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34. | 洪瑞成、劉晴雯(2018)。從特教趨勢之脈絡看輔助科技在特殊教育的定位與面對之挑戰。中華民國特殊教育學會年刊,50,159-178。 延伸查詢 |
35. | 陳又菁(20200700)。導入頭戴式虛擬實境於學習成效、心流體驗與認知負荷之探究:以昆蟲課程為例。數位學習科技期刊,12(3),1-23。 延伸查詢 |
36. | 陳心語、孟令夫(20111200)。認知障礙成人之代償性輔助科技。臺灣復健醫學雜誌,39(4),197-210。 延伸查詢 |
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38. | 溫晨妤、詹孟琦、吳勝儒(2016)。圖片提示策略在提升高職智能障礙學生食物製備技能成效之研究。障礙者理解半年刊,15(2),19-39。 延伸查詢 |
39. | 蘇晟愷(20170700)。VR市場近期發展與重要應用。電腦與通訊,170,(12)47-(12)49。 延伸查詢 |
40. | Abu-Dalbouh, H.、Al-Buhairy, M.、Al-Motiry, I.(2017)。Applied the technology acceptance model in designing a questionnaire for mobile reminder system。Computer and Information Science,10(2),15-24。 |
41. | Abu-Dalbouh, H.、Al-Matrouk, M.、Al-Zwaid, N.、Al-Handi, A.(2019)。Proposal of a standardized electronic health record for Kingdom of Saudi Arabia。Journal of Computer Science,15(4),566-581。 |
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52. | Fino, R.、Lin, M. J.、Caballero, A.、Balahadia, F. F.(2017)。Disaster awareness simulation for children with autism spectrum disorder using android virtual reality。Journal of Telecommunication, Electronic and Computer Engineering,9(2-6),59-62。 |
53. | Finke, E. H.、Hickerson, B. D.、Kremkow, J. M. D.(2018)。To be quite honest, if it wasn't for videogames, I wouldn't have a social life at all: Motivations of young adults with autism spectrum disorder for playing videogames as leisure。American Journal of Speech Language Pathology,27(2),672-689。 |
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