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An Experiment of a Mobile Competition Game for Investigating Students' Interests in Learning Local Culture.

, , , und . ICALT, Seite 154-156. IEEE Computer Society, (2014)

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An Experiential Learning Perspective on Students' Satisfaction Model in a Flipped Classroom Context., , , , und . J. Educ. Technol. Soc., 20 (1): 198-210 (2017)An Experiment of a Mobile Competition Game for Investigating Students' Interests in Learning Local Culture., , , und . ICALT, Seite 154-156. IEEE Computer Society, (2014)The Relationship of Online Academic Information Search Behaviors and Internet-Specific Epistemological Beliefs with Taiwanese High School Students., , und . IIAI-AAI, Seite 308-311. IEEE Computer Society, (2016)Perception of Academic Self-Efficacy and Academic Hardiness in Taiwanese University Students., und . IIAI-AAI, Seite 1198-1199. IEEE Computer Society, (2016)Exploring the Relationships Between EFL Learners' Usage of Technology and Their Approaches to Learning English., , , , , , und . ICITL, Volume 11003 von Lecture Notes in Computer Science, Seite 412-420. Springer, (2018)Investigating learners' engagement and science learning outcomes in different designs of participatory simulated games., , , und . Br. J. Educ. Technol., 52 (3): 1197-1214 (2021)Tablet-based AR technology: Impacts on students' conceptions and approaches to learning mathematics according to their self-efficacy., , , und . Br. J. Educ. Technol., 50 (1): 248-263 (2019)Preschool Teachers' Internet Attitude and their Internet Self-efficacy: A Comparative Study between Pre-service and In-service Teachers in Taiwan., und . IIAI-AAI, Seite 334-339. IEEE Computer Society, (2012)Taiwan In-Service Teachers' Perceptions of 21st Century Learning Practice, Design Disposition, and Usage of Information and Communication Technology (ICT)., , , , , und . SETE@ICWL, Volume 10108 von Lecture Notes in Computer Science, Seite 749-755. Springer, (2016)Exploring the Four Aspects of the Robotics Learning for High School Students: Designing of Robotics Structure, Language Programming, Single-Chips Controller and Communication Process., , und . IIAI-AAI, Seite 1192-1193. IEEE Computer Society, (2016)