:::

詳目顯示

回上一頁
題名:以擴增實境建構3D英語互動教學之研究
作者:戴賢文
校院名稱:國立高雄師範大學
系所名稱:工業科技教育學系
指導教授:溫嘉榮 教授
江文鉅 教授
學位類別:博士
出版日期:2014
主題關鍵詞:擴增實境Kinect體感裝置英語學習數位學習科技接受模式
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:0
  • 點閱點閱:2
本研究以科技接受模式為基礎,分析擴增實境技術應用於英語教學成效的影響因素。研究的變項涵蓋包括個人特徵、系統特性、認知易用性、認知有用性、滿意度與使用意願等因素,以求完整分析及解釋使用者接受的程度。在系統的開發上,主要採用現今熱門的擴增實境技術,使用的工具是Xbox 360 Kinect體感裝置與頭盔顯示器,透過偵測使用者的身體感應與語音,提供高度互動與多元情境的數位學習方式,讓使用者體驗即時個人化的全新學習經驗。
研究以高中學生為對象,透過問卷調查200位有效樣本,分析數位學習的滿意度與使用意願行為的關係模式,統計方式採t-檢定、單因子變異數分析與PLS方法。研究發現:(1)不同背景的學生(性別、家長學歷、每週使用電腦時間、是否使用數位學習與Xbox 360的經驗)等個人變項,在滿意度與使用意願的認知感受,並未達到顯著差異;(2)系統特性、認知易用及認知有用對學習滿意度與使用意願,三者合計解釋力達67%,這顯示有高度正向的因果關係,其中又以「認知有用性」為影響使用者使用意願的最重要因素;(3)本研究提出的研究模式良好且可以接受,GoF適配指標檢測超過0.36強的適配結果,研究架構獲得支持;(4)學生對擴增實境的數位學習系統的整體滿意度與使用意願,整體而言達到中等到強度的正向支持。從研究結果可理解以擴增實境技術設計的3D英語互動軟體的教學,多數學生滿意這樣的方式,同時樂於接受與使用,這有助於增強學生學習動機與正向積極學習態度。
研究證實系統特性、認知易用和認知有用這個因素,對數位學習軟體的滿意度與使用意願扮演重要角色,此發現可提供開發廠商、學校、教師與學生更清楚瞭解與重視學習者真正關心的數位學習問題,並作為數位學習開發與執行的遵循參考。此外,本研究以擴增實境技術的優越特性,建構虛擬與真實的學習環境,透過極具創意與互動的數位學習環境,學生的使用滿意度與接受程度良好,這證實建構一個創新與互動體驗的數位學習環境,是未來值得大力推展的方向。
Based on Technology Acceptance Model (TAM), this study tends to analyze the factors in applying augmented reality (AR) to English learning performance. The research variables contain individual characteristics, system characteristics, perceived ease of use, perceived usefulness, satisfaction, and usage intention, in order to completely analyze and explain the degree of user acceptance. In regard to the development of e-Learning system, the popular augmented reality as well as Xbox 360 Kinect somatosensory and head mounted display are utilized for detecting the user’s physical sense and voice so as to provide highly interactive and diversified e-Learning situations and offer the users with personalized brand-new learning experiences.
A senior high school with total 203 students in southern Taiwan is sampled for analyzing the relations between e-Learning satisfaction and usage intention with t-test, One-Way ANOVA, and partial least squares (PLS). The 200 valid copies of questionnaires show the following research findings. (1) Students with distinct personal variables (gender, parents’ educational background, weekly time for using computers, usage of e-Learning, and experience in Xbox 360) do not achieve significant differences in the perception of satisfaction and usage intention. (2) System characteristics, perceived ease of use, and perceived usefulness reveal 67% explanation of learning satisfaction and usage intention, showing the highly positive casual relationship. Among which, Perceived Usefulness appears the most effects on users’ usage intention. (3) The proposed model is favorable and acceptable. The test of GoF (goodness-of-fit index) exceeds the strong fit of 0.36 that the research structure is supported. (4) The students’ overall satisfaction and usage intention to the augmented reality e-Learning system achieve medium to strong.
According to the above research results, most students are satisfied with the 3D interactive English learning designed with augmented reality, glad to accept and use, and willing to recommend to others. It could enhance students’ learning motivation and positive learning attitudes.
中文部分
尹玫君、劉世雄(2005)。資訊科技融入教學的學習相關影響因素之研究。當代教育研究,13(2),109-137。
王文科、王智弘(2008)。教育研究法。台北市:五南。
白益欣(2006)。運用擴增實境於多人互動情境之研究—以遊戲式學習為例 (未出版之碩士論文)。元智大學,桃園市。
朱斌妤、黃仟文、翁少白(2008)。以科技接受模式探討即時交通資訊系統之使用意願。電子商務學報,10(1),173-200。
何榮桂(2002)。台灣資訊教育的現況與發展—兼論資訊科技融入教學。資訊與教育雜誌,87,22-48。
余岐智(2010)。於整合型設備的行動式寓教於樂型學習系統 (未出版之碩士論文)。國立暨南大學,南投縣。
宋曜廷主編(2012)。數位學習研究方法。台北市:高等教育。
沈中偉(2008)。科技與學習的理論與實務。台北市:心理。
沈中偉、黃國禎(2012)。科技與學習的理論與實務。台北市:心理。
周子敬、杜彥誼、蔡治平(2010)。 大學生數位學習現況與態度之調查研究-以銘傳大學Moodle學習系統為例。取自 https://docs.google.com/file/d/0B1Xcl_lGSGNjRzJuVkFheG50RlU/edit
林立綺(2008)。 數位學習發展之整合創新趨勢 The Integration and Innovation Trend of e-Learning Development。取自 http://web.iii.org.tw/itmag/article_single_586.htm
林俊瑩(2007)。檢視個人與家庭因素、學校因素對學生學業成就的影響:以SEM與HLM分析我國國中教育階段機會均等及相關問題 (未出版之博士論文)。國立高雄師範大學,高雄市。
林紘毅(2012)。Kinect於英語互動學習系統之應用 (未出版之碩士論文)。國立中央大學,桃園市。
邱皓政(2011)。當 PLS 遇上 SEM: 議題與對話。αβγ 量化研究學刊,3(1),20-53。
凃金堂(2010)。SPSS 與量化研究。台北市:五南。
翁嘉立(2003)。數位學習產業經營模式之分析 (未出版之碩士論文)。國立臺灣大學,台北市。
財團法人語言訓練測驗中心(2012)。 全民英檢報名手冊。取自 http://www.lttc.ntu.edu.tw/GEPT1/101bulletin.pdf
張春興(1996)。教育心理學。台北市:東華。
張春興(2007)。教育心理學—三化取向的理論與實踐。台北市:東華。
張偉豪(2011)。SEM 論文寫作不求人。台北市:鼎茂圖書。
張偉豪、鄭時宜(2012)。與結構方程模型共舞。新北市:前程。
張添洲(2008)。教材教法-發展與革新。台北市:五南。
張誌銘(2006)。數位學習產品之產品特性對消費者知覺及產品滿意度之研究-以階梯數位學院為例 (未出版之碩士論文)。國立政治大學,台北市。
郭生玉(2004)。教育測驗與評量。台北市:精華。
郭重吉(1992)。從建構主義的觀點探討中小學數理教學的改進。科學發展月刊,20(5),548-570。
郭璟瑜、周惠文(2006)。影音數位教材對學習之影響。資訊科學應用期刊,2(1),71-85。
陳年興、楊錦潭(2006)。數位學習: 理論與實務。台北市:博碩文化。
陳慧娟(1998)。情境學習理論的理想與現實。教育資料與研究,25,47-55。
曾志朗(2000)。打造知識教育平台的藍圖。高中教育,6-8。
黃光國(2001)。社會科學的理路。台北市:心理。
黃光雄(1988)。教學理論。高雄市:復文。
楊惠合(2004)。以科技接受模型探討數位學習滿意度之研究 (未出版之碩士論文)。大葉大學,彰化縣。
溫嘉榮、施文玲(2002)。從網路學習理論觀點談教師在科技變革中的因應之道。資訊與教育,91,90-99。
葉重新(2011)。教育心理學。台北市:心理。
鄒景平(2000)。E-learning 是知識企業致勝的不二法門。資訊人通訊,1-4。
鄒漢民(2008)。價值性認知對於IS滿意度影響之研究 (未出版之碩士論文)。國立中央大學,桃園市。
劉世雄(2005)。資訊科技融入教學的模式與學生學習因素之研究 (未出版之博士論文)。國立屏東師範學院,屏東縣。
劉兆漢、黃興燦(2002)。數位學習國家型科技計畫總體規劃書。台北市:行政院國家科學委員會。
蔡玉娟、梁家銘(2009)。以資訊系統成功模式及科技接受模式探討國小學生健康資訊管理系統之研究。高雄師大學報: 自然科學與科技類,27,35-59。
蔡福興(2008)。線上遊戲式學習在知識獲取與學習遷移成效之研究 (未出版之博士論文)。國立臺灣師範大學,台北市。
盧琬潔(2011)。考量深度資訊之手勢追蹤系統 (未出版之碩士論文)。國立臺灣科技大學,台北市。
蕭文龍(2013)。統計分析入門應用:SPSS中文版+PLS-SEM(SmartPLS)。台北市:碁峰資訊。
謝子樵(2009)。 新型態數位學習模式系統設計要素與開發流程。取自 http://www.bnext.com.tw/article/view/cid/0/id/11788
謝慧英、陳超明(2010)。 少練習生活化會話。取自 http://blog.cybertranslator.idv.tw/archives/5155
點子科技(2009)。 擴增實境(Arugmented Reality)。取自 http://www.pcexpert.com.tw/AR/AR.htm
簡振興(2010)。以科技接受模式探討體感數位遊戲式學習應用於大學生日語學習之研究-以詞彙語尾變化為例 (未出版之博士論文)。國立臺灣師範大學,台北市。
顏春煌(2010)。數位學習: 觀念。台北市:碁峰資訊。



英文部分
Agarwal, R., &; Prasad, J. (1998). The antecedents and consequents of user perceptions in information technology adoption. Decision Support Systems, 22(1), 15-29.
Anderson, J. R. (2009). Cognitive psychology and its implications. UK: Macmillan.
Ausubel, D. P., Novak, J. D., &; Hanesian, H. (1968). Educational psychology: A cognitive view. New York Holt, Rinehart, &; Winston.
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
Bagozzi, R. P., &; Yi, Y. (1988). On the evaluation of structural equation models. Journal of the academy of marketing science, 16(1), 74-94.
Bannert, M. (2000). The effects of training wheels and self‐learning materials in software training. Journal of Computer Assisted Learning, 16(4), 336-346.
Baum, W. M. (2005). Understanding behaviorism: Behavior, culture and evolution (2nd ed.). Oxford: Blackwell Publishing.
Bentler, P. M. (1980). Multivariate analysis with latent variables: Causal modeling. Annual review of psychology, 31(1), 419-456.
Bhattacherjee, A. (2001). Understanding information systems continuance: an expectation-confirmation model. MIS quarterly, 25(3), 351-370.
Biktimirov, E. N., &; Nilson, L. B. (2003). Mapping your course: Designing a graphic syllabus for introductory finance. Journal of Education for Business, 78(6), 308-312.
Billinghurst, M. (2002). Augmented reality in education. New Horizons for Learning, 12.
Billinghurst, M., Kato, H., &; Poupyrev, I. (2001). The MagicBook: a transitional AR interface. Computers &; Graphics, 25(5), 745-753.
Bloom, B. S. (1956). Taxonomy of educational objectives: The classification of education goals by a committee of college and university examiners. Pennsylvania: David McKay.
Bollen, K., &; Lennox, R. (1991). Conventional wisdom on measurement: A structural equation perspective. Psychological bulletin, 110(2), 305.
Broadbent, B. (2002). ABC's of E-Learning: Reaping the Benefits and Avoiding the Pitfalls. New York: John Wiley &; Sons, Inc.
Brown, A. L., &; Campione, J. C. (1994). Guided discovery in a community of learners. Massachusetts: The MIT Press.
Brown, J. S., Collins, A., &; Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32-42.
Burdea, G., &; Coiffet, P. (2003). Virtual reality technology. New York: John Wiley &; Sons, Inc.
Butler, D. L. (1998). A strategic content learning approach to promoting self-regulated learning by students with learning disabilities. Self-regulated learning: From teaching to self-reflective practice, 160-183.
Caplan, D., &; Graham, R. (2004). The development of online courses. Theory and practice of online learning, 175.
Cashmore, P. (2009). 10 Web trends to watch in 2010. CNN Tech Blog. December, 3.
Cautilli, J., Rosenwasser, B., &; Hantula, D. (2003). Behavioral science as the art of the 21st century philosophical similarities between BF Skinner’s radical behaviorism and postmodern science. The Behavior Analyst Today, 4(2), 225-264.
Chin, W. W. (1998). The partial least squares approach for structural equation modeling.
Clark, R. E. (1985). Confounding in educational computing research. Journal of educational computing research, 1(2), 137-148.
Clark, R. E. (1994). Media will never influence learning. Educational technology research and development, 42(2), 21-29.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences: Psychology Press.
Colman, J. S. (1969). Equal educational opportunity: Harvard University Press.
Compeau, D. R., &; Higgins, C. A. (1995). Application of social cognitive theory to training for computer skills. Information systems research, 6(2), 118-143.
Conole, G., &; Oliver, M. (2006). Contemporary perspectives in e-learning research: themes, methods and impact on practice. London, UK: Routledge.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 319-340.
Davis, F. D., Bagozzi, R. P., &; Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace1. Journal of applied social psychology, 22(14), 1111-1132.
Delone, W. H. (2003). The DeLone and McLean model of information systems success: a ten-year update. Journal of management information systems, 19(4), 9-30.
Derry, S. J. (1992). Beyond symbolic processing: Expanding horizons for educational psychology.
DeVries, R., Zan, B., Hildebrandt, C., Edmiaston, R., &; Sales, C. (2002). Developing Constructivist Early Childhood Curriculum: Practical Principles and Activities. Early Childhood Education Series. New York: Teachers College Press
Dewey, J. (1938). Education and experience. New York: Macmillan.
Di Capua, M. (2008). Augmented Reality for Space Applications. UK: ProQuest.
Dick, W., Carey, L., &; Carey, J. O. (2005). The systematic design of instruction. Retrieved 3, 2011, from http://www.utb.edu/vpaa/coe/2012-2013AcademicYearProgramSyllabi/Documents/Summer%20I%20Grad/EDTC%206321.pdf
Driscoll, M. P. (1994). Psychology of Learning for Instruction.
Duffy, T. M., &; Jonassen, D. H. (1992). Constructivism: New implications for instructional technology. Constructivism and the technology of instruction: A conversation, 1-16.
First, E. (2011). English proficiency index. URL http://www. ef-uk. co. uk/sitecore/__//media/efcom/epi/pdf/EF-EPI-2011. pdf.
Fornell, C., &; Larcker, D. (1987). A second generation of multivariate analysis: classification of methods and implications for marketing research. Review of marketing, 87, 407-450.
Gagné, R. M. (1985). The conditions of learning and theory of instruction: Holt, Rinehart and Winston (New York).
Gallarza, M. G., &; Gil Saura, I. (2006). Value dimensions, perceived value, satisfaction and loyalty: an investigation of university students’ travel behaviour. Tourism management, 27(3), 437-452.
Gelderman, M. (1998). The relation between user satisfaction, usage of information systems and performance. Information &; Management, 34(1), 11-18.
Gillani, B. B. (2003). Learning theories and the design of e-learning environments: University Press of America.
Graham, C. R. (2006). Blended learning systems. CJ Bonk &; CR Graham, The handbook of blended learning: Global perspectives, local designs. Pfeiffer.
Gredler, M. (1997). Learning and instruction: theory into practice. Upper Saddle River, NJ: Merrill: Prentice Hall.
Greenfield, P. M. (1984). A theory of the teacher in the learning activities of everyday life.
Hair, J. F., Ringle, C. M., &; Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. The Journal of Marketing Theory and Practice, 19(2), 139-152.
Harrison, A. W., &; Rainer Jr, R. K. (1992). The Influence of Individual Differences on Skill in End-User Computing. J. of Management Information Systems, 9(1), 93-112.
Hedegaard, M. (1992). 15 The zone of proximal development as basis for instruction. Vygotsky and education: Instructional implications and applications of sociohistorical psychology, 349.
Heinich, R., Molenda, M., Russel, J., &; Smaldino, S. (2002). Instructional Media and Technologies for learning, Merrill Prentice Hall. New Jersey.
Henseler, J., Ringle, C., &; Sinkovics, R. (2009). The use of partial least squares path modeling in international marketing. Advances in International Marketing (AIM), 20, 277-320.
Hill, W. F. (2002). Learning: A survey of psychological interpretations (7th Ed.). Boston: Allyn &; Bacon.
Hoag, A., &; Baldwin, T. F. (2000). Using case method and experts in inter-university electronic learning teams. Educational Technology and Society, 3(3), 337-348.
Hong, W., Thong, J. Y., Wong, W.-M., &; Tam, K. Y. (2002). Determinants of user acceptance of digital libraries: an empirical examination of individual differences and system characteristics. J. of Management Information Systems, 18(3), 97-124.
Irons, L. R., Jung, D. J., &; Keel, R. O. (2002). Interactivity in distance learning: The digital divide and student satisfaction. Educational Technology &; Society, 5(3), 175-188.
Jonassen, D., Peck, K., &; Wilson, B. (1999). Learning with technology: a constructivist perspective.
Kang, S. (1998). Information technology acceptance: evolving with the changes in the network environment. Paper presented at the System Sciences, 1998., Proceedings of the Thirty-First Hawaii International Conference on.
Kato, H., &; Billinghurst, M. (1999). Marker tracking and hmd calibration for a video-based augmented reality conferencing system. Paper presented at the Augmented Reality, 1999.(IWAR'99) Proceedings. 2nd IEEE and ACM International Workshop on.
Kaufmann, H., &; Schmalstieg, D. (2003). Mathematics and geometry education with collaborative augmented reality. Computers &; Graphics, 27(3), 339-345.
Kelley, T. L. (1939). The selection of upper and lower groups for the validation of test items. Journal of Educational Psychology, 30(1), 17.
Kerawalla, L., Luckin, R., Seljeflot, S., &; Woolard, A. (2006). “Making it real”: exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10(3-4), 163-174.
Kirk, R. E. (1995). Experimental design: Procedures for the behavioral sciences . Pacific Grove. CA: International Thompson.
Kirkpatrick, D. L. (2006). Improving employee performance through appraisal and coaching. New York: AMACOM Division of American Management Association.
Klenke, K. (1992). Construct Measurement in Management-Information-Systems-a Review and Critique of User Satisfaction and User Involvement Instruments. Infor, 30(4), 325-348.
Kline, R. B. (2005). Principles and Practice of Structural Equation Modeling. 2005. New York, NY: Guilford.
Knowles, M. M. S. (1970). The modern practice of adult education (Vol. 41). New York: Association Press.
Kose, S., Sahin, A., Ergun, A., &; Gezer, K. (2010). The Effects of Cooperative Learning Experience on Eighth Grade Students' Achievement and Attitude toward Science. Education, 131(1), 169-180.
Lather, P. (1991). Getting smart: feminist research and pedagogy with/in the postmodern.
Lave, J., &; Wenger, E. (1991). Situated learning: Legitimate peripheral participation. UK: Cambridge university press.
Lee, M.-G. (2001). Profiling students' adaptation styles in Web-based learning. Computers &; Education, 36(2), 121-132.
Leech, N. L., Barrett, K. C., &; Morgan, G. A. (2005). SPSS for intermediate statistics: Use and interpretation: Psychology Press.
Legris, P., Ingham, J., &; Collerette, P. (2003). Why do people use information technology? A critical review of the technology acceptance model. Information &; Management, 40(3), 191-204.
Loeffler, C., &; Anderson, T. (1994). The virtual reality casebook. New York: John Wiley &; Sons, Inc.
Lohmöller, J.-B. (1989). Latent variable path modeling with partial least squares: Physica-Verlag Heidelberg.
Loiacono, E. T., Watson, R. T., &; Goodhue, D. L. (2002). WEBQUAL: A measure of website quality. Marketing theory and applications, 13(3), 432-438.
Marcoulides, G. A., &; Saunders, C. (2006). Editor's comments: PLS: a silver bullet? MIS quarterly, 30(2), iii-ix.
Martin, C. L. (1988). Enhancing Children's Satisfaction and Participation Using a Predictive Regression Model of Bowling Performance Norms. Physical Educator, 45(4), 196-209.
Mayer, R. E. (1981). The promise of cognitive psychology. San Francisco: WH Freeman.
McDougall, G. H., &; Levesque, T. (2000). Customer satisfaction with services: putting perceived value into the equation. Journal of services marketing, 14(5), 392-410.
Microsoft. (2011). Why Kinect? , from http://www.xbox.com/en-US/Kinect
Milgram, P., &; Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
Milgram, P., Takemura, H., Utsumi, A., &; Kishino, F. (1994). Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum. Telemanipulator and Telepresence Technologies, 2351, 282-292.
Mills, S. C., &; Tincher, R. C. (2003). Be the technology: A developmental model for evaluating technology integration. Journal of Research on Technology in Education, 35(3), 382-401.
Morrison, A., Oulasvirta, A., Peltonen, P., Lemmela, S., Jacucci, G., Reitmayr, G., . . . Juustila, A. (2009). Like bees around the hive: a comparative study of a mobile augmented reality map. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems.
Oliver, R. L. (1980). A cognitive model of the antecedents and consequences of satisfaction decisions. Journal of marketing research, 460-469.
Ormrod, J. E. (1990). Human learning: Principles, theories, and educational applications. Indiana: Merrill Publishing Company.
Pan, Z., Cheok, A. D., Yang, H., Zhu, J., &; Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers &; Graphics, 30(1), 20-28.
Phan, V. T., &; Choo, S. Y. (2010). Interior Design in Augmented Reality Environment. International Journal of Computer Applications, 5(5), 16-21.
Pirouz, D. M. (2006). An overview of partial least squares. Retrieved May, 27, 2011.
Pituch, K. A., &; Lee, Y.-k. (2006). The influence of system characteristics on e-learning use. Computers &; Education, 47(2), 222-244.
Raykov, T., &; Marcoulides, G. A. (2012). An introduction to applied multivariate analysis: Routledge.
Reigeluth, C. M. (1987). Instructional theories in action: Lessons illustrating selected theories and models. New Jersey: Lawrence Erlbaum.
Roca, J. C., Chiu, C.-M., &; Martínez, F. J. (2006). Understanding e-learning continuance intention: An extension of the Technology Acceptance Model. International Journal of Human-Computer Studies, 64(8), 683-696.
Rogoff, B., &; Gardner, W. (1984). Adult guidance of cognitive development.
Rosenberg, M. J. (2001). E-learning: Strategies for delivering knowledge in the digital age (Vol. 9). New York: McGraw-Hill.
Saeed, N., Yang, Y., &; Sinnappan, S. (2009). Emerging Web Technologies in Higher Education: A Case of Incorporating Blogs, Podcasts and Social Bookmarks in a Web Programming Course based on Students' Learning Styles and Technology Preferences. Educational Technology &; Society, 12(4), 98-109.
Schmalstieg, D., &; Wagner, D. (2007). Experiences with handheld augmented reality. Paper presented at the Mixed and Augmented Reality, 2007. ISMAR 2007. 6th IEEE and ACM International Symposium on.
Schulman, S. (1998). Big changes in library system selection criteria. Information today, 15, 56-60.
Schumacker, R. E., &; Lomax, R. G. (2004). A beginner's guide to structural equation modeling: Psychology Press.
Scribner, S. (1984). Studying working intelligence. In B. R. J. Lave (Ed.), Everyday cognition: Its development in social context (pp. 9-40). Cambridge, MA: Harvard University Press.
Shelton, B. E. (2002). Augmented reality and education: Current projects and the potential for classroom learning. New Horizons for Learning, 9(1).
Simpson, E. (1966). The Classification of Educational Objectives. University of Illinois: Urbana.
Skinner, B. F. (1953). Science and human behavior. New York: Simon &; Schuster.
Slavin, R. E. (2006). Educational psichology.: theory and practice.
SPSS. (2008). SPSS for Windows: SPSS Inc Chicago, IL.
Stephen, M., &; Stanley, R. (2000). Multimedia for learning: methods and development: Allyn &; Bacon, Massachusetts.
Strauss, J., Frost, R., &; Ansary, A. I. (2009). E-marketing. New Jersey: Prentice Hall.
Suchman, L. A. (1987). Plans and situated actions: the problem of human-machine communication. New York: Cambridge university press.
Sugrue, B., &; Rivera, R. (2005). State of the Industry 2005. American Society for Training and Development's Annual Review of Trends in Workplace Learning and Performance.
Szajna, B. (1996). Empirical evaluation of the revised technology acceptance model. Management science, 42(1), 85-92.
Teo, H.-H., Oh, L.-B., Liu, C., &; Wei, K.-K. (2003). An empirical study of the effects of interactivity on web user attitude. International Journal of Human-Computer Studies, 58(3), 281-305.
Thompson, B. (2004). Exploratory and confirmatory factor analysis: Understanding concepts and applications: American Psychological Association.
Toffler, A. (1981). The third wave. New York: Bantam books.
Tough, A. (1979). The Adult's Learning Projects. A Fresh Approach to Theory and Practice in Adult Learning.
Tran, K. (2010). Body Movement Interaction: An Immersive Learning Game. (Master), National Central University, Taiwan.
Ulbricht, C., &; Schmalstieg, D. (2003). Tangible augmented reality for computer games. Paper presented at the Proceedings of the Third IASTED International Conference on Visualization, Imaging, and Image Processing, VIIP.
Venkatesh, V., &; Davis, F. D. (1996). A model of the antecedents of perceived ease of use: Development and test*. Decision sciences, 27(3), 451-481.
Vinzi, V. E., Trinchera, L., &; Amato, S. (2010). PLS path modeling: from foundations to recent developments and open issues for model assessment and improvement Handbook of partial least squares (pp. 47-82): Springer.
Vygotsky, L. (1978). Interaction between learning and development. Readings on the development of children, 34-41.
Walsh, A. E., &; Bourges-Sévenier, M. (2000). core WEB3D. New Jersey: Prentice Hall.
Wang, M. (2009). Web based projects enhancing English language and generic skills development for Asian hospitality industry students. Australasian Journal of Educational Technology, 25(5), 611-626.
Wang, Y.-S. (2003). Assessment of learner satisfaction with asynchronous electronic learning systems. Information &; Management, 41(1), 75-86.
Williams, L. J. (1988). Affective and nonaffective components of job satisfaction and organizational commitment as determinants of organizational citizenship and in-role behaviors. Indiana University.
Zhang, Z. (2012). Microsoft kinect sensor and its effect. Multimedia, IEEE, 19(2), 4-10.
Zollhöfer, M., Martinek, M., Greiner, G., Stamminger, M., &; Süßmuth, J. (2011). Automatic reconstruction of personalized avatars from 3D face scans. Computer Animation and Virtual Worlds, 22(2‐3), 195-202.
Zviran, M., &; Erlich, Z. (2003). Measuring IS user satisfaction: review and implications. Communications of the Association for Information Systems, 12(1), 5.
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關書籍
 
無相關著作
 
無相關點閱
 
QR Code
QRCODE