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Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan.

, , , , , , , , , , , , , , and . Res. Pract. Technol. Enhanc. Learn., (2023)

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The effect of real-time pose recognition on badminton learning performance., , , and . Interact. Learn. Environ., 31 (8): 4772-4786 (November 2023)Constructing the game-based learning environment on handheld devices to facilitate English vocabulary building., and . ICALT, page 348-350. IEEE Computer Society, (2007)Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan., , , , , , , , , and 5 other author(s). Res. Pract. Technol. Enhanc. Learn., (2023)Implementation of the scrabble game on the mobile devices to increase english vocabulary acquisition., , , and . CSCL, page 441-443. International Society of the Learning Sciences / ACM DL, (2007)Applying Deep Knowledge Tracing Model for University Students' Programming Learning., and . ICOIN, page 574-577. IEEE, (2023)The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example., , and . WMUTE, page 205-207. IEEE Computer Society, (2008)The effect of wearable technology on badminton learning performance: a multiple feedback WISER model in physical education., , and . Smart Learn. Environ., 10 (1): 28 (December 2023)Applying multi-touch technology to facilitate the learning of art appreciation: from the view of motivation and annotation., and . Interact. Learn. Environ., 25 (6): 733-748 (2017)Constructing the face-to-face collaborative game-based interacted environment for portable devices in English vocabulary acquisition., , and . CSCL (1), page 370-374. International Society of the Learning Sciences, (2009)