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題名:結合機器學習技術之數位遊戲式學習模式對國小學生數學學習之影響
書刊名:數位學習科技期刊
作者:何盈潔楊凱翔
作者(外文):Ho, Ying-chiehYang, Kai-hsiang
出版日期:2022
卷期:14:1
頁次:頁79-101
主題關鍵詞:數位遊戲式學習模式數學學習機器學習技術Digital game-based learning approachMath learningMachine learning
原始連結:連回原系統網址new window
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  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:6
  • 點閱點閱:4
期刊論文
1.游政雄、呂玉琴(20020900)。臺灣北部地區國小中年級學童分數概念之研究。國立臺北師範學院學報. 數理科技教育類,15,37+39-67。new window  延伸查詢new window
2.Wouters, Pieter、van Oostendorp, Herre(2013)。A meta-analytic review of the role of instructional support in game-based learning。Computers and Education,60(1),412-425。  new window
3.Kao, Gloria Yi-Ming、Chiang, Chieh-Han、Sun, Chuen-Tsai(2017)。Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity。Computers & Education,113(1),294-312。  new window
4.Kizilcec, René F.、Pérez-Sanagustín, Mar、Maldonado, Jorge J.(2017)。Self-regulated learning strategies predict learner behavior and goal attainment in Massive Open Online Courses。Computers & Education,104,18-33。  new window
5.Lai, Hui-Min、Hsiao, Yu-Lin、Hsieh, Pi-Jung(2018)。The role of motivation, ability, and opportunity in university teachers' continuance use intention for flipped teaching。Computers & Education,124,37-50。  new window
6.Hu, Ya-Han、Lo, Chia-Lun、Shih, Sheng-Pao(2014)。Developing early warning systems to predict students' online learning performance。Computers in Human Behavior,36,469-478。  new window
7.Yang, Jie Chi、Chen, Sherry Y.(2020)。An investigation of game behavior in the context of digital game-based learning: An individual difference perspective。Computers in Human Behavior,112。  new window
8.Lu, Yu-Ling、Lien, Chi-Jui(2020)。Are They Learning or Playing? Students' Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment。Journal of Educational Computing Research,57(8),1879-1909。  new window
9.Yeh, Yu-chu、Chang, Han-Lin、Chen, Szu-Yu(2019)。Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students。Computers & Education,132,63-75。  new window
10.Bemacki, Matthew L.、Chavez, Michelle M.、Uesbeck, P. Merlin(2020)。Predicting achievement and providing support before STEM majors begin to fail。Computers & Education,158。  new window
11.Breien, Fredrik S.、Wasson, Barbara(2021)。Narrative categorization in digital game-based learning: Engagement, motivation & learning。British Journal of Educational Technology,52(1),91-111。  new window
12.Brezovszky, Boglárka、McMullen, Jake、Veermans, Koen、Hannula-Sormunen, Minna M.、Rodríguez-Aflecht, Gabriela、Pongsakdi, Nonmanut、Laakkonen, Eero、Lehtinen, Erno(2019)。Effects of a mathematics game-based learning environment on primary school students' adaptive number knowledge。Computers & Education,128,63-74。  new window
13.Chang, Ching-Yi、Hwang, Gwo-Jen(2019)。Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016。International Journal of Mobile Learning and Organisation,13(1),68-90。  new window
14.Chen, Ching-Huei、Shih, Chun-Chao、Law, Victor(2020)。The effects of competition in digital gamebased learning (DGBL): A meta-analysis。Educational Technology Research and Development,68(4),1855-1873。  new window
15.Chen, Xieling、Xie, Haoran、Hwang, Gwo-Jen(2020)。A multi-perspective study on artificial intelligence in education: Grants, conferences, journals, software tools, institutions, and researchers。Computers and Education: Artificial Intelligence,1,(100005)1-(100005)11。  new window
16.Golbayani, Parisa、Florescu, Ionuţ、Chatterjee, Rupak(2020)。A comparative study of forecasting corporate credit ratings using neural networks, support vector machines, and decision trees。The North American Journal of Economics and Finance,54(1)。  new window
17.Gomes, Cristiano M. A.、Almeida, Leandro S.(2017)。Advocating the Broad Use of the Decision Tree Method in Education。Practical Assessment, Research, and Evaluation,22,(10)1-(10)10。  new window
18.Gottipati, Swapna、Shankararaman, Venky、Lin, Jeff Rongsheng(2018)。Text analytics approach to extract course improvement suggestions from students' feedback。Research and Practice in Technology Enhanced Learning,13,(6)1-(6)19。  new window
19.Hamoud, Alaa Khalaf、Hashim, Ali Salah、Awadh, Wid Aqeel(2018)。Predicting Student Performance in Higher Education Institutions Using Decision Tree Analysis。International Journal of Interactive Multimedia and Artificial Intelligence,5(2),26-31。  new window
20.Hooshyar, Danial、Malva, Liina、Yang, Yeongwook、Pedaste, Margus、Wang, Minhong、Lim, Heuiseok(2021)。An adaptive educational computer game: Effects on students' knowledge and learning attitude in computational thinking。Computers in Human Behavior,114。  new window
21.Hussein, Mahmood H.、Ow, Siew Hock、Cheong, Loh Sau、Thong, Meow-Keong、Ebrahim, Nader Ale(2019)。Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review。IEEE Access,7,62465-62478。  new window
22.Jagušt, Tomislav、Botički, Ivica、So, Hyo-Jeong(2018)。Examining competitive, collaborative and adaptive gamification in young learners' math learning。Computers & Education,125(1),444-457。  new window
23.Kizilcec, René F.、Saltarelli, Andrew J.、Reich, Justin、Cohen, Geoffrey L.(2017)。Closing global achievement gaps in MOOCs。Science,355(6322),251-252。  new window
24.Korkmaz, Ceren、Correia, Ana-Paula(2019)。A review of research on machine learning in educational technology。Educational Media International,56(3),250-267。  new window
25.Koulinas, Georgios、Paraschos, Panagiotis、Koulouriotis, Dimitrios(2020)。A Decision Trees-based knowledge mining approach for controlling a complex production system。Procedia Manufacturing,51,1439-1445。  new window
26.Ku, D. T.、Huang, Y.-H.、Hus, S.-C.(2015)。The effects of GBL and learning styles on Chinese idiom by using TUI device。Journal of Computer Assisted Learning,31(6),505-515。  new window
27.Lee, JuneHyuck、Noh, Sang Do、Kim, Hyun-Jung、Kang, Yong-Shin(2018)。Implementation of Cyber-Physical Production Systems for Quality Prediction and Operation Control in Metal Casting。Sensors,18(5),(1428)1-(1428)17。  new window
28.Liao, Chin-Wen、Chen, Ching-Huei、Shih, Sie-Jhih(2019)。The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment。Computers & Education,133(1),43-55。  new window
29.Martin, Wendy、Silander, Megan、Rutter, Sarah(2019)。Digital games as sources for science analogies: Learning about energy through play。Computers & Education,130,1-12。  new window
30.Park, Juneyoung、Kim, Seunghyun、Kim, Auk、Yi, Mun Y.(2019)。Learning to be better at the game: Performance vs. completion contingent reward for game-based learning。Computers & Education,139,1-15。  new window
31.Pliakos, Konstantinos、Joo, Seang-Hwane、Park, Jung Yeon、Cornillie, Frederik、Vens, Celine、Van den Noortgate, Wim(2019)。Integrating machine learning into item response theory for addressing the cold start problem in adaptive learning systems。Computers & Education,137,91-103。  new window
32.Qiu, Yongtao、Sawhney, Rapinder、Zhang, Chaoyang、Chen, Shao、Zhang, Tao、Lisar, Vahid Ganji、Jiang, Kaibo、Ji, Weixi(2019)。Data mining-based disturbances prediction for job shop scheduling。Advances in Mechanical Engineering,11(3),1-14。  new window
33.Rezapour, Mahdi、Molan, Amirarsalan Mehrara、Ksaibati, Khaled(2020)。Analyzing injury severity of motorcycle at-fault crashes using machine learning techniques, decision tree and logistic regression models。International Journal of Transportation Science and Technology,9(2),89-99。  new window
34.Rodríguez-Cuadrado, Javier、Delgado-Gómez, David、Laria, Juan C.、Rodríguez-Cuadrado, Sara(2020)。Merged Tree-CAT: A fast method for building precise computerized adaptive tests based on decision trees。Expert Systems with Applications,143。  new window
35.Santamaría-Bonfil, Guillermo、Ibáñez, María Blanca、Pérez-Ramírez, Miguel、Arroyo-Figueroa, Gustavo、Martínez-Álvarez, Francisco(2020)。Learning analytics for student modeling in virtual reality training systems: Lineworkers case。Computers & Education,151。  new window
36.Schroeder, Noah L.、Chiou, Erin K.、Craig, Scotty D.(2021)。Trust influences perceptions of virtual humans, but not necessarily learning。Computers & Education,160。  new window
37.Somasundaram, M.、Mohamed Junaid, K. A.、Mangadu, Srinivasan(2020)。Artificial intelligence (AI) enabled intelligent quality management system (IQMS) for personalized learning path。Procedia Computer Science,172,438-442。  new window
38.Sun, Chuen-Tsai、Chen, Li-Xian、Chu, Hsiu-Mei(2018)。Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play。Computers & Education,119,95-111。  new window
39.Sun, Liping、Ruokamo, Heli、Siklander, Pirkko、Li, Baoping、Devlin, Keith(2021)。Primary school students' perceptions of scaffolding in digital game-based learning in mathematics。Learning, Culture and Social Interaction,28(4)。  new window
40.Tempelaar, Dirk T.、Rienties, Bart、Giesbers, Bas(2015)。In search for the most informative data for feedback generation: Learning analytics in a data-rich context。Computers in Human Behavior,47,157-167。  new window
41.Vrel, Jean-Patrick、Oulmane, Samy、Boukobza, Adrien、Burgun, Anita、Tsopra, Rosy(2021)。A COVID-19 Decision Support System for Phone Call Triage, Designed by and for Medical Students。Studies in Health Technology and Informatics,281,525-529。  new window
42.Yan, Jianjian、Zhang, Zhongnan、Lin, Kunhui、Yang, Fan、Luo, Xiongbiao(20200621)。A hybrid scheme-based one-vs-all decision trees for multi-class classification tasks。Knowledge-Based Systems,198。  new window
43.Yang, Kai-Hsiang、Chen, Hsiao-Hua(2021)。What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning。Interactive Learning Environments。  new window
44.Yang, Kai-Hsiang、Lu, Bou-Chuan(2021)。Towards the successful game-based learning: Detection and feedback to misconceptions is the key。Computers & Education,160。  new window
45.Baradwaj, Brijesh Kumar、Pal, Saurabh(2011)。Mining Educational Data to Analyze Students Performance。International Journal of Advanced Computer Science and Applications,2(6),63-69。  new window
46.張安緹、陳鴻仁(20181000)。即時適性英語字彙遊戲學習系統教學之學習成效與學習動機分析。數位學習科技期刊,10(4),31-58。new window  延伸查詢new window
47.Prensky, Marc(2003)。Digital game-based learning。Computers in Entertainment,1(1),21-24。  new window
48.Sung, Han-Yu、Hwang, Gwo-Jen(2013)。A collaborative game-based learning approach to improving students' learning performance in science courses。Computers and Education,63,43-51。  new window
49.Hwang, Gwo-Jen、Yang, Li-Hsueh、Wang, Sheng-Yuan(2013)。A concept map-embedded educational computer game for improving students' learning performance in natural science courses。Computers & Education,69,121-130。  new window
研究報告
1.Pintrich, P. R.、Smith, D. A. F.、Garcia, T.、McKeachie, W. J.(1991)。A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ)。Ann Arbor, MI:National Center for Research to Improve Postsecondary Teaching and Learning。  new window
圖書
1.Cohen, Jacob E.(1988)。Statistical Power Analysis for the Behavioral Sciences。Lawrence Erlbaum Associates。  new window
 
 
 
 
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