Journal Papers 期刊論文
Q1 Journals: 24 papers
Q2 Journals: 7 papers
Q3 Journals: 1 paper
Other peer-reviewed journals: 16 papers
Total of 48 papers
(048) Shih, Ju-Ling, Chiu, Ming-Ming, & Lin, Chang-Hsin. (2024). Personality, Strategies and Game Moves Linked to Prosocial Behaviors: A Statistical Discourse Analysis. Computers & Education, 217, 105072. (SSCI) [Full Text Link] [Q1]
(047) 黃信穎、施如齡。(2023)。設計思維融入STEM機器人遊戲之學習表現分析。數位學習科技期刊。In press. (TSSCI).
(046) Tak-Wai Chan, Chee-Kit Looi, Su Luan Wong, Siu-Cheung Kong and Ju-Ling Shih. (2023). Replies to commentaries on IDC Theory in practice. Research and Practice in Technology Enhanced Learning, 18(25), 18025. [Full Text Link] [Q1]
(045) Chee-Kit Looi, Su Luan Wong, Siu-Cheung Kong, Tak-Wai Chan, Ju-Ling Shih, Ben Chang, Ying-Tien Wu, Chen-Chung Liu, Charles Y. C. Yeh, Zhi-Hong Chen, Tzu-Chao Chien, Chih-Yueh Chou, Hui-Chun Hung, Hercy Cheng and Calvin C. Y. Liao. (2023). Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan. Research and Practice in Technology Enhanced Learning, 18(23), 18023. [Full Text Link] [Q1]
(044) Huang, Hsin-Yin, & Shih, Ju-Ling (2022). Integrating Design Thinking into Interdisciplinary Course with STEM-based Robotic Game <Frontier Guards>. American Journal of Educational Research, 10(10), 599-611. [Full Text Link]
(043) Shih, Ju-Ling, Chiu, Ming-Ming, & Lin, Chang-Hsin. (2022). Personalities, Sequences of Strategies and Actions, and Game Attacks: A Statistical Discourse Analysis of Strategic Board Game Play. Computers in Human Behavior, 133, 107271. (SSCI). [Full Text Link] [Q1]
(042) 林長信、施如齡。(2022)。史地文化複合式策略桌遊之設計與成效評估。數位學習科技期刊,14(4),1-23。(TSSCI). (MOST-104-2628-S-008-002-MY, MOST-108-2511-H-008 -016 -MY4) [Abstract Link]
(041) Sukenasa1, N. P. P. P., Shih, J. L., & Surjono, H. D. (2020). Using Technology-Mediated Board Game on Young Learners. Script Journal: Journal of Linguistics and English Teaching, 5(2), 136-148. [Full Text Link]
(040) Septiyanti1, N. D., Shih, J. L., & Zakarijah, M. (2020). Fostering Computational Thinking Through Unplugged and Robotic Collaborative Game-Based Learning on Primary School Students. American Journal of Educational Research, 8(11), 866-872. [Full Text Link]
(039) Huang, M. C. L., Chou, C. Y., Wu, Y. T., Shih, J. L., Yeh, C. Y. C., Lao, A. C. C., Fong, H., Lin, Y. F., & Chan, T. W. (2020). Interest-driven video creation for learning mathematics. Journal of Computers in Education, 7, 395–433. (SSCI). (MOST 104-2628-S-024 -002 -MY4 & MOST 108-2511-H-008-016-MY4). [Full Text Link] [Q1]
(038) Chan, T. -W., Looi, C. -K., Chang, B., Chen, W., Wong, L. -H., Yu, F. -Y., Mason, J., Liu, C. -C., Shih, J. -L., Wu, Y. -T., Kong, S. -C., Wu, L., Chien, T. -C., Liao, C. Y., Cheng, H., Chen, Z. -H., Chou, C., -Y. (2019). IDC theory: creation and the creation loop. Research and Practice in Technology Enhanced Learning, 14, 26. [Full Text Link] [Q1]
(037) 黃淑賢、陳炯憲、施如齡。(2019)。運用數位說故事於偏鄉國小在地文化課程之行動研究。數位學習科技期刊,11(1),51-75。(TSSCI). (NSC 100-2628-S-024-002-MY3, MOST 104-2628-S-024-002-MY4) [Full Text Link]
(036) 黃淑賢、游子宜、施如齡。(2018)。性別對於科技融入立體書之歷史學習成效與心流之研究。數位學習科技期刊,10(3),77-102。(TSSCI). (MOST 104-2628-S-024 -002 -MY4) [Full Text Link]
(035) 馬于婷、黃淑賢、施如齡。(2018). 數位心智圖導入數位說故事對學童5C能力之學習成效分析。數位學習科技期刊,10(2),31-58。(TSSCI). [Full Text Link]
(034) Covaci, Alexandra, Ghinea, Gheorghita, Lin, Chang-Hsin, Huang, Shu-Hsien, & Shih, Ju-Ling. (2018). Multisensory games-based learning - lessons learnt from olfactory enhancement of a digital board game. Multimedia Tools and Applications, 77, 21245–21263. (SCIE) [Full Text Link] [Q1]
(033) Shih, Ju-Ling, Huang, Shu-Hsien, Lin, Chang-Hsin, Tseng, Chia-Chun. (2017). STEAMing the Ships for the Great Voyage: Design and Evaluation of a Technology-integrated Maker Game. Interaction Design and Architecture(s) Journal (IxD&A), 34, 61-87. (MOST 104-2628-S-024 -002-MY4) [Full Text Link] [Q1]
(032) Lin, Chang-Hsin, Shih, Ju-Ling. (2018). Analysing Group Dynamics of a Digital Game-based Adventure Education Course. Educational Technology & Society, 21(4):51-63.(SSCI). [Full Text Link] [Q1]
(031) 林昱廷、林長信、施如齡、曾家俊。(2017)。歷史文化學習之數位體感遊戲開發與成效評估。數位學習科技期刊,9(4),109-131。(TSSCI). [Full Text Link]
(030) Chang, Ching, Shih, Ju-Ling, & Chang, Chih-Kai. (2017). A mobile instructional pervasive game method for language learning. Universal Access in the Information Society, 16(3), 653–665. (SSCI) (NSC100-2628-S-024-002-MY3, MOST 104-2628-S-024-002-MY4) . [Full Text Link] [Q2]
(029) Chang, Ching, Chang, Chih-Kai, & Shih, Ju-Ling. (2016). Motivational strategies in a mobile inquiry-based language learning setting. System, 59, 100-115. (SSCI). (MOST 104-2628-S-024-001-MY3, MOST 103-2511-S-024-003, MOST-104-2628-S-024-002-MY4.) [Full Text Link]
(028) Shih, Ju-Ling, & Hsu, Yu-Jen. (2016). Advancing Adventure Education Using Digital Motion-Sensing Games. Journal of Educational Technology & Society, 19(4). 178-189. (SSCI). (NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3). [Abstract Link] [Q1]
(027) Hsu, Wen-Chun, Shih, Ju-Ling (2016). Applying Augmented Reality to a Mobile-assisted Learning System for Martial Arts Using Kinect Motion Capture. International Journal of Distance Education Technologies, 14(3), 91-106. [Abstract Link] [Q2]
(026) Lin, Chang-Hsin, & Shih, Ju-Ling. (2015) Evaluations to the gamification effectiveness of digital game-based adventure education course – GILT. Journal of e-Learning and Knowledge Society, 11(3). (NSC 101-2511-S-024-009-MY3). [Full Text Link] [Q3]
(025) Shi, Yen-Ru, & Shih, Ju-Ling. (2015). Game Factors and Game-Based Learning Design Model. International Journal of Computer Games Technology. Hindawi Publishing Corporation. 11 pages. doi:10.1155/2015/549684 (NSC 100-2628-S-024 -002 -MY3). [Full Text Link] [Q2]
(024) Shih, Ju-Ling, Jheng, Shun-Cian, Tseng, Jia-Jiun. (2015). A Simulated Learning Environment of History Games for Enhancing Players’ Cultural Awareness. Interactive Learning Environments, 23(2), 191-211. (SSCI). (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3). [Full Text Link] [Q1]
(023) Ju-Ling Shih, David Tawei Ku, Su-Huan Hung (2013). Enhancing the Learning Achievements and Attitudes of Taiwan Vocational School Students in Accounting with the Dynamic Assessment System. Journal of Educational Computing Research, 49(3), 345-362. (SSCI). (NSC 98-2511-S-024-006-MY2). [Abstract Link] [Q1]
(022) Cheng-Ping Chen, Ju-Ling Shih, Yi-Chun Ma. (2014). Using Instructional Pervasive Game for School Children’s Cultural Learning. Journal of Educational Technology & Society, 17(2), 169-182. (SSCI). (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3, and NSC101-2511-S-024-009-MY3). [Full Text Link] [Q1]
(021) Ku, David Tawei, Shih, Ju-ling, & Hung, Su-Huan. (2014). The Integration of Concept Mapping in a Dynamic Assessment Model for Teaching and Learning Accounting. Journal of Educational Technology & Society, 17(1), 141-153. (SSCI). (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3). [Full Text Link] [Q1]
(020) Hsu, Yu-Jen, & Shih, Ju-Ling. (2013). Developing Computer Adventure Education Games on Mobile Devices for Conducting Cooperative Problem-Solving Activities. International Journal of Mobile Learning and Organisation, 7(2), 81-98. (NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3). [Full Text Link] [Q1]
(019) 施如齡、鄭家家。(2013)。GPS導入史地步道行動學習系統對學習者鄉土學習及認同感之影響。Global Chinese Journal of Computers in Education, 9(1), 14-28. (NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 100-2631-S-011-003). [Q1]
(018) Shih, Ju-Ling, Hsu, Yu-Jen, Wang, Yen-Jen. (2013). Rational Emotive Path: 3D Game as the Emotion Analysis Tool for Counseling Purposes. International Journal of Arts and Technology, 6(3), 255-271. (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3). [Abstract Link] [Q2]
(017) 林育伶、施如齡、張智凱(2012)。全球社群、雲端學習--第十六屆全球華人計算機教育應用大會(GCCCE2012)綜述。遠程教育雜誌,30(5)。(CSSCI). [Abstract Link]
(016) Hwang, Gwo-Jen, Chen, Nian-Shing, & Shih, Ju-Ling. (2011). Editorial: Shifting from Technology-Enhanced Learning to Technology-Transformed Learning - Best Papers Selected from the Conference APTEL 2010. Knowledge Management & E-Learning: An International Journal, 3(3), 306-309. [Full Text Link] [Q2]
(015) Liu, Chen-Chung, Chen, Holly S.L., Shih, Ju-Ling, Huang, Guo-Ting, & Liu Baw-Jhiune. (2011). An Enhanced Concept Map Approach to Improving Children’s Storytelling Ability. Computers & Education, 56(3), 873-884. (SSCI). (NSC 98-2511-S-008-004-MY3, NSC 98-2631-S-008-001, NSC 99-2631-S-008-004, and NSC 99-2631-S-008-003). [Full Text Link] [Q1]
(014) Shih, Ju-Ling, Hwang, Gwo-Jen, Chu, Yu-Chung, & Chuang, Chien-Wen. (2011). An Investigation-based Learning Model for Using Digital Libraries to Support Mobile Learning Activities. Electronic Library, 29(4), 488-505. (SSCI). (NSC 97-2511-S-024 -009-MY2, NSC 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001). [Full Text Link] [Q2]
(013) Shih, Ju-Ling, Hwang, Gwo-Jen, Chu, Hui-Chun, & Kinshuk. (2011). An Investigation of Attitudes of Students and Teachers about Participating in a Context-aware Ubiquitous Learning Activity. British Journal of Educational Technology, 42(3), 373-394. (SSCI). (NSC 98-2631-S-024-001, and NSC 97-2511-S-024-009-MY2). [Full Text Link] [Q1]
(012) Shih, Ju-Ling, Nuutinen, Jussi, Hwang, Gwo-Jen, & Chen, Nian-Shing. (2010). Building Virtual Collaborative Research Community Using Knowledge Management Approach. Knowledge Management & E-Learning: An International Journal, 2(3), 293-311. (NSC 96-2520-S-024 -005, NSC 97-2511-S-110-005-MY3, and NSC 98-2511-S-024-006-MY2). [Full Text Link] [Q2]
(011) Shih, Ju-Ling, Shih, Bai-Jiun, Shih, Chun-Chao, Su, Hui-Yu, & Chuang, Chien-Wen. (2010). The Influence of Collaboration Styles to Children’s Cognitive Performance in Digital Problem-Solving Game “William Adventure”: A Comparative Case Study. Computers & Education, 55(3), 982-993. (SSCI). (NSC 97-2511-S-024-009-MY2, and NSC 98-2511-S-024-006-MY2). [Full Text Link] [Q1]
(010) Hwang, Gwo-Jen, Chu, Hui-Chun, Shih, Ju-Ling, Huang, Shu-Hsien, & Tsai, Chin-Chung. (2010). A Decision-Tree-oriented Guidance Mechanism for Conducting Nature Science Observation Activities in a Context-Aware Ubiquitous Learning Environment. Journal of Educational Technology & Society,13(2), 53-64. (SSCI). (NSC 97-2631-S-024-002, and NSC 97-2511-S-024-009-MY2). [Full Text Link] [Q1]
(009) Shih, Ju-Ling, Hwang, Gwo-Jen, Chuang, Chien-Wen, & Cheng, Jia-Jia. (2010). Using a Mobile Learning System for Field Investigative Learning about the Local History and Geography of Southern Taiwan. International Journal of Mobile Learning and Organisation, 4(4), 360-377. (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). [Full Text Link] [Q1]
(008) Shih, Ju-Ling, Chuang, Chien-Wen, & Hwang, Gwo-Jen. (2010). An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness. Journal of Educational Technology & Society, 13(4), 50-62. (SSCI). (NSC 98-2631-S-024-001, NSC 99-2511-S-011-011-MY3 and NSC 99-2631-S-011-002). [Full Text Link] [Q1]
(007) Shih, Ju-Ling, Hwang, Gwo-Jen, & Chu, Yu-Chung (2010). Development and Instructional Application of U-Library on Butterfly and Wetland Ecology for Context-Aware Ubiquitous Learning. International Journal of Mobile Learning and Organisation, 4(3), 253-268. (NSC 97-2511-S-024 -009-MY2, NSC 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001). [Full Text Link] [Q1]
(006) 施如齡、吳香儀(2007)。數位學習時代的高等教育教學觀。教育資料與研究雙月刊,78。第41-60頁。台北:國立教育資料館。
(005) Shih, Bai-Jiun., Shih, Ju-Ling, & Chen, Ray-Long. (2007). Organizing Learning Materials through Hierarchical Topic Maps: An Illustration through Chinese Herb Medication. Journal of Computer Assisted Learning, 23(6), 477-490. (SSCI). (NSC 93-2524-S-127-001). [Full Text Link] [Q1]
(004) 施百俊、施如齡(2006)。以文字探勘技術探究部落格之網路媒體特性。淡江人文與社會學刊,28,第95-122頁。台北:淡江大學出版中心。(93-2524-S-127-001).
(003) 施如齡、施百俊、陳瑞龍 (2006)。「中草藥用藥」之主題地圖式數位學習教材建構與應用。教育資料與圖書館學季刊,44(2),第215-233頁。(TSSCI)台北:淡江大學。(93-2524-S-127-001). [Full Text Link]
(002) Shih, Ju-Ling, Shih, Bai-Jiun, & Chen, Rey-Long. (2006). The Design and Evaluation of Virtual Situation Role-Playing Learning Game (VSRPG) -- Legend of Shannon. International Journal of Instructional Technology and Distance Learning, 3(11), Article 02. Retrieved November 29, 2006, from the World Wide Web: http://www.itdl.org/Journal/Nov_06/index.htm. (93-2524-S-127-001). [Full Text Link]
(001) Shih, Ju-Ling. (2004). A Pedagogical Design Strategy for Effective Technology-Based Learning: iLEARN Model. International Journal of Instructional Technology and Distance Learning, 1(8), Article 06. [Full Text Link]