「媒體」與「教育」本為兩個相異其趣之學術領域,但在資訊科技勢不可擋的發展趨勢下,卻已成為相互融合的新領域,泛指「教育科技」、「學習科技」、「數位學習」、「網路學習」、「資訊教育」等相關之科技融入之教學與研究。然而,無論是系統、軟體、網站或平台在各層級與學科領域上的教學應用,均需從「電腦中介傳播與互動」的角度,深入觀察教學的設計、應用、歷程與成效。
本實驗室著重於「奠基於理論之實務應用研究」(參「巴斯德象限」),在今日應用研究中普遍使用的量化研究上,另以質性研究分析方法來提供更多在教學成效上的解釋與佐證。希冀以「教學設計」與「質性分析」為主軸,從社會人文的角度切入數位學習研究。
順應當前數位學習的發展方向,融合各種科技工具與系統,進行「實境」與「虛擬」的整合,並與許多國際學者進行合作研究,包括丹麥、美國、英國、日本、香港、荷蘭、義大利、立陶宛等,期待有更多的學術對話與提升。
教學設計:從教學目標、教學模式、教學方法、教學策略、教學評量等面向與程序,對數位學習的科技工具的應用進行教學設計。
質性研究:運用各種質性研究法,現象學、詮釋學、民族誌、紮根理論、個案研究、行動研究等,以田野調查的概念,操作參與觀察、深度訪談、焦點團體、問卷調查等資料收集方法,輔以序列分析、行為策略分析、人格分析等,透析人類面對科技媒體時的樣貌與改變。
數位遊戲:以團隊的方式,設計與發展跨學科領域概念、批判與創意思考能力的數位學習遊戲,讓學習趣味化,並從中探究學習者的認知、情意、技能等學習層次的表現與提升;並進行學習行為分析。目前以「桌遊」與「作遊」進行合科教學的創發。
行動學習:針對社會科學領域的文化知識特色,以情境式學習、探索式學習、合作式學習為主要教學策略,使用行動載具支援學習者在課堂之外的情境探究時,提供一對一的學習資源與支援。
Research Assistant
曾家俊
國立台南大學 數位學習科技學系 碩士
NUTN Doctoral Students
黃信穎
台南 那拔國小 主任
NCU Doctoral Students
洪耕德
盧昱豪
陳宣文
何佳旻
江金英
Master Students
林敬傑
陳松林
蔡鎮鴻
Master Students
彭暐淞
薛祐勛
戴怡萱
熊先明
張奎野
張俐伶
黃文俊
許郁翔
彭仕豪
陳寬
康詠鈞
彭美瑜
郭靜葳
馮韵筑
葉昱彤
李昕宸
黃淑賢 (2015-2018)。現任國立勤益科技大學 資訊管理系。助理教授。
Huang, Shu-Hsien. Department of Information Management. National Chin-Yi University of Technology. Assistant Professor.
林長信(2018)。複合式桌遊之設計與開發及人格特質於遊戲歷程之分析與探討。國立臺南大學數位學習科技學系博士論文,台南市。取自https://hdl.handle.net/11296/76y9d8 (現台南應用科技大學 助理教授 https://dma.tut.edu.tw/p/406-1070-8994,r737.php?Lang=zh-tw) [Chang-Hsin Lin (2018). The Development of Complex Board Game and Investigating the Players’ Game Processes with Personality.]
施彥如(2016)。以工作相關能力問卷為基礎之遊戲式生涯引導系統。國立臺南大學數位學習科技學系碩博士論文,台南市。取自https://hdl.handle.net/11296/gx727a [Yen-Ru Shi (2016). Game-based Career Guidance System based on the Inventory of Work-Relevant Abilities.]
陳正萍(2013)。結構式隨境遊戲於傳播基礎技術課程學習成效之影響。國立臺南大學數位學習科技學系博士論文,台南市。取自https://hdl.handle.net/11296/5u2a6c [Cheng-ping Chen (2013). The Learning Effectiveness of Structural Instructional Pervasive Game for Learning Basic Communication Techniques.]
許于仁(2013)。數位遊戲諮商之經驗分析與成效探究。國立臺南大學數位學習科技學系博士論文,台南市。取自https://hdl.handle.net/11296/qr5968 [Yu-jen Hsu (2013). Analysis of the Process and Effects of Game-Based Counseling.]
Master Thesis. Graduate Institute of Network Learning Technology, National Central University, Taoyuan.
(078) 陳效綱(2023)。線上社群溝通課程對學員互動關係與團隊發展歷程研究。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/49thbd [Hsiao-Kang Chen (2023). An Investigation on the Impact of Online Community-Based Communication Courses on Student Interaction and Team Development Process.]
(077) 王悦綺(2023)。物聯網遊戲中的玩家社交互動與決策選擇分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/v864ju [Yueh-Chi Wang (2023). The Analysis of Social Interaction and Decision-Making in IoT-based Games.]
(076) 陳品蓁(2023)。未來城市:基於永續發展目標概念之城市開發模擬系統輔助探究學習分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/u3sudh [Pin-Chen Chen (2023). Future City: Exploring the Application of Simulation System Assisted Inquiry-Based Learning on the Concept of Sustainable Development Goal.]
(075) 李婉慈(2023)。探討成人玩家於大航海高峰會遊戲中情緒與人格的關係。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/f2ez6k [Wan-Tzu Lee (2023). Exploring the Relationship between Gaming Emotion and Personality Traits of Adult Players in the Great Voyage.]
(074) 傅彩如(2022)。大航海高峰會遊戲中的玩家衝突策略與人格分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/r64jb6 [Tsai-Ju Fu (2023). Analyzing Conflict Resolution Strategies and Personality Traits of Players in the Great Voyage Summit Game.]
(073) 郭宛婷(2023)。探討成人玩家於議題式遊戲之行為與人格特質的關係。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/4v897b [Wan-Ting Kuo (2023). Exploring the Relationship between Gaming Behaviors and Personality Traits of Adult Players in Issue-based Games.]
(072) 陳乃慈(2023)。數位互動式文字劇情冒險遊戲開發與學習者人格及歷史多元觀點分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/ayrjdk [Nai-Tzu Chen (2023). Digital Interactive Text Adventure Story Game Development and Analyzes of Learners' Personality and Historical Multiple Perspectives.]
(071) 胡家郡(2022)。絲路史地數位遊戲之 玩家動機、策略與歷史素養分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/r2umbk [Chia-Chun Hu (2022). Analysis of Player Motivation, Strategy, and Historical Literacy in the Digital Game of Silk Road History and Geography.]
(070) 陳彥銘(2022)。Bebras Challenge融入數位遊戲<Captain Bebras>系統之學生運算思維能力分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/f8adrn [Yan-Ming Chen (2022). The Analysis of Students' Computational Thinking Ability by Bebras Challenge in the Digital Game System <Captain Bebras>.]
(069) 王欣茹(2022)。文化美感教育桌遊<金色絲路>對小學生美感鑑賞素養與文化認知之學習分析影響。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/9semfn [Hsin-Ju Wang (2022). Learning Analysis of Cultural Aesthetic Education Board Game "The Golden Silk Road" on Elementary Students' Aesthetic Appreciation and Cultural Awareness.]
(068) 郭正謙(2022)。線上歷史探究系統對中學生歷史思維與探究學習成效分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/3gk4m8 [Cheng-Chien Kuo (2022). Analysis of the Learning Effectiveness of an Online Historical Inquiry System on Secondary School Students' Historical Thinking and Inquiry.]
(067) 莊翌琳(2022)。科技融入幼兒生命教育繪本之學習、興趣、歷程與成效。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/pb8x2e [Yi-Lin Chuang (2022). Integrating Technology into the Learning, Interest, Process and Effectiveness of Children's Life Education Picture Books.]
(066) 劉封龍(2022)。情境議題式策略遊戲平台的開發與評估。國立中央大學網路學習科技研究所碩士論文,桃園市。 取自https://hdl.handle.net/11296/u5wg54 [Feng-Lung Liu (2022). Development and Evaluation of Online Gaming Platform for Scenario Issue-based Strategic Game.]
(065) 陳宣文(2022)。機械戰馬:連桿仿生機器人之開發及教學設計與運算思維表現評估。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/kuwc86 [Hsuan-Wen Chen (2022). The Mechanical Warhorse: Development of Linkage Bionic Robots and Instructional Design and Evaluation of Computational Thinking.]
(064) 林宜臻(2022)。複合式領地桌遊之學習者人格特質與歷史思維分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/2pymf2 [Yi-Zhen Lin (2022). The Analysis of Personality Traits and Historical Thinking with Territorial Complex Board Game.]
(063) 洪耕德(2022)。線上議題遊戲系統之遊戲行為與互動歷程探討。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/m6eraq [Geng-De Hong (2022). The Investigation of Gaming Behaviors and Interaction Processes with Online Issue-based Gaming System.]
(062) 楊宏明(2022)。台灣地形遊戲教育中的沙盒擴增實境系統設計與評估。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/68w74z [Hong-Ming Yang (2022). Sandbox Augmented Reality System Design and Evaluation in Terrain Game Education in Taiwan.]
(061) 盧昱豪(2022)。線上議題探究系統之探究能力分析。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/c8257r [Yu-Hao Lu (2022). The Analysis of Inquiry Ability with Online Issue-based Inquiry System.]
(060) 李鴻明(2022)。<亞米大陷阱>數位學習營養教育遊戲對臺灣飲食營養價值學習成效之探討。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/yeumu4 [Hong-Ming Lee (2022). Learning Effectiveness of <Yummy Trap> Digital Game-based System for Learning Taiwan Food Nutritional Value Education.]
(059) 華小芳(2022)。運用均一教育平台於國中資源班學生數學學習之研究。國立中央大學網路學習科技研究所碩士論文,桃園市。取自https://hdl.handle.net/11296/f9rgvz [Siao-Fang Hua (2022). The effect of using the Junyi Academy Platform on students' mathematics learning in middle school resource classes.]
(058) 蘇可娜(2020)。科技輔助版圖遊戲增進印尼兒童英語詞彙學習 之成效研究。國立中央大學網路學習科技研究所碩士論文,桃園縣。取自https://hdl.handle.net/11296/sknyup [Niluh Putu Puri Palupi Sukenasa (2020). The Effectiveness of Using Technology-Mediated Board Game on Young Learners in Indonesia to Improve English Vocabulary.]
(057) 賽彥緹(2020)。遊戲式學習增進印尼國小兒童運算思維 之成效研究。國立中央大學網路學習科技研究所碩士論文,桃園縣。取自https://hdl.handle.net/11296/yy9ns5 [Nisa Dwi Septiyanti (2020). The Effectiveness of Computational Thinking Through Game-Based Learning Activity on Indonesian Primary School Students.]
Master Thesis. Department of Digital Learning Technology, National University of Tainan, Tainan.
(056) 吳雨桐(2024)。認知地圖融入數位學習遊戲<異廊>探討學生之文化認知與空間概念。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/cn27gn [Yu-Tung Wu (2024).Integrating Cognitive Mapping in <Exotic Gallery> Learning Game for Cultural Awareness and Spatial Concept.]
(055) 鄭鈺蓁(2022)。興趣驅動之主題式閱讀:透過多文本閱讀與閱讀理解策略提升學生閱讀興趣與表現。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/b9g24g [Yu-Chen Cheng (2022). Interest Driven Reading— Using Multi-text Reading and Reading Comprehension Strategy to Improve Students’ Reading Interest and Performance.]
(054) 吳敏瑜(2021)。呼吸治療學員於呼吸模擬器融入高擬真情境之情境知覺表現分析。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/v4qbxj [Min-Yu Wu (2021). Analysis of the situational awareness performance of post-graduate respiratory therapists in a high-fidelity simulation with the breathing simulator.]
(053) 陳香如(2021)。線上白板融入團體探究法於呼吸治療胸部X光 判讀及臨床推理能力教學之探討。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/b2s584 [Hsiang-Ju Chen (2021). Integrating Online Whiteboard into Group Investigations in Respiratory Therapy Learning for Chest X-ray Interpretations and Clinical Reasoning Skills.]
(052) 黃寶慶(2020)。結合設計思考之STEM運算思維課程-自動化貨櫃碼頭合作專題。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/nhmjyv [Pau-Ching Huang (2020). STEM-based Computational Thinking Course with Design Thinking Method: A Collaborative Project of Automated Container Terminal (ACT).]
(051) 林珮如(2020)。遊戲化學習導入呼吸治療專業新手與專家之差異。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/jzaq5b [Pei-Ju Lin (2020). The difference of gamification to intervene between junior respiratory therapists and professional respiratory therapists.]
(050) 陳霈瑜(2020)。情境式議題遊戲之學習互動與策略探討 -以香料航海爭霸戰為例。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/225tt2 [Pei-Yu Chen (2020). Investigating Learning Interaction and Game Strategy of Situated Issue-based Game: Case Study on Game “Spice Overseas”.]
(049) 游子宜(2018)。以GNS沉浸設計科技複合立體書之心流探究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/6vc85y [Tzu-Yi Yu (2018). Investigation of the Flow of Technology-integrated Pop-up Book with GNS Immersive Design.]
(048) 柯鈞耀(2018)。以行動載具輔助排球發球教學學習成效之分析。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/p4s4rp [Chun-Yao Ke (2018). Analysis of Using the Tablet Assisted Volleyball Teaching to the Learning Effectiveness.]
(047) 白明翰(2018)。以模擬遊戲探討玩家行為與人格特質之關係。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/8hu84d [Ming-Han Bai (2018). Exploring the Relationship of Player Behavior and Personality Traits Using Simulation Game.]
(046) 王道華(2017)。同儕互評導入英文論文寫作課程之學習歷程與成效分析。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/rxtr55 [Tao-Hua Wang (2017). The Analysis of Learning Process and Effectiveness in An English Writing Course Using Peer Review.]
(045) 邱于芩(2017)。數位遊戲對國小高年級不同人格特質學生社會科之學習研究。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/tf239z [Yu-Chin Chiu (2017). Learning Research On Social Studies of Using Digital Games for Elementary High-Grade Students With Different Personality Traits.]
(044) 林禹先(2017)。概念構圖融入遊戲式教學對學習表現及動機之影響—以複合式遊戲桅杆之夢為例。國立臺南大學數位學習科技學系數位學習科技碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/59pwtu [Yu-Hsien Lin (2017). The Effects of Incorporating Concept Mapping into Game-based Learning on Learning Performance and Motivation: Case Study on Compound Game “ Mast Dream”.]
(043) 陳建名(2016)。臺灣清領歷史遊戲探討對於國小學生學習成效和記憶狀況之研究。國立臺南大學數位學習科技學系碩博士班碩士論文,台南市。取自https://hdl.handle.net/11296/9ujzv2 [Chien-Ming Chen (2016). Taiwan Qing Dynasty History Game for Elementary School Students’ Achievement and Memory.]
(042) 林昱廷(2016)。歷史文化學習之數位體感遊戲開發與成效評估。國立臺南大學數位學習科技學系碩博士班碩士論文,台南市。取自https://hdl.handle.net/11296/344324 [Yu-Ting Lin (2016). The development and learning evaluation of digit somatosensory game for learning history and culture.]
(041) 林勇呈(2016)。體感式3D國術學習系統之開發與測試。國立臺南大學數位學習科技學系碩博士班碩士論文,台南市。取自https://hdl.handle.net/11296/8hnu6d [Yung-Cheng Lin (2016). The development and learning evaluation of Kinesthetic 3D Martial Arts Learning System.]
(040) 陳炯憲(2016)。攝影融入國小在地文化數位說故事課程之行動研究。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/k42j98 [Chung-Hsian Chen (2016). An Action Research of Local Culture Photographic Digital Storytelling Curriculum of an Elementary School in Taiwan.]
(039) 蔡宗明(2016)。行動學習應用於國小學校本位課程之學習成效影響。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/wnn5d7 [Tsung-Ming Tsai (2016). The Effectiveness of the Integration of Mobile Learning in School-based Curriculum in Primary School.]
(038) 馬于婷(2016)。以「心」「動」教學模式搭配行動載具之成效探討。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/v2r8c9 [Yu-Ting Ma (2016). The Study on the Effectiveness of Teaching Models "Mind Mapping" and "Stop-Motion Animation" on Mobile Devices.]
(037) 吳珮瑜(2014)。探索教育數位遊戲開發與學習成效之探究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/9qb46b [Pei-Yu Wu (2014). The Development of a Digital Game-Based System for Adventure Education Learning.]
(036) 郭俊峰(2014)。社群網站與擴增實境融入史地隨境遊戲之成效研究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/4hc3t8 [Jyun-Fong Guo (2014). The Instructional Application of Augmented Reality and Social Community Website in Local History Pervasive Game.]
(035) 林長信(2014)。探索教育數位遊戲課程之團隊發展互動歷程分析。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/zruz84 [Chang-Hsin Lin (2014). Digital Game-based Adventure Education Course for Group Development and Interpersonal Relationship.]
(034) 莊雅芠(2014)。職前教師模擬低年級教師校園生活之嚴肅體驗遊戲。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/p9atxf [Ya-Wen Chuang (2014). A Blended Serious Game Simulating the Campus Life of Teachers of Primary Grades for Pre-service Teachers.]
(033) 鄭舜謙(2013)。3D角色扮演數位史地遊戲之模擬性沉浸設計。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/35795r [Shun-Chien Cheng (2013). 3D Role-Play Digital History Game with Simulationist Immersion Design.]
(032) 王薏涵(2013)。以多元文化觀點敘事結構設計數位歷史遊戲。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/7f8yt4 [Yi-Han Wang (2013). Designing A Multi-dimensional Cultural Narrative Structure Digital History Game.]
(031) 林松興(2013)。探討智慧型手機程式Ensemble Composer 對學童音樂創作與學習成效之影響。國立臺南大學數位學習科技學系碩士論文,台南市。 取自https://hdl.handle.net/11296/jx947z [Sung-Hsing Lin (2013). A Study on Smartphone Application "Ensemble Composer" of Music Creation and Learning Effectiveness for Children.]
(030) 蘇國源(2013)。合作學習在程式設計教學上對學童學習動機與認知負荷之影響。國立臺南大學數位學習科技學系碩士論文,台南市。 取自https://hdl.handle.net/11296/h292ga [Kuo-Yuan Su (2013). The Effects of Cooperative Learning in Teaching Programming for Students’ Learning Motivation and Cognitive Load.]
(029) 王彥人(2012)。「氛圍、內容、目標」融入史地數位遊戲架構之設計與研究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/vj6tej [Yen-Jen Wang (2012). A Design and Research for Integrating Atmosphere, Contents and Goals into the Historical Geography Game Architecture.]
(028) 蔡銘宏(2012)。繪圖治療數位工具之發展與應用。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/5axrwa [Ming-Hung Tsai (2012). The Development and Application of Digital Tools for Drawing Therapy.]
(027) 馬儀純(2012)。以教學式隨境遊戲為行動學習策略模式之成效探討。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/8h7ju5 [Yi-Chun Ma (2012). The Investigation of the Effectiveness of Using Instructional Pervasive Game as Mobile Learning Strategies.]
(026) 許世宏(2011)。探索式導覽系統應用於隨境遊戲之教學成效研究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/tz8uvq [Shih-Hung Hsu (2011). The Learning Effectiveness of Pervasive Game Integrated with Inquiry-Based Navigation System.]
(025) 黃鋑德(2011)。多媒體電子書系統評估及任務分析。國立臺南大學數位學習科技學系碩士班碩士論文,台南市。 取自https://hdl.handle.net/11296/p8y4hg [Cuan-De Huang (2011). System Assessment and Task Analysis of Multimedia Electronic Book System.]
(024) 江宛臻(2011)。多重感官教學法融入數位故事書對閱讀障礙學生之成效研究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/z4375f [Wan-Chen Chiang (2011). The Effectiveness of Multi-Sensory Instruction Integrated Digital Storybooks to Reading Disabled Students.]
(023) 林玉文(2011)。電子橋樑書對國小三年級學童閱讀理解及閱讀動機之影響。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/549hnx [Yu-Wen Lin (2011). The Influence of Electronic Bridging books on Third-Graders’ Reading Comprehension and Reading Motivation.]
(022) 許素維(2011)。以Google Apps進行網路合作學習對國小學生學習成效影響之研究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/d7aabt [Sue-Wei Hsu (2011). A Study on the Effects of Using Google Apps for Collaborative Learning on Elementary Students’ Learning Outcomes.]
(021) 鄭家家(2011)。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。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/gn8uv6 [Jia-Jia Cheng (2011). The Impact of GPS Integrated Social Science Mobile Learning System on Local Culture Learning and Recognition.]
(020) 王關皓(2011)。電腦多媒體輔助學習障礙學生數學文字題解題學習成效之研究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/4c7e6x [Kuan-Hao Wang (2011). The Effects of Using Computer Multimedia Instructions to Solve the Learning Disability Students’ Word Problems in Mathematics.]
(019) 謝桐偉(2011)。合作概念圖系統融入國小社會科教學對學生學習成效之影響。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/u9s7np [Tung-Wei Hsieh (2011). The Learning Effectiveness of Integrating Collaborative Learning Concept Map System into Social Science Learning in Elementary School.]
(018) 曾家俊(2010)。台灣鄉土史地之數位遊戲開發與成效研究。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/6c3d3w [Jia-Jiun Tseng (2010). The Development of a Digital Game-Base System for Learning Southern Taiwan History and Geography.]
(017) 洪素環(2010)。電腦化動態評量系統於會計學之發展與應用。國立臺南大學數位學習科技學系碩士在職專班碩士論文,台南市。取自https://hdl.handle.net/11296/85syhc [Su-Huan Hung (2010). The Development and Application of Computerized Dynamic Assessment System for Accounting.]
(016) 朱育嬋(2010)。行動數位圖書館在蝴蝶生態建置與教學應用模式。國立臺南大學數位學習科技學系碩士論文,台南市。取自https://hdl.handle.net/11296/e8h5h6 [Yu-Chan Chu (2010). The Development and Instructional Application of Digital Mobile Library on Butterfly Ecology.]
Master Thesis. Department of Educational Technology, Tamkang University, Taipei.
(015) 羅鴻雁(2009)。電影融入教學對中學生世界史認知學習之教學設計與實施歷程--希臘、羅馬史之教學個案研究。淡江大學教育科技學系碩士在職專班碩士論文,新北市。取自https://hdl.handle.net/11296/u97trk [Hung-Yan Luo (2009). The Design and Implementation of Movie-Integrated Instruction for Cognitive Learning of Secondary School’s World History-- The Case Studies of Greek and Roman History.]
(014) 陳瑞雯(2008)。網路資源輔助「問題導向學習」:國中英語資優社團之個案研究。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/h3dz35 [Jui-Wen Chen (2008). The Design and Implementation of Web-enhanced Instruction in Problem-based Learning: An Example of the Club for Talented Students in Junior High School.]
(013) 蘇惠玉(2008)。以問題解決導向數位學習遊戲探究國小學生認知能力。淡江大學教育科技學系碩士在職專班碩士論文,新北市。取自https://hdl.handle.net/11296/fxb87f [Hui-Yu Su (2008). The Investigation of Digital Problem-solving Learning Games on Cognition to Elementary School Students.]
(012) 劉虹伶(2008)。詮釋觀點之媒體素養融入教學-師生對話模式初探。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/a634wr [Hong-Lin Liu (2008). Media literacy integrated teaching with hermeneutic circle: The primary study of dialectic model.]
(011) 吳香儀(2008)。運用問題導向學習模式於「質性研究課程」之學習歷程與成效。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/h49ahz [Shuang Wu (2008). A Study of the Learning Process and Effectiveness of Applying Problem-based Learning Model on Qualitative Research Course.]
(010) 邱婉芬(2007)。繪本創意教學對國小二年級學生譬喻修辭創造力表現之影響。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/9j2662 [Wan-Fen Chiu (2007). The Effect on Chinese Analogical Rhetoric Creativity of Second Grade Elementary School Children by using Picture Books as Creative Instruction.]
(009) 楊曉婷(2007)。運用課堂遊戲於提升國中學生英語學習動機之個案研究。淡江大學教育科技學系碩士在職專班碩士論文,新北市。取自https://hdl.handle.net/11296/pwesy9 [Hsiao-Ting Yang (2007). A Case Study of Using Educational Games in Class to Raise English Learning Motivation in Secondary School.]
(008) 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。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/8xg75y [Yi-Ming Wang (2007). The Instructional Models, Processes, and Strategies of Using Collaborative Blogs in a Sophomore English Course.]
(007) 張妙綺(2007)。淡江大學新進教師教學專業發展之實施歷程研究。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/455yaa [Miaw-Chi Chang (2007). The research on the implementation process of teacher''s professional development for newly-employed faculty in Tamkang University.]
(006) 林蘭芬(2007)。華語職前教師於微型教學中的實踐:師資培訓課程之個案研究。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/u7jduk [Lan-Fen Lin (2007). The Praxis of Pre-service Chinese Language Teachers in the Microteaching Session: A Case Study of the Teacher Training Program.]
(005) 施竣詔(2007)。行動學習數位遊戲之設計發展。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/4es26s [Chun-Chao Shih (2007). The Design and Development of Digital Game for Mobile Learning.]
(004) 陳正萍(2005)。以適性結構行動理論分析高等教育導入網路遠距教學系統之研究---以個案大學為例。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/78ha4b [Zheng-Ping Chen (2005). Analyzing Web-based Distance Instruction in Higher Educational System Employing Adaptive Structuration Theory– A Case Study.]
(003) 王士豪(2004)。混成式英語閱讀課程於高等教育之設計與實施。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/mpjssv [Shi-Hao Wang (2004). The Design and Implementation of a Blended English Reading Course in Higher Education.]
(002) 呂芸樺(2004)。網路超文本的閱讀理解歷程之探討。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/8mqpvy [Yun-Hua Lu (2004). Web-based Hypertext Reading Comprehension Process Study.]
(001) 陳建榮(2004)。電影融入教學於國小生命教育課程教學模式之設計與應用。淡江大學教育科技學系碩士論文,新北市。取自https://hdl.handle.net/11296/vn3jmu [Chien-Jung Chen (2004). The Design and Implementation of Movie- Integrated Instruction in Life Education for Elementary School.]
楊竣評 109-2813-C-008-047-H 科學探究情境遊戲之設計開發與實證研究
Yang, Jun-Ping. Source of Sea - Robotic Positioning Investigative Complex Game
楊文嘉 108-2813-C-008-058-H 藍牙無線感測結合室內定位技術應用於IoT桌遊之系統開發
Yang, Wen-Jia. Smurf of BLE
陳虹如 106-2813-C-024-029-U The Navigator:創客奇航之複合式遊戲學習
Chen, Hong-Ru.The Navigator: Maker Movement for Complex Game-Based Learning Regarding the Sailing Activity
林宏曄 104-2815-C-024-013-U 巡寶之旅Treasure Cruise-大航海時代之台灣歷史數位桌遊
Lin, Hong-Ye. Treasure Cruise: The Digital Board Game of the Dutch Colonial Period
林長信 100-2815-C-024 -021-S 行動式跨平台探索教育數位遊戲之設計與開發
Lin, Chang-Hsin. The Design and Development of Cross-Platform Mobile Game for Adventure Education
鍾名峰 99-2815-C-024-020-S 神農虛擬實境世界-3D互動情境式中草藥學習數位遊戲
Zhong, Ming-Feng. Shannon Simulated World: 3D Interactive Situated Digital Learning Game for Chinese Herb
蘇漢斌 99-2815-C-024-019-S 開心農場-3D互動情境式植物生態數位學習遊戲
Su, Han-Bin. The Farmer’s Brilliance─3D Interactive Situated Digital Learning Game for Plant Ecology
王彥人 98-2815-C-024-028-S 台灣抗日史實數位學習遊戲平台與腳本建置
Wang, Yan-Ren. The Construction of Digital Learning Game Platform and Story Script for the History of Taiwan Resistance Against Japan
2006「質的研究法」數位課程認證 [Qualitative Research Methods: Digital Course]
江欣茹、鄭瑋婷、許芷紜;黃聖育、高詩涵、林峰名
Jiang Xinru, Zheng Weiting, Hsu Zhiyun; Huang Shengyu, Gao Shihan, Lin Fengming
2007 研究型問題導向學習平台—質化研究田野調查的應用 [Research Problem-based Learning (RPBL)—An Application to Qualitative Field Study]
林柏宇、杜信平、裴鴻軒
Lin Baiyu, Du Xinping, Pei Hongxuan
2008 遊C室--程式語言遊戲互動自學網 [Gaming Room for C Language – Interactive Self-Learning Web for Computer Language]
蕭智中、陳嘉凱、林致平
Xiao Zhizhong, Chen Jiakai, Lin Zhiping
2008 虛擬密室逃脫遊戲-人類思考衝突之學習系統 [Escape From A Secret Chamber─A Learning System for Human’s Perception Conflicts]
鄭吉閎、許世宏、黃靖渝
Zheng Jihong, Hsu Shihong, Huang Jingyu
2008 悠遊府城 - 情境式任務遊戲之系統開發 [Surfing Provincia: The System Development of Task-based Simulated Game]
陳永翰、黃鋑德、葉長柏
Chen Yonghan, Huang Yuande, Ye Changbai
2009 台灣抗日史實數位學習遊戲平台與腳本建置 [The Construction of Digital Learning Game Platform and Story Script for the History of Taiwan Resistance Against Japan]
王彥人、蘇稟硯、呂海龍
Wang Yanren, Su Xunyan, Lu Hailong
2009 台灣清末數位虛擬導覽系統 [Digital Virtual Tour System of Taiwan in Late Chin Dynasty]
劉建德、林昌澤、潘玉芹
Liu Jiande, Lin Changze, Pan Yuqin
2009 台灣鄉土史地行動學習系統 [The Development of Mobile Learning System for Local History and Geography of Taiwan]
張家豪、吳彥慧、蔡佩頴
Chang Jiahao, Wu Yanhui, Tsai Peiying
2010 神農虛擬實境世界-3D互動情境式中草藥學習數位遊戲 [Shannon Simulated World: 3D Interactive Situated Digital Learning Game for Chinese Herb]
鄭舜謙、王士誌、鍾名峰
Zheng Shunqian, Wang Shizhi, Zhong Mingfeng
2010 The Farmer’s Brilliance─3D互動情境式植物生態數位學習遊戲 [The Farmer’s Brilliance─3D Interactive Situated Digital Learning Game for Plant Ecology]
曹琮閔、林永紹、蘇漢斌
Tsao Congmin, Lin Yongshao, Su Hanbin
2010 電子故事書與認知型態對學習成效之影響-以繪本故事書為例 [Production of electronic books and reading results of impact studies]
王嘉顯、洪宇慶、張智評
Wang Jiaxian, Hong Yuqing, Chang Zhiping
2011 幼兒探索教育與社群遊戲平台之開發 [Development of Social Game Platform for Children’s Discovering Education]
王俊傑
Wang Junjie
2011 行動式跨平台探索教育數位遊戲之設計與開發 [The Design and Development of Cross-Platform Mobile Game for Adventure Education]
郭俊峰、林長信、林雅晨
Guo Junfeng, Lin Changxin, Lin Yachen
2011 佛洛伊德的心靈旅程─虛擬諮商數位遊戲之設計與評估 [The design and evaluation of digital game for virtual counseling]
連大慶、姜子安、顏嘉玟
Lian Daqing, Jiang Zian, Yan Jiawen
2014 「撲倒太陽旗」-抗日歷史之角色扮演數位學習遊戲 [The Digital Role-play History Learning Game of Japanese Colonial Period]
陳建名、林昱廷、許庭豪
Chen Jianming, Lin Yuting, Hsu Tinghao
2014 穿越六道生死之即刻救援─3D扮演角色遊戲 [Taken: Six realms of SamSara Adventure -3D Role-playing game]
許又壬、謝孟雄、洪錦芳
Hsu Youren, Xie Mengxiong, Hong Jinfang
2016 桅杆之夢─荷據時期之台灣歷史複合式遊戲 [Mast dream- Complex Board Game for Dutch Formosa]
林弘濰、姜怡廷、游子宜
Lin Hongwei, Jiang Yiting, Yu Tzuyi
2016 「巡」寶之旅 Treasure Cruise ─大航海時代之台灣歷史數位桌遊 [Treasure Cruise : The Digital Board Game of Dutch Colo-nial Period]
林宏曄、鄭名佑
Lin Hongye, Zheng Mingyou
2017 小丑 [Clown]
李學朋、阮郁軒、吳香玫
Lee Xuepeng, Ruan Yuxuan, Wu Xiangmei
2018 The Navigator:創客奇航之複合式遊戲學習 [The Navigator : Maker Movement for Complex Game-Based Learning Regarding the Sailing Activity]
陳虹如、葉芯妤、蔡一帆
Chen Hongru, Ye Xinyu, Tsai Yifan
2019 緬梔子Franqipani─日治時期解謎式遊戲 [Franqipani]
張文薰
Chang Wenxun
2019 仿生機器人之創客實作 [The Maker Activities of Robotic Strandbeast]
黃建樟
Huang Jianzhang
2020 藍牙定位小精靈─藍牙無線感測結合室內定位技術應用於IoT桌遊之系統開發 [Smurf of BLE]
楊文嘉、羅苡慈、徐誌遠
Yang Wenjia, Luo Yici, Hsu Zhiyuan
2020 鑿空─擴增實境策略卡牌遊戲 [Openaway -- Strategy Augmented Reality Board Game]
許浚豪、黃恩昕、柯奕訢
Hsu Junhao, Huang Enxin, Ko Yixin
2021 源初之海─科學探究情境遊戲之設計開發與實證研究 [Source of Sea - Robotic Positioning Investigative Complex Game]
林炯邑、黃宣銘、楊竣評
Lin Jiongyi, Huang Xuanming, Yang Junping