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題名:擴增實境應用在基本設計教學之心流體驗探討
書刊名:設計學報
作者:許言陳江杰顧超吳偉隆
作者(外文):Hsu, YenChen, JiangjieGu, ChaoWu, Weilong
出版日期:2021
卷期:26:2
頁次:頁43-66
主題關鍵詞:基本設計教學造形課程單元擴增實境心流體驗PAT模型Teaching of basic designCourse of stylingAugmented realityFlow experiencePerson-artefact-task model
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 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:1
  • 共同引用共同引用:6
  • 點閱點閱:6
期刊論文
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3.Chang, H. H.、Wang, I. C.(2008)。An investigation of user communication behavior in computer mediated environments。Computers in Human Behavior,24(5),2336-2356。  new window
4.Davis, R.、Wong, D.(2007)。Conceptualizing and measuring the optimal experience of the eLearning environment。Decision Sciences: Journal of Innovative Education,5(1),97-126。  new window
5.Wu, C. H.-J.、Liang, R.-D.(2011)。The relationship between white-water rafting experience formation and customer reaction: A flow theory perspective。Tourism Management,32(2),317-325。  new window
6.Peifer, C.、Schulz, A.、Schächinger, H.、Baumann, N.、Antoni, C. H.(2014)。The relation of flow-experience and physiological arousal under stress: can u shape it?。Journal of Experimental Social Psychology,53,62-69。  new window
7.Lin, C.-P.、Joe, S.-W.(2012)。To share or not to share: Assessing knowledge sharing, interemployee helping, and their antecedents among online knowledge workers。Journal of Business Ethics,108(4),439-449。  new window
8.Chang, C.-C.(2013)。Examining users' intention to continue using social network games: a flow experience perspective。Telematics and Informatics,30(4),311-321。  new window
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11.Hosseini, S. Mahdi、Fattahi, Rahmatollah(2014)。Databases' interface interactivity and user self-efficacy: Two mediators for flow experience and scientific behavior improvement。Computers in Human Behavior,36,316-322。  new window
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15.Chen, C.-M.、Tsai, Y.-N.(2012)。Interactive augmented reality system for enhancing library instruction in elementary schools。Computers & Education,59(2),638-652。  new window
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23.Finneran, Christina M.、Zhang, Ping(2003)。A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments。International Journal of Human-Computer Studies,59(4),475-496。  new window
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26.Joo, Y. J.、Oh, E.、Kim, S. M.(2015)。Motivation, instructional design, flow, and academic achievement at a Korean online university: a structural equation modeling study。Journal of Computing in Higher Education,27(1),28-46。  new window
27.Bujak, K. R.、Radu, I.、Catrambone, R.、MacIntyre, B.、Zheng, R.、Golubski, G.(2013)。A psychological perspective on augmented reality in the mathematics classroom。Computers & Education,68,536-544。  new window
28.Teng, C.-I.(2013)。How do challenges increase customer loyalty to online games?。Cyberpsychology, Behavior, and Social Networking,16(12),884-891。  new window
29.Koufaris, Marios(2002)。Applying the technology acceptance model and flow theory to online consumer behavior。Information Systems Research,13(2),205-223。  new window
30.Guo, Zixiu、Xiao, Lin、Van Toorn, Christine、Lai, Yihong、Seo, Chanyoung(2016)。Promoting online learners' continuance intention: an integrated flow framework。Information & Management,53(2),279-295。  new window
31.Fonseca, D.、Martí, N.、Redondo, E.、Navarro, I.、Sánchez, A.(2014)。Relationship between student profile, tool use, participation, and academic performance with the use of Augmented Reality technology for visualized architecture models。Computers in Human Behavior,31,434-445。  new window
32.Pelet, J.-É.、Ettis, S.、Cowart, K.(2017)。Optimal experience of flow enhanced by telepresence: Evidence from social media use。Information & Management,54(1),115-128。  new window
33.Rodríguez-Ardura, I.、Meseguer-Artola, A.(2016)。E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow。Information & Management,53(4),504-516。  new window
34.Guo, Y. M.、Poole, M. S.(2009)。Antecedents of flow in online shopping: a test of alternative models。Information Systems Journal,19(4),369-390。  new window
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36.李麗雪、徐慧民、謝銘峰、林孟立(20060600)。朝陽科技大學建築與景觀系不同入學背景學生基本設計學習成果之比較分析研究。朝陽設計學報,7,1-14。new window  延伸查詢new window
37.Coursaris, C. K.、Sung, J.(2012)。Antecedents and consequents of a mobile website's interactivity。New Media & Society,14(7),1128-1146。  new window
38.Hung, Y.-H.、Chen, C.-H.、Huang, S.-W.(2017)。Applying augmented reality to enhance learning: a study of different teaching materials。Journal of Computer Assisted Learning,33(3),252-266。  new window
39.Wei, Xiaodong、Weng, Dongdong、Liu, Yue、Wang, Yongtian(2015)。Teaching based on augmented reality for a technical creative design course。Computers & Education,81,221-234。  new window
40.Csikszentmihalyi, Mihály、LeFevre, Judith(1989)。Optimal experience in work and Leisure。Journal of Personality and Social Psychology,56(5),815-822。  new window
41.Novak, Thomas P.、Hoffman, Donna L.、Yung, Yiu-Fai(2000)。Measuring the Customer Experience in Online Environments: A Structural Modeling Approach。Marketing Science,19(1),22-42。  new window
42.Hong, J.-C.、Hwang, M.-Y.、Tai, K.-H.、Lin, P.-H.(2017)。Intrinsic motivation of Chinese learning in predicting online learning self-efficacy and flow experience relevant to students' learning progress。Computer Assisted Language Learning,30(6),552-574。  new window
43.Esteban-Millat, Irene、Martínez-López, Francisco J.、Huertas-García, Rubén、Meseguer, Antoni、Rodríguez-Ardura, Inma(2014)。Modelling students' flow experiences in an online learning environment。Computers & Education,71,111-123。  new window
44.Akçayır, Murat、Akçayır, Gökçe(2017)。Advantages and challenges associated with augmented reality for education: A systematic review of the literature。Educational Research Review,20,1-11。  new window
45.Lee, Ming-Chi(2010)。Explaining and predicting users' continuance intention toward e-learning: An extension of the expectation-confirmation model。Computers & Education,54(2),506-516。  new window
46.Dağhan, G.、Akkoyunlu, B.(2016)。Modeling the continuance usage intention of online learning environments。Computers in Human Behavior,60,198-211。  new window
47.Gecu-Parmaksiz, Z.、Delialioğlu, Ö.(2020)。The effect of augmented reality activities on improving preschool children's spatial skills。Interactive Learning Environments,28(7),876-889。  new window
48.Gün, E. T.、Atasoy, B.(2017)。The effects of augmented reality on elementary school students, spatial ability and academic achievement。Egitim ve Bilim,42(191),31-51。  new window
49.Muñoz-Cristóbal, J. A.、Jorrín-Abellán, I. M.、Asensio-Perez, J. I.、Martinez-Mones, A.、Prieto, L. P.、Dimitriadis, Y.(2015)。Supporting teacher orchestration in ubiquitous learning environments: A study in primary education。IEEE Transactions on Learning Technologies,8(1),83-97。  new window
50.Wilks, J.、Cutcher, A.、Wilks, S.(2012)。Digital technology in the visual arts classroom: An [un] easy partnership。Studies in Art Education,54(1),54-65。  new window
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54.Aykac, V.(2015)。An application regarding the availability of mind maps in visual art education based on active learning method。Procedia: Social and Behavioral Sciences,174,1859-1866。  new window
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59.Elfeky, A. I. M.、Elbyaly, M. Y. H.(2021)。Developing skills of fashion design by augmented reality technology in higher education。Interactive Learning Environments,29(1),17-32。  new window
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61.Hong, J.-C.、Chiu, Pei-Yu、Shih, H.-F.、Lin, P.-S.、Hong, J.-C.(2012)。Computer self-efficacy, competitive anxiety and flow state: Escaping from firing online game。Turkish Online Journal of Educational Technology,11(3),70-76。  new window
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