersonal Relationship for Group Development in Digital Game-based Adventure Education Course. The Main Proceedings of the 22st International Conference on Computers in Education (ICCE 2014), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education. (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024-002 -MY3, and NSC 101-2511-S-024 -009 -MY3).

(112) Yu-Jen Hsu *, Ju-Ling Shih. (2014) The Effectiveness of Reducing State Anxiety by Digital Counseling Tool - Mind Collage. The Main Proceedings of the 22st International Conference on Computers in Education (ICCE 2014), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education. (NSC NSC101-2511-S-024-009-MY3).

(111) Chang, Ching, Shih, Ju-ling, & Chang, Chih-Kai. (2014). Meta-model for English Language Learning in Instructional Pervasive Game. International Conference on Education, Psychology, and Social Science (ICEPS 2014), 2014 June, Taiwan: The Grand Hotel.

(110) 莊雅芠*,施如齡 (2014)。職前教師模擬低年級教師校園生活之嚴肅體驗遊戲設計與開發。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. China: East China Normal University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(109) 林昱廷,施如齡,陳建名,許庭豪 (2014)。數位探索教育遊戲團隊課程中人際行為探究與分析。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. China: East China Normal University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(108) 林長信、施如齡、許于仁。(2014)。數位探索教育遊戲團隊課程中人際行為探究與分析。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. China: East China Normal University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(107) 許于仁、施如齡、林長信、曾家俊。(2014)。數位探索教育遊戲系統開發與學習成效之探究。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. China: East China Normal University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(106) Shih, Ju-Ling., Hsu, Yu-Jen. (2013). Visualizing Emotions: The Psycho-physiological Analysis of the Client's Anxiety in Both Traditional and Digital Counseling Sessions. The 2014 Pacific Neighborhood Consortium (PNC 2014), October 21-23. Japan: Kyoto University. (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3,and NSC101-2511-S-024-009-MY3).

(105) 林昱廷,許庭豪,陳建名,施如齡,林勇呈,鄭舜謙 (2012)。以動作偵測技術進行數位學習遊戲之3D武功系統開發。臺灣數位學習研討會(TWELF 2013),2013年11月27日-28日。台中:國立自然科學博物館。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024-002-MY3)。

(104) Guo, Jyun-Fong, & Shih, Ju-Ling*. (2013). The Instructional Application of Augmented Reality in Local History Pervasive Game. The Main Proceedings of the 21st International Conference on Computers in Education (ICCE 2013), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education. ISBN: 978-602-8040-71-6. (NSC 98-2511-S-024-006-MY2, and NSC 100-2628-S-024 -002 -MY3).

(103) Lin, Chang-Hsin, Shih, Ju-Ling*, & Hsu, Yu-Jen. (2013). The Evaluation Framework for the Group Development Process of Adventure Education Game. The Main Proceedings of the 21st International Conference on Computers in Education (ICCE 2013), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education. ISBN: 978-602-8040-71-6. (NSC101-2511-S-024-009-MY3).

(102) 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. (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3,and NSC101-2511-S-024-009-MY3).

(101) 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. (NSC 100-2628-S-024-002-MY3 and 101-2511-S-024-009-MY3).

(100) Yi-Han Wang*, Ju-Ling Shih, Shun-Cian Jheng. (2013). Designing A Multi-dimensional Narrative Structure Digital History Game. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024-002-MY3).

(099) Shun-Chien Cheng*, Ju-Ling Shih, Yi-Han Wang. (2013). Creating Simulations in History Game that Enhance Players’ Sense of Cultural Reality. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024-002-MY3).

(098) Yen-Ru Shi, & Ju-Ling Shih. (2013). Career Guidance With a Life Simulation Game. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 101-2511-S-024-009-MY3).

(097) Chang-Hsin Lin*, Yu-Jen Hsu, Ju-Ling Shih. (2013). Digital Adventure Education Game for Cooperative Learning. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3).

(096) Jyun-Fong Guo*, Cheng-Ping Chen, Ju-Ling Shih. (2013). Preliminary Investigation of Integrating Social Community Website into Pervasive game for Learning Local History. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University. (NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3).

(095) Chang, Ching, Shih, Ju-ling, & Chang, Chih-Kai. (2013). Motivating English-language Learning by Using Mobile-Quest learning Approach. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University.

(094) 林勇呈,施如齡*,徐文俊。(2013)。應用體感互動技術開發國術學習遊戲。The 17th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2013), May 27-31. 北京:北京大學。(NSC 100-2628-S-024-002-MY3 and NSC101-2511-S-024-009-MY3).

(093) 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.

(092) 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. (NSC 100-2628-S-024-002-MY3 and 101-2511-S-024-009-MY3).

(091) 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.

(090) 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. (NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024-002-MY3、NSC 101-2511-S-024-009-MY3).

(089) 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.(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3).

(088) 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。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3)。

(087) 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。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024-002-MY3、NSC 101-2511-S-024-009-MY3)。

(086) 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。

(085) 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。(NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 101-2511-S-024-009-MY3)。

(084) 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. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(083) 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. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(082) 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. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(081) 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. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(080) 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. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(079) 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. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(078) 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. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(077) 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. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(076) 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. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3).

(075) 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.

(074) 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. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(073) 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. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(072) 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. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(071) 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. (NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(070) 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. (98-2511-S-024-006-MY2).

(069) 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. (98-2511-S-024-006-MY2).

(068) 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。(NSC 98-2511-S-024-006-MY2 and 100-2628-S-024 -002 -MY3).

(067) 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.

(066) 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.

(065) 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. (98-2511-S-024-006-MY2).

(064) 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. (98-2511-S-024-006-MY2).

(063) 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. (98-2511-S-024-006-MY2).

(062) 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。(98-2511-S-024-006-MY2).

(061) 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。

(060) 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。(98-2511-S-024-006-MY2).

(059) 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。(98-2511-S-024-006-MY2).

(058) 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。(NSC 97-2511-S-024-009-MY2 and NSC 98-2511-S-024-006-MY2).

(057) Hwang, Gwo-Jen, Hung, Pi-Hsia, Shih, Ju-Ling, & Chu, Hui-Chun (2010). Development of Mindtools and Learning Strategies for Ubiquitous Learning- a National e-learning Project in Taiwan. Asia-Pacific Conference on Technology Enhanced Learning 2010 (APTEL 2010) --Mobile and Ubiquitous Learning Technologies, Strategies and Applications (MULE) Workshop, Sep. 24-26. Osaka, Japan: Kansai University. (NSC 98-2511-S-024-007-MY3 and NSC 98-2631-S-024-001).

(056) Hwang, Gwo-Jen, Hung, Pi-Hsia, Shih, Ju-Ling, & Chu, Hui-Chun (2010). Mindtools and Learning Strategies for Mobile and Ubiquitous Learning. First Nordic Symposium on Technology-Enhanced learning (NORDITEL 2010), Aug. 26-27. Sweden: Linnaeus University. (NSC 98-2511-S-024-007-MY3 and NSC 98-2631-S-024-001).

(055) Lin, Chun-Hung, Liu, Eric Zhi-Feng, & Shih, Ju-Ling (2010). Analysis of Seven Important Studies in Research of Joyful Learning and Society. Paper presented at the 14th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2010), Jun.1-4. Singapore: Nanyang Technological University.

(054) Shih, Ju-Ling, Liu, Eric Zhi-Feng, Chuang, Chien-Wen, & Lin, Chun-Hung (2010). Outcome-oriented Review of Twenty-Four Important Game-related Studies on Joyful Learning and Society. 14th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2010), Jun.1-4. Singapore: Nanyang Technological University. (NSC 97-2511-S-024-009-MY2, NSC 98-2631-S-008-003, and NSC 98-2511-S-024-006-MY2).

(053) 施如齡、曾家俊、莊茜雯、施百俊 (2010)。台灣清末數位虛擬導覽系統。The 14th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2010), Jun.1-4. Singapore: Nanyang Technological University. (NSC 98-2511-S-024-006-MY2).

(052) 施如齡、江宛臻 (2010)。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。第四屆行動與無所不在數位學習研討會(UbiLearn 2010),2010年4月12日。高雄:國立台南大學。

(051) 施如齡、黃國禎、鄭家家 (2010)。GPS導入史地步道系統建置-行動與無所不在學習之應用。第四屆行動與無所不在數位學習研討會(UbiLearn 2010),2010年4月12日。高雄:國立台南大學。

(050) Shih, Ju-Ling, Chuang, Chien-Wen, Cheng, Jia-Jia, & Hwang, Gwo-Jen (2010). 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: National Central University. (NSC97-2511-S-24-009-MY2, 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001).

(049) Shih, Ju-Ling, Chuang, Chien-Wen, Tseng, Jia-Jiun, & Shih, Bai-Jiun (2010). 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: National Central University. (NSC 97-2511-S-024-009-MY2 and NSC 98-2511-S-024-006-MY2).

(048) Shih, Ju-Ling, Liu, Eric Zhi-Feng, & Chuang, Chien-Wen (2010). 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: National Central University. (NSC 97-2511-S-024-009-MY2 and NSC 98-2511-S-024-006-MY2).

(047) Shih, Ju-Ling, Chuang, Chien-Wen, Cheng, Jia-Jia, & Hwang, Gwo-Jen (2010). 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), March 6-7. Wuhan, China: Wuhan Institute of Technology. (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).

(046) Chuang, Chien-Wen, Shih, Ju-Ling, & Hwang, Gwo-Jen (2009). Using PDA to Enhance Social Science Learning with Inquiry-based Strategies. The 17th International Conference on Computers in Education (ICCE 2009), Nov. 30-Dec. 5. Hong Kong: Hong Kong Institute of Education. (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).

(045) Chuang, Chien-Wen, Shih, Ju-Ling, & Hwang, Gwo-Jen. (2009). Development of an inquiry-based mobile learning environment for local culture courses. The 17th International Conference on Computers in Education (ICCE 2009) , Nov. 30-Dec. 5. Hong Kong: Hong Kong Institute of Education. (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).

(044) Shih, Ju-Ling, Shih, Bai-Jiun, & Tseng, Chia-Jiun (2009). The Development of a Digital Game-Base System for Learning Southern Taiwan History and Geography. The 17th International Conference on Computers in Education (ICCE 2009) , Nov. 30-Dec. 5. Hong Kong: Hong Kong Institute of Education. (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).

(043) Shih, Ju-Ling, Shih, Bai-Jiun, Cheng, Jia-Jia, & Chuang, Chien-Wen (2009).The Development of GIS-based Digital Learning Archive for Southern Taiwan History and Geography. Taiwan e-Learning and Digital Archives Program International Conference 2010 (TELDAP 2010), Nov. 18. Taipei, Taiwan: Academia Sinica.

(042) Chuang, Chien-Wen, Shih, Ju-Ling, Hwang, Gwo-Jen, & Chen, Wen-Kai (2009). A Learning Achievement Research on Community Exploration with Mobile Device: The Influence of Students’ Cognitive Style. Technology Enhanced Learning Conference 2009 (TELearn 2009), Oct 6-8. Taipei, Taiwan: Academia Sinica. (NSC 98-2631-S-024-001 and NSC 97-2511-S-024 -009-MY2. )

(041) 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。臺南:臺南大學。(NSC97-2511-S-024 -009-MY2).

(040) 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。臺南:臺南大學。(NSC97-2511-S-024 -009-MY2).

(039) 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。臺南:臺南大學。(NSC97-2511-S-24-009-MY2).

(038) 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。臺南:臺南大學。(NSC97-2511-S-24-009-MY2 and NSC 98-2631-S-024-001).

(037) 高仁宏、黃國禎、施如齡、朱惠君、蕭伯穎 (2009)。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:臺南大學。(NSC97-2511-S-024 -009-MY2。)

(036) 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。臺南:臺南大學。(NSC97-2511-S-24-009-MY2 and NSC 98-2631-S-024-001).

(035) Shih, Ju-Ling, Chuang, Chien-Wen, & Hwang, Gwo-Jen (2009). Development of a mobile learning environment for local culture courses. The 6th International Workshop on Mobile and Ubiquitous Learning Environments (MULE 2009), Sep. 8-10. Canada: Athabasca University. (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).

(034) 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 (GCCCE 2009), May 26. Taipei: National Taiwan Normal University. (NSC96-2628-S-024-001-MY3, NSC97-2631-S-024-002, and NSC97-2511-S-024 -009-MY2).

(033) 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 (GCCCE 2009), May 26, 2009. Taipei: National Taiwan Normal University. (NSC 96-2628-S-024-001-MY3 and NSC 97-2631-S-024 -002).

(032) 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 (GCCCE 2009), May 26, 2009. Taipei: National Taiwan Normal University. (NSC 96-2628-S-024-001-MY3, NSC 97-2631-S-024 -002, and NSC97-2511-S-024 -009-MY2).

(031) 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. Japan: The University of Tokushima. (NSC 97-2631-S-024-002 and NSC 97-2511-S-024 -009-MY2).

(030) 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 2009), Feb. 26-28. Barcelona, Spain: Trinity College Dublin. (NSC 97-2631-S-024-002 and NSC 97-2511-S-024 -009-MY2).

(029) 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. Vietnam: Hanoi, Hanoi University of Technology. (NSC 96-2520-S-024 -005 and NSC 97-2511-S-024 -009-MY2).

(028) 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 2008), Oct. 2008. Joetsu, Japan: University of Education.

(027) 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. (NSC 96-2520-S-032 -002 and NSC 97-2511-S-032 -004-MY2).

(026) 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。(NSC 96-2520-S-032 -002 and NSC 96-2422-H-024 -002).

(025) 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。

(024) 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 (WMUTE 2008), March 23-26, 2008. Beijing: Beijing Normal University. (96-2520-S-032-002).

(023) 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。

(022) 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。

(021) 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 (W2ME), December 10-12. Taichung: National Central University. (95-2520-S-032-006).

(020) 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。

(019) 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。

(018) 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。(95-2520-S-032-006).

(017) 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 (ICTLE 2007), April 20-21. Taipei, Taiwan: Tamkang University.

(016) 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。

(015) 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。(95-2520-S-032-006).

(014) 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。

(013) 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。  (93-2524-S-127-001).

(012) 施如齡、施竣詔 (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。 (93-2524-S-127-001).

(011) 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。

(010) 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 (GCCCE 2006), June 04. Beijing, China: Tsing-Hua University.

(009) 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。

(008) 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。

(007) 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。

(006) 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)。(93-2524-S-127-001)

(005) 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。

(004) 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. National Conference for Digital Government Research. Los Angeles, California.

(003) 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。

(002) 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。

(001) 梁丁文、龔筱娟、施如齡 (2000, May)。遠距教學影響因素之線上資料收集初步評估分析。外語教學與人文教育研討會論文集。台灣。567-573.


Technical Reports

(007) 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.

(006) Shih, Ju-Ling. (2002, April). Zoom In, Zoom Out: An Innovative Use of CU Analyzer. New Orleans, LA: AERA.

(005) Shih, Ju-Ling, & Zadoff, Laura. (2002). Interface Usability Evaluation for Digital Government Research Center. New York: Columbia Center for New Media Teaching and Learning.

(004) Shih, Ju-Ling. (2001, July). Interface Usability Evaluation for Digital Government Research Center. New York, NY: DGRC Board of Evaluation Meeting.

(003) 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.

(002) 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.

(001) Shih, Ju-Ling. (2000, July). New Media for Teaching and Learning. Kaohsiung, Taiwan: Wenzao Ursuline College of Languages.