研發績效
期刊: 2 筆
獲獎: 0 筆 |
研討會: 5 筆
技術報告: 0 筆 |
專書: 2 筆
計畫案: 4 筆 |
2022
研討會
Yu-Chen Liang, Hao-Chiang Koong Lin, 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
研討會
Yu-Chen Liang, Hao-Chiang Koong Lin, 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
研討會
林語瑄*, 林豪鏘, 擴增實境桌上型遊戲融入廟宇文化對大學生學習成效之研究, TWELF2022 , 臺東, 中華民國
研討會
林語瑄*, 結合STEAM-6E於AR/VR創客教育課程之學習動機與學習活動滿意度之研究, 2022工程、技術與STEM教育研討會, 屏東, 中華民國
期刊
Student learning effect using flipped classroom with WPSA learning mode – An Example of Programming Design Course, Innovations in Education and Teaching International, 0, 0
期刊
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
專書
Hao-Chiang Koong Lin, 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
研討會
林語瑄*, Hao-Chiang Koong Lin, Hsin-Lan Liu, 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
專書
林語瑄*, Hao-Chiang Koong Lin, Hsin-Lan Liu, Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students’ Learning Motivation and Learning Activity Satisfaction, Springer