Biblio
Journal: 2 Items
Prize: 0 Items |
Symposium: 5 Items
Technology Report: 0 Items |
Book: 2 Items
Project: 4 Items |
2022
- Symposium 林語瑄*, Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students’ Learning Motivation and Learning Activity Satisfaction, 2022工程、技術與STEM教育研討會, 屏東, 中華民國
- Symposium 林語瑄*, , A study on the learning effect of college students by integrating Augmented Reality Board Game into temple culture, TWELF2022 , 臺東, 中華民國
- Symposium , , 林語瑄*, The Effectiveness of Incorporating Augmented Reality Board Game into Temple Culture, ICITL 2021, International Conference of Innovative Technologies and Learning, Porto, 葡萄牙共和國
- Symposium , , 林語瑄*, The Effect on Students’ Learning Efficacy by Using Self-regulated Learning Combined with Game-based Learning in Learning Idioms, ICITL 2021, International Conference of Innovative Technologies and Learning, Porto, 葡萄牙共和國
- Journal , 林語瑄, , , , *, Student learning effect using flipped classroom with WPSA learning mode – An Example of Programming Design Course, Innovations in Education and Teaching International, 0, 0
- Journal , , , 林語瑄*, , Effects of Two-Tier Self-Explanation and Attention Cueing Strategy on the Learning Achievement in Distance Multimedia Learning, Educational Psychology, a section of the journal Frontiers in Education, 7, 918471
- Book , 林語瑄*, Influence of Situational Learning Combining AR and Board Games on Learning Emotion in Health Education, Vide Leaf, ISBN: 978-93-92117-32-9
2021
- Symposium 林語瑄*, , , Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students’ Learning Motivation and Learning Activity Satisfaction, ICITL 2021 International Conference of Innovative Technologies and Learning, Porto, 葡萄牙共和國
- Book 林語瑄*, , , Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students’ Learning Motivation and Learning Activity Satisfaction, Springer