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¼ÐÃD¡G°ê°ª¤¤¥Íºô¸ô¸ê°T´M¨D¦æ¬°¼vÅT¦]¯À¤§¬ã¨s

Title: A Study on the Factors that Affect the Internet Information Search Activities of Junior and Senior High School Students

§@ªÌ¡G³¯³·µÙChen, Hsueh-Lin¡]PChome ONLINE°Ó«~ºÞ²z®v¡^

±ç´Â¶³Liang, Chaoyun Chaucer¡]¤¸´¼¤j¾Ç¸ê°T¶Ç¼½¾Ç¨t±Ð±Â¡^

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ÀHµÛºô¸ô¨Ï¥ÎªÌªº¼W¥[¡A±´°Qºô¸ô¤Wªº¸ê°T´M¨D¦æ¬°±N§óÅã­«­n¡Cºô»Úºô¸ôÅkµM¬O¤HÃþ¥Í¬¡¥t¤@­Ó­«­nªº¸ê°T¶Ç¼½´C¤¶¡Aªñ¦~¨Ó¨Ï¥Îºô¸ô´M¨D¸ê°Tªº¦~ÄÖ¼h¦³³vº¥¦~»´¤ÆªºÁͶաA¦]¦¹¥»¬ã¨s¸s¹E¥H°ê°ª¤¤¥Í§@¬°¨ü½Õ¹ï¶H¡C¥»¬ã¨s¥H¥x¥_¥«°ê°ª¤¤¥Í¬°¨Ò¡AµÛ²´©ó¨ä¨Ï¥Îºô¸ô´M§ä¡u½Ò·~¾Ç²ß¡v©M¡u¥ð¶¢®T¼Ö¡v¨âÃþ¥Í¬¡¸ê°T¡A°µ¬°¬ã¨s½d³ò¡C¥»¬ã¨s«Y³z¹L¸ê°T»Ý¨D¡B¥ô°È¡Bª¾ÃÑ»â°ì¡BÀô¹Ò¡B·j´M¨t²Î¡B·j´Mµ²ªG»P»Ùêµ¥¤CÂI¼vÅT¦]¯À¡A¨ÓÁA¸Ñ¥Ø«e°ê°ª¤¤¥Í¨Ï¥Îªººô¸ô¸ê°T¡B¸ê°T¨Ï¥Î²{ªp»PºA«×¡AÆ[¹î¨ä¾D¹J»Ùê´M¨Dªº¸Ñ¨M¤è¦¡¡A¥H¤Î´M¨Dµ²ªGªºªí²{®t²§¡C

Abstract:

With its increase in users, the Internet and online information searches have become increasingly important. The Internet has become an important form of media as a source of information in people's lives. In recent years, the average age of people going online to search for information has decreased gradually, showing that youth are increasingly more inclined to look for information online. This study examines this phenomenon, using Taipei City's public junior and senior high school students as its subjects. The scope of the study is two major types of online information searches, or "Coursework and/or Study" and "Leisure and/or Entertainment." This study examines seven factors that influence Internet use, information needs, and attitudes toward the Internet, including information needs, task, domain, setting, search system, search outcome, and barriers.

ÃöÁä¦r¡G°ê°ª¤¤¾Ç¥Í¡B¸ê°T»Ý¨D¡B¸ê°T´M¨D¦æ¬°

Keywords: Junior high school students, Senior high school students, Information needs, Internet search activities

 

¼ÐÃD¡G¤j¾Ç¥Íºô¸ô¨Ï¥Î²ß©Ê»Pºô¸ô¨Ï¥Î·N¦V¤Wªº©Ê§O®t²§

Title: Gender Differences in Male and Female Undergraduate College Students' Internet Usage Habits and Tendencies

§@ªÌ¡G¦¶ÄRÄRChu, Li-Li¡]°ê¥ßÅé¨|¾Ç°|±Ð¨|¾Çµ{¤¤¤ß±Ð±Â¡^

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¥»¬ã¨s±Ä¥Î¤åÄm¤ÀªR¤Î°Ý¨÷½Õ¬dªk¡A¥H±´¯Á¤j¾Ç¨k¤k¨â©Ê¦bºô¸ô¨Ï¥Î·N¦V»P¹ê»Úºô¸ô¦æ¬°¤Wªº®t²§¡C¬ã¨s¹ï¶H¨Ó¦Û¨â©Ò¤j¾Ç°|®Õ¦@105¦ì¾Ç¥Í¡A¬ã¨sµ²ªGµo²{¡G¤j¾Ç¨k¤k¥Í¦bºô¸ô¨Ï¥Î·N¦V¤W¨ÃµLÅãµÛ®t²§¡B¨C¶gªá¸û¦h®É¶¡¡]10-34¤p®É¡^¦b¨Ï¥Îºô¸ôªÌ¤ñ¥­§¡¨C¤Ñ¥u¨Ï¥Î¤@¡B¨â­Ó¤p®ÉªÌ¾Ö¦³§ó¥¿­±ªº¨Ï¥Î·N¦V¡B¦b±`¨£ªººô¸ô¦æ¬°¡]ÂsÄýWWW©M¨Ï¥ÎE-mail¡^¤W¤k¥Í°Ñ»Pªº¤ñ¨k¥Í¦h¡B¨k¥Í«h¤ñ¤k¥Í¦³¸û¦h¤¸ªººô¸ô¬¡°Ê¡B¨C¶g¤Wºôªº®É¼Æ¨k¥Í¤ñ¤k¥Í¦h¡A¥B¤j¾Ç¥Í¸û¤Ö±q¨Æºô¸ôÁʪ«¡C

Abstract:

By documentary analysis and surveys, this study explores the gender differences in Internet usage tendencies among male and female undergraduate college students. The 105 subjects of this study came from two institutions of higher learning. The results of the study are as follows. No obvious gender differences were observed in Internet usage tendencies between male and female undergraduate college students. However, the high Internet usage group, a group who used the Internet between 10 and 34 hours per week, showed more positive Internet tendencies than the low Internet usage group, a group who used the Internet for one or two hours per week. Female students used Internet (world wide web - www) and e-mail activities more often than male students. Male students engaged in more varied non-Internet network activities than female students. Male students generally spent more time in networks per week than their female counterparts. Moreover, few undergraduates made many online purchases.

ÃöÁä¦r¡G©Ê§O®t²§¡Bºô¸ô¨Ï¥Î²ß©Ê¡Bºô¸ô¨Ï¥Î·N¦V

Keywords: Gender differences, Internet usage, Internet usage tendencies

 

¼ÐÃD¡Gºô¸ô±MÃD¾Ç²ßªÀ¸s¤W¤½¦@¡B±MÃD»P±M®a°Q½×¤À¨É¤§¤ñ¸û

Title: Comparing Public, Project, and Expert Discussion Groups in Web-Enabled Project-Based Learning (PBL) Communities

§@ªÌ¡G±i°ò¦¨Chang, Chi-Cheng¡]»O¥_¬ì§Þ¤j¾Ç§Þ¾±Ð¨|¬ã¨s©Ò±Ð±Â¡^

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¥»¬ã¨s¥Øªº¦®¦b¤ñ¸ûºô¸ô±MÃD¾É¦V¾Ç²ß´Á¶¡¾Ç²ßªÌ©ó¤½¦@°Q½×¡B±MÃD¤p²Õ¡B±M®a¤p²Õ¤TÃþ¤£¦P°Q½×°Ï½u¤W°Q½×¤À¨Éªí²{ªº®t²§¡C¥»¬ã¨s¥H®v¸ê°ö¨|¤¤¤ß­×²ß±Ð¾Ç´CÅé½Òµ{ªº15¦ì¾Ç¥Í¬°¹ï¶H¡A¶i¦æ¬°´Á¤C¶gªººô¸ô±MÃD¾É¦V¾Ç²ß¤§­Ó®×¹êÃÒ¬ã¨s¡C¸ê®Æ»`¶°¤è¦¡¬°§Q¥Îºô¸ô¾Ç²ß¬ö¿ý»`¶°µn¤J¨t²Î¦¸¼Æ¡B°Q½×¦¸¼Æµ¥¸ê®Æ¡C¬ã¨sµ²ªGÅã¥Ü¡A¤TÃþ°Q½×°Ïªº¦UºØ½u¤W°Q½×¤À¨É¦¸¼Æ¡]¥­§¡¨C¶g¡B¥­§¡¨C²Õ¡B¥­§¡¨C²Õ¨C¶gµ¥¡^¡B¥­§¡¨Cµn¤J¨t²Î¤@¦¸°Ñ»P½u¤W°Q½×ªº¦¸¼Æ°µ¤ñ¸û¡A¬Ò¬°¤½¦@°Q½×¦¸¼Æ³Ì¦h¡C±M®a¤p²Õ¦b¥­§¡¨C¶g½u¤W°Q½×¦¸¼Æ¡B¥­§¡¨C²Õ¨C¶g½u¤W°Q½×¦¸¼Æªí²{¤W°ª©ó±MÃD¤p²Õ¤§¥~¡A¨ä¾lªí²{±M®a¤p²Õ¬Ò§C©ó±MÃD¤p²Õ¡CÅã¥Ü«÷¹Ï¦¡¦X§@¾Ç²ß±M®a¤p²Õªº²Õ¦¨»P½u¤W°Q½×¹ï©ó¾Ç²ßªÌ¦³¤@©wªº»Ý­n¡C

Abstract:

The goal of this study is to compare three different types of web-enabled Project-Based Learning (PBL) discussion groups (Public, Project, and Expert) for a specific period of time. This study is an empirical case study on web-enabled Project-Based Learning (PBL) of seven PBLs based on a group of 15 students who are taking Instructional Media courses in a teacher preparation center. As a data collection method, the study used a web learning log to determine frequency of logging on, posting, and replies. The results of the study revealed that frequency of logging on was highest in the Public discussion group out of all three types of discussion groups (based on various calculation criterion of average times per week, average times per group, average times per week by group, etc.). Expert groups ranked higher than Project groups in the categories of discussion frequency per week and discussion frequency per week by group. Except for these categories, Expert groups generally ranked lower in frequency than Project groups. These results reveal that it is helpful and important for learners to organize into teams of individual experts and to share information among experts during discussion, such as in a Jigsaw cooperative learning strategy.

ÃöÁä¦r¡G±MÃD¾É¦V¾Ç²ß¡B±MÃD¾Ç²ß¡Bºô¸ô±MÃD¾Ç²ß¡B«÷¹Ï¦¡¦X§@¾Ç²ß¡B¾Ç²ßªÀ¸s¡B½u¤W°Q½×

Keywords: Project-Based Learning, PBL, Web-Enabled Learning, PBL, Jigsaw cooperative learning, Learning communities, Online discussion

 

¼ÐÃD¡G°ê¤p¦ÛµMºô¸ô¦X§@¾Ç²ßSTS±MÃD¦æ°Ê¬ã¨s¢w¢w¥H¡u¬ì¾Ç»P¥Í¬¡¡v¬°¨Ò

Title: An Action Research on Elementary Students' Learning Natural Science through Network Cooperative Learning with the Science-Technology-Society (STS) Approach.

§@ªÌ¡G½²ªÃ«íTsai, Peng-Hen¡]°ª¶¯¥«ºÖªF°ê¤p±Ð®v¡^

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¥»¬ã¨s¥H¦æ°Ê¬ã¨s¼Ò¦¡»P·Ç¹êÅç¬ã¨s³]­p¡A¹êÅç²Õ¥Hºô¸ô¦X§@¾Ç²ßSTS±MÃD¡u¬ì¾Ç»P¥Í¬¡¡v¡A±±¨î²Õ¶i¦æ½Ò°ó±Ð«Ç±Ð¾Ç¡A¾Ç²ß¤º®e¥]§t¬Û¦Pªº¤T­Ó±Ð¾Ç³æ¤¸¡A¨C³æ¤¸±Ð¾Ç®É¼Æ§¡¬°¤T¶g¡A¨C¶g4¸`¦@12¸`¡A¦æ°Ê¬ã¨s±Ð¾Ç¾úµ{¦@¬°¤E¶g36¸`½Ò¡C¬ã¨s¹ï¶H¿ï¨ú°ª¶¯¥«¬Y°ê¤p¤»¦~¯Å¤@­Ó¯Z32¤H¬°¹êÅç²Õ¡A¥t¤@­Ó¯Z¯Å31¤H¬°±±¨î²Õ¡C¬ã¨sµ²ªGµo²{¡G1.ºô¸ô¦X§@¾Ç²ß§´µ½¹B¥Î½Òµ{¸`¼Æ¡A³z¹L¤p²Õ¸£¤O¿EÀú¥H¤Î·¾³q°Q½×¡A´£¤É­Ó¤H¾Ç²ß¦¨´N¡F2.¦U¤p²Õºô¸ô¦X§@¾Ç²ßªº¨}æÕ¡A·|¼vÅT¨ä¾Ç²ß¦¨´Nªºµo®i¡F3.²§½è©Ê¤À²Õ¤¤¡A¦U¤p²Õ¦¨­û¤§¶¡ªº·¾³q¤¬°Ê­Y¸û¬°¼öµ¸¡A¯à´£¤É²Õ­ûªº¾Ç²ß¦¨´N¡C

Abstract:

This study was conducted under the active research model and with a quasi-experimental design. The experimental group took a course called "Science and Life" by means of an network cooperative learning approach called "Science-Technology-Society" (STS). The control group took regular classroom instruction. Each group took the same three instructional units. Each unit required about three weeks of learning time and about four classes per week, or a total of 12 classes per week. The active research instructional process was a total of 36 classes over nine weeks. The subjects of the study came from a sixth grade class in a school in Kaohsiung City, with one group of 32 sixth graders as the experimental group, and 31 students of another group of sixth graders as the control group. The results of this study are as follows. 1. Proper use of the network cooperative learning material showed that individual learning achievements were enhanced by breaking up into smaller working groups for active problem solving and discussion among the working group's individual members. 2. The degree of success of network cooperative learning among the different working groups affected each working group's progress and overall learning achievements. 3. If the members of the different working groups were interactive, this would affect the learning achievements of the individual members of the group.

ÃöÁä¦r¡Gºô¸ô¦X§@±Ð¾Ç¡BSTS±MÃD¡B¬ì¾Ç»P¥Í¬¡

Keywords: Network cooperative learning, Science-Technology-Society (STS) approach, Science and life

 

¼ÐÃD¡GÀ³¥Î·§©À¹Ïµo®i½Òµ{ºÞ²z¨t²Î¤§¬ã¨s

Title: Developing a Courseware Management System Using Concept Mapping Method

§@ªÌ¡G©P¶³ªêChou, Yun-Hur¡]ªF«n§Þ³N¾Ç°|¤g¤ì¤uµ{¨tÁ¿®v¡^

Á©|½åHsieh, Shang-Hsien¡]¥xÆW¤j¾Ç¤g¤ì¤uµ{¨t±Ð±Â¡^

®}·s¶hShyu, Hsin-Yih¡]²H¦¿¤j¾Ç±Ð¨|¬ì§Þ¨t±Ð±Â¡^

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¦b¥Ø«e°ê¤º°ªµ¥±Ð¨|¤¤¡A±`·|¥X²{¬Û¦Pªº½Òµ{¡A¦]¥ô±Ð±Ð®v¤£¦P¡A±Ð¾Ç¬yµ{¤Î½d³ò¬Ò¥Ñ±Ð®v¦Û©w¡A¥H­P¹ï±Ð¾Ç¤º®e¡B¶i«×¤Î²`«×¡A²£¥Í¬Û·í¤j®t²§¡A¦p¦¹¹ï¾Ç¥Íªº¾Ç²ß·|¦³¬Û·í¤§¼vÅT¡C¬°¸Ñ¨M¦¹¤@°ÝÃD¡A¥»¬ã¨sªº¥Øªº¬°¡G³]­p¤Î»s§@¤@ºØ½Òµ{ºÞ²z¨t²Î¡A¥H¾ã¦X¤£¦P¦Ñ®vªº±Ð¾Ç®t²§¡A´£¨Ñ¾Ç²ßªÌ§ó¦³®Ä²vªº½Òµ{¤º®e¤Î¬yµ{¡C¥»¬ã¨s¤¤¨Ï¥Î·§©À¹Ï§@¬°½Òµ{³æ¤¸²Õ¦Xªº¤èªk¡A¨Ã´£¥X¤@­ÓºtºâÅÞ¿è¡A¥H¾ã¦X¤£¦Pªº±Ð¾Çµ²ºc¡C¥»¬ã¨sªº¥DÃD¥]§t¡G(1) ½Òµ{³æ¤¸ªº¤ÀªR¡B(2) ¾Ç²ß¸ô®|ªº¤ÀªR¤Îµû¦ô¡B(3) ¬ã¨s¦p¦ó¿Ä¦X¤£¦Pªº±Ð¾Ç³æ¤¸³]­p¡A¥H¾ã¦X¦¨¬°¬Û¦Pªº½Òµ{¤º®e¤Î¬yµ{¡B(4) ¹ï¤£¦Pªº±Ð¾Ç¸ô®|¡A¦p¦ó§ä¥X³Ì¨Îªº±Ð¾Ç¬yµ{¡A¥H¹F¨ì¾A©Ê±Ð¾Ç¡B¦]§÷¬I±Ðªº¥Ø¼Ð¡C¤å¥½¥»¤å¥H¤@­Ó¤uµ{¾Çµ{½Òµ{ªº¡u¿ûµ¬²V¾®¤g³]­p¾Ç¡v§@¬°½d¨Ò¡A¥H«K»¡©ú¨Ã´ú¸Õ¨t²Îªº¬ÛÃö¥\¯à¡C

Abstract:

In the field of higher education in this country today, different instructors may teach the same course, but the instructional content, pace, and depth may vary because each teacher designs his or her own course structure. These variations may result in quite different levels of performance among students. In order to remedy this problem, this study is aimed at designing a courseware management system so as to integrate different teaching methods, and to provide students with a more effective course structure, distributing the right amount of content at the right time. The concept map method is used as the model for the organization of course units. This study also proposes a new method to integrate different course structures based on Goldsmith's closeness index. This study had four objectives: (1) analyzing the course units, (2) analyzing and assessing different learning paths, (3) examining how to integrate different course units from different teaching plans i

nto the same course content and course structure, and (4) determining the best instructional paths among various instructional paths to achieve effective instruction and learning. This study takes a civil engineering course (i.e., Reinforced Concrete Design) as its example, analyzing this course by explaining its structure and major concepts, and provides testing and related functions.

ÃöÁä¦r¡G·§©À¹Ï¡B½Òµ{³æ¤¸¡B¾Ç²ß¸ô®|¡B¾A©Ê±Ð¾Ç¡B¿ûµ¬²V¾®¤g³]­p

Keywords: Concept maps, Course units, Learning paths, Effective instruction, Courseware management system, Reinforced concrete design

 

¼ÐÃD¡G§Q¥ÎGeometer's Sketchpad ¹q¸£³nÅé³]­p°ÊºAµøÄ±±¡¹Ò¤Æ½u«¬¨ç¼Æ¾Ç²ß¤§¬¡°Ê

Title: Using Geometer's Sketchpad Computer Software to Design Dynamic Visually-Situated Activities in Order to Learn Linear Functions

§@ªÌ¡GÁ­õ¤¯Hsieh, Che-Jen¡]¬ü©M§Þ³N¾Ç°|°]¬Fµ|°È¨t°Æ±Ð±Â¡^

Ò\¥@Â`Tu, Shi-Yiu¡]¤T¥Á®a°ÓÀ\¶¼¬ì¼Æ¾Ç±Ð®v¡^

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¥»¤å¿Ä¤J¾Ç²ß»{ª¾²z½×¡A§Q¥Î¹q¤l´X¦óªO¡]Geometer's Sketchpad¡^³]­p¾Ç¥ÍÂǥѷƹ«´N¥iª½±µ¾Þ±±ªº½u«¬°ÊºA¨ç¼Æ¾Ç²ß¬¡°Ê¡C¾Ç¥Í¦b¦¹Àô¹Ò¥i¥H¤â°Ê©Î¦Û°Êªº¬ö¿ý©M¯d¤U·Q­nÆ[¹îªº¼Æ­È¡A¸g¥Ñ­«ÂЪº¹êÅç©MÆ[¹î¡A¾Ç¥Í¥i¥H¥Í¦¨ÅܼƦA¹ïÅܼƪºÃö«Y¤©¥H¥N¼Æ¦¡ªí¥Ü¡C

Abstract:

In this study, the authors integrate cognitive theories into the Geometer's Sketchpad computer software to design dynamic activities for students to learn the mathematical concepts of linear functions with the help of the computer mouse. In this computer-assisted environment, the students can record, collect, and observe numerical data manually or automatically. After repeated experiments and observation, the students are expected to generate the algebraic relationships of two variables.

ÃöÁä¦r¡G¼Æ¾Ç±Ð¨|¡B¹q¸£»²§U¾Ç²ß

Keywords : Mathematics education, Computer-assisted learning

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Construction of Evaluation Criteria for Educational Websites

ùºú·s Laurence Lwo

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¡@¡@¦bºô»Úºô¸ôµo¹F¡Bºô¯¸¼Æ¶q«æ³t¦¨ªø¡Bºô­¶¸ê®Æ¥R¥¸ªº®É¥N¸Ì¡A¬°¯à¹ªÀyÀu¨}±Ð¨|Ãþºô¯¸ªº³]¥ß¡A±j¤Æºô¸ô¸ê·½À³¥Îªº®ÄªG¡C¦¹¬ã¨s¤§¥Øªº¦b©ó«Øºc¤@®M±Ð¨|Ãþºô¯¸µûŲªº³W·Ç¡A´£¨Ñ¦U¯Å¾Ç®Õ±Ð®v¸ê°T¿Ä¤J±Ð¾Ç¤Î¹Ï®ÑÀ]ŪªÌºô¸ô¸ê·½À³¥Î¤§¨Ì´`©Î°Ñ¦Ò¡C¥»¬ã¨s¥ý¥H¤åÄm»`¶°ªº¤è¦¡¾ã²z¥X¤@®MµûŲªº³W·Ç¡A±µµÛ¸g¥Ñ¥|¤Q¤G¦ì°ê¤ºªººô¸ô¤Î¹q¸£»²§U±Ð¾Ç±M®a¥[¥Hµû¿ï«á¡AÀÀ©w¤F¤K­Ó¼h­±¥|¤Q¶µ²Ó¥Ø¤§ºô¯¸µûŲ³W·Ç¡C³Ì«á¦A¥H¥xÆW¥_³¡¤»©Ò¤j¾Ç¤§¤j¾Ç³¡¤Î¬ã¨s¥Í¬°¹ï¶H¡A¶i¦æ¦U¶µ³W·Ç¤§­«­n©Ê°Ý¨÷½Õ¬d¡A¨ä¦³®Ä°Ý¨÷¦^¦¬¤­¦Ê¤@¤Q¤C¥÷¡C

¡@¡@¬ã¨sµo²{µûŲ¦h´CÅé±Ð¨|Ãþºô¯¸ªº³W·Ç¥i¤À¬°¤K­Ó¼h­±¨Ó¶i¦æ¡A³o¤K­Ó¼h­±¥]¬A¡G¡u§l¤Þ©Ê¡v¡B¡u¤º®e¦X¾A¥¿½T©Ê¡v¡B¡u¤¬°Ê¤è¦¡»P«¬ºA¡v¡B¡u´CÅé«~½è»P¿Ä¦X©Ê¡v¡B¡u¶Ç¿é«~½è¡v¡B¡u¾Ç²ß¾AÀ³©Ê¡v¡B¡u¾A·íªº¾Ç²ß»²§U¤u¨ã¡v¡B¡u¤º«Ø´¼¼z¡vµ¥¡C¦b¨C¤@­Ó¼h­±¤U¦A²Ó¤À¥X¤­­Ó²Ó¥Ø¡A¦]¦¹Àò­P¥|¤Q¶µ¥i¹B¥Î¨ÓµûŲ¦h´CÅé±Ð¨|Ãþºô¯¸¤§³W·Ç¡C³z¹L¤j¾Ç¥Í¤§°Ý¨÷½Õ¬d¤ÀªR¡A¦¹¤K­Ó¼h­±¤¤¡A¡u¶Ç¿é«~½è¡v¬O¤j¾Ç¥Í»{©w¬°³Ì­«­n¤§¼h­±¡A¨ä¦¸¬O¡u§l¤Þ©Ê¡v»P¡u¤º®e¦X¾A»P¥¿½T©Ê¡v¡C¦Ó¥|¤Q¶µ²Ó¥Ø¤¤¡A¤j¾Ç¥Í³Ì­«µøªº¬°¡u¸ê®Æ§e²{©Î¤U¸ü®É¶¡¤£·|¤Óªø¡v©M¡u®e©ö¬d¸ß»P³s½u¡A¥B¤£·|¤¤Â_©Î¥X²{¿ù»~°T®§¡v¡A¦Ó³Ì¤£­«µøªº¬O¡u²Î­p©Î­pºâ¤Wºô¤H¦¸¡v¡C

¡@¡@¥»¬ã¨s°£¤F§¹¦¨«Øºc¤@®M§Ú°ê±Ð¨|Ãþºô¯¸ªºµûŲ³W·Ç¤Î±N¦U³W·Çªº­«­n©Ê¥[¥H±Æ§Ç¥~¡A¨Ã°w¹ï¤j¾Ç¥Í¨Ï¥Îºô¸ô±¡§Î¶i¦æ¤F¸Ñ¤Î´£¥X«ØÄ³¡A¾¬±æ´£¨Ñ±q¨Æ±Ð¨|ºô¯¸³]¥ßªº±Ð®v©Î¬ÛÃö¤H­û§@¬°°Ñ¦Ò¡A¨Ó±j¤Æ°ê¤º¦h´CÅé±Ð¨|ºô¯¸ªº«~½è¡A´£ª@¦U¯Å¾Ç®Õ±Ð®v¤Î±Ð¨|¬ÛÃö¾÷ºcÀ³¥Îºô¸ô¸ê·½¤§·NÄ@¤Î¨Ï¥Î¥\®Ä¤§´£¤É¡C

ÃöÁä¦r¡Gºô»Úºô¸ô¡Bºô¯¸¡BµûŲ³W·Ç

Abstract

In an age where Internet resources, in particular, web-based resources, continue to proliferate at an astonishing rate, it is necessary to develop evaluation criteria in order to encourage the establishment of excellent educational websites to promote the usage of these websites. The purpose of this study is to construct a set of evaluation criteria for educational websites that is designed for classroom and library use. First, the researcher selected 40 literacy items. Second, the study surveyed 41 experts to construct face validity. Third, the researcher conducted another surveyed to understand the importance of each item. The study's subjects included 518 students from six universities, of whom 517 students returned the questionnaire.

The study found that the evaluation criteria could be categorized into eight aspects: (1) Attractiveness, (2) Correctness, (3) Interaction, (4) Multimedia, (5) Communication, (6) Adaptation, (7) Learning-aids, (8) Embedded intelligence. Each of these eight categories had five sub-items. As a result, the researcher obtained data concerning a total of 40 items from this study. When deciding whether to use the Internet as a learning resource, university students considered good communication most important out of the items considered, while experts considered accuracy most important item. Moreover, university students felt that time and convenience (in the sense of obtaining information without a long waits and avoiding inherent delays or interruptions) were of critical importance to them when deciding whether to use the Internet as a learning resource.

This study has established a set of evaluation criteria that is appropriate for Taiwan's educational environment. Because teachers can sort this set of criteria by importance, the criteria can serve as an excellent guide for teachers who want to incorporate web resources as part of their classroom activities. In addition, these criteria also serve as an excellent tool for those who wish to design educational websites and for those who want to post criteria on the library bulletins.

Keywords : Internet, Websites, Evaluation criteria

°ªµ¥±Ð¨|¾÷ºc±Ð®v°Ñ»P¼Æ¦ì¾Ç²ßµo®iªº»Ùê¦]¯À¡B»¤¦]»P¼úÀy¾÷¨î¡G¤åÄm¦^ÅU»PµûªR

A Critical Review of the Barriers, Incentives, and Rewards, for Faculty Participation in Development of e-Learning Programs in Institutions of Higher Learning

³¯«À¯u Yau-Jane Chen

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¡@¡@¼Æ¦ì¾Ç²ßªº³nµwÅé¬ãµo»P±Ð§÷¤º®e³]­p¦³¿à¤j¾Ç®Õ°|±Ð®vªº¿n·¥§ë¤J»P°Ñ»P¡C¦ý±q¨Æºô¸ô±Ð¾Ç¡B½Òµ{³]­p¡B±Ð§÷¶}µo»P»s§@µ¥¤u§@»Ý­n°ª«×±M·~¯À¾i¡A¤]»Ý­nªá¶O¤¾ªøªº®É¶¡»P¹d¤jªº¤ß¤O¡A¦Ó¦¨ªG«o¤ÖÀòªÖ©w¡A¼úÀy¾÷¨î¥ç¸û¯Ê¥F¡A¦]¦¹µLªk§l¤Þ±Ð®v§ë¤J¡C¥»¤å¦®¦b¹ï¡u¤j¾Ç®Õ°|±Ð®v°Ñ»P¼Æ¦ì¾Ç²ßµo®iªº»Ùê¦]¯À¡B»¤¦]¡B¼úÀy¾÷¨î¡vªº¬ÛÃö¤åÄm¶i¦æÂk¯Ç»PµûªR¡A¥H§@¬°¥¼¨Ó¹êÃÒ¬ã¨sªº°ò¦»P¬Fµ¦¨î­q¤Î¹ê°È±À°Êªº°Ñ¦Ò¡C¥D­nªº±´°QijÃD¥]¬A¡G±Ð®v°Ñ»P¼Æ¦ì¾Ç²ßµo®iªº²z½×°ò¦¡Fªýê±Ð®v±q¨Æ¼Æ¦ì¾Ç²ßµo®iªº¼vÅT¦]¯À¡F¤Þµo±Ð®v§ë¤J¼Æ¦ì¾Ç²ßµo®iªº°Ê¾÷»P»¤¦]¡F§l¤Þ±Ð®v°Ñ»P¼Æ¦ì¾Ç²ßµo®iªº¼úÀy¾÷¨î¡C

ÃöÁä¦r¡G¼Æ¦ì¾Ç²ß¡B±Ð®v°Ñ»P¡B»·¶Z±Ð¨|¡B»Ùê¡B»¤¦]¡B¼úÀy¾÷¨î

Abstract

Many professors from various schools these days are devoting significant amounts of time and effort into research and development of an e-learning environment and designing e-learning materials and content. However, program planning, class design, and materials development for e-learning projects takes a great deal of time, money, effort, and patience, in addition to specialized training. Moreover, the results might not receive much credit (promotion or tenure), as the academic benefit and rewards support system concerning e-learning development is inadequate. For these reasons, few professors have much desire to devote their time and efforts to such a difficult and unattractive challenge.

This study, therefore, collects and analyzes related literature concerning barriers, incentives, and reward system for faculty participation in development of e-learning programs in institutions of higher learning, such that this study can act as a basis for future empirical study, and as a reference for future implementation, while providing schools with ideas for creating good policy with respect to fostering the development of e-learning programs. Specifically, this Article discusses the following: basic theories behind e-learning development and faculty participation (including the benefits, rewards, personal motivations, and the overall academic support system, as well as the obstacles, that affect faculty determination in whether to participate in e-learning development).

Keyword: E-learning, Faculty participation, Distance education, Barriers, Incentives, Rewards

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An Empirical Analysis on Internet Addiction for Colleges Students

³¯ª÷­^ Jin-Ying Chen

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¡@¡@¥»¬ã¨s°w¹ïºô»Úºô¸ô¨Ï¥Î¦Ó§Î¦¨¤ß²z¨Ì¿à¤§¼ç¦b¤Wºô¦¨Å}±Ú¸s¡A±´°Q»P¤@¯ë¨Ï¥Îºô¸ôªÌ¦bªÀ¥æ¦Û´L·P¨ü¡B»P¥L¤H¤¬°ÊµJ¼{·P¡B¥H¤Î±¡·P»PªÀ¥æ©t±I·Pµ¥¤è­±ªº®t²§¡C¬ã¨s¼Ë¥»¨Ó¦Û¤@¯ë¤½¨p¥ß°ª±ÐÅé¨t¡B®v½dÅé¨t»P§Þ¾Åé¨tµ¥¦@¤»©Ò¤j¾Ç¡A 1023 ¦ì¾Ç¥Í¡A¨Ã¥H¤­¥÷¶qªí§@¬°¬ã¨s´ú¸Õ¤u¨ã¡C¬ã¨sµ²ªGµo²{¡A¤j¾Ç¥Í¼ç¦bºô¸ô¦¨Å}ªÌ¡A¬ù¦û¤@¯ëºô¸ô¨Ï¥Î¤H¤f¸s¤§ 4.5 ¢H¡A¥BµLÅãµÛ©Ê§O®t²§¡C¨Ì¾Ç°|Ãþ§O¹º¤À¡A¥H²z¤u / ¹q¾÷¸ê°T¾Ç°|¤Î¹A¾Ç°|ºô¸ô¦¨Å}¤ñ¨Ò¬°³Ì°ª¡F¨Ì¨Ï¥Îª¬ªp¹º¤À¡Aºô¸ô¦¨Å}ªÌ¦³³W«ß©Ê¤Wºô²ßºD¡A¨C¦¸¤Wºô«ùÄò®É¶¡¥|¤p®É¥H¤WªÌ¤ñ¨Ò¬°³Ì¦h¡A¥B¨C¶g¤WºôÁ`®É¼Æ¶V¦hºô¸ô¦¨Å}¦æ¬°¶É¦V¶VÅãµÛ¡C¬ã¨s¨Ã¥Bµo²{¡Aºô¸ô¦¨Å}ªÌªÀ¥æ¦Û´L·P¸û§C¡AªÀ¥æµJ¼{·P¤ÎªÀ¥æ©t±I·P«h¦³´¶¹M°¾°ªªº²{¶H¡C

ÃöÁä¦r¡G¤j¾Ç¥Í¡Bºô»Úºô¸ô¡B¦¨Å}¡B¤H»ÚÃö«Y

Abstract

This research investigates Internet usage and its relationship with Internet addiction. A group of 1023 students from six different universities (including public and private institutions of higher learning, teacher's colleges, and technical colleges, etc.) were the sample group for this research. The researcher used a self-developed questionnaire with various measurements of social loneliness, isolation, anxiousness, and a scale of symptoms concerning Internet dependency to collect the data for this study. The results of the study show that 4.5 percent of college students are Internet addicts. The researcher did not find gender differences in this study. By school, Internet addictive behavior was highest in the schools of science, engineering, electrical engineering, and information technology, as well as agriculture. By nature of Internet use, Internet addicts had regular habits of going online, and would usually stay online for periods of over four hours at a time, and Internet addiction was most prominent among those students who spent the most time online every week. The findings of the study suggest that increased levels of personal Internet use are closely associated with socially lonely, isolated, and anxious individuals.

Keyword: University students, Internet, Internet addiction, Interpersonal relationships.

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The Design and Evaluation of Online Game-Based Learning Systems

´å¥ú¬L Kuang-Chao Yu

¿½Åã³Ó Hsien-Sheng Hsiao

¬x°ê¾± Kuo-Hsun Hung

½²ºÖ¿³ Fu-Hsing Tsai

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¡@¡@¹CÀ¸¬O¤HÃþ¦¨ªø¹Lµ{¤¤¤£¥i©Î¯Êªº¤@³¡¥÷¡A¥¦¯à¤Þµo°Ñ»PªÌªº°Ê¾÷¡A¥ç¬Oºc¦¨«Äµ£»{ª¾»PªÀ·|µo®iªº­«­n³¡¤À¡A³\¦h¹êÃÒ¬ã¨s«ü¥X¥H¹q¸£¹CÀ¸§@¬°±Ð¾Ç¤u¨ã·|¦³¥¿­±ªº¾Ç²ß¦¨®Ä¡Aªñ¨ÓÀHµÛ¬ì§Þªº¶i¨B¡A¹q¸£¹CÀ¸¤w±q³æ¾÷ª©ºtÅܦ¨¦h¤H½u¤W¹CÀ¸¡C¥»¤å´£¥X¤@­Ó½u¤W¹CÀ¸¦¡¾Ç²ß¨t²Î¡A°t¦X¥Í¬¡¬ì§Þ¤º®e§@¬°¾Ç²ß»P¹CÀ¸ªº¥DÃD¡A¥H´Á¯à¤Þ°_¾Ç²ßªÌªº¾Ç²ß°Ê¾÷¡A¨Ï¨ä¯à¦b´J±Ð©ó¼Öªº¹Lµ{¤¤¾Ç²ß¦³Ãö¬ì§Þªºª¾ÃÑ¡C¨t²Îªì¨Bµû¦ôªºµ²ªGÅã¥Ü¾Ç²ßªÌ¹ï¦¹¨t²Î¦³¥¿¦Vªº¾Ç²ß°Ê¾÷»P·NÄ@¡C

ÃöÁä¦r¡G½u¤W¹CÀ¸¡Bºô¸ô¾Ç²ß

Abstract

Game is an essential part of human life. Game can stimulate players' desire to learn new things, and it can also be an important part of children's cognitive and social development. Some studies show the positive learning effects of using computer games as instructional tools. With rapid developments in technology in recent years, computer games have evolved from simple one-machine games into huge multiplayer online games. This paper describes the design and evaluation process of an online game-based learning system, used for junior high students in their class "Living Technology." The results of the preliminary evaluation of this study showed that the online game-based learning system had a positive effect on learners' motivation and desire to learn more about technology.

Keywords : Online game, Online learning

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A Preliminary Study of the Role of Technology Coordinators in the Support of Information Technology Education in Elementary and Middle Schools

¼B¦u³ì Liou, Shou-Chiao

´^¤ß»ö Peng, Hsinyi

©P¡@­Å Chou, Chien

ºK­n

¡@¡@¸ê°T±Ð¨|¡] IT in Education ¡^¤w¦¨¥@¬É¦U°êª§¬Û¦C¬°±Ð¨|§ï­²»Pµo®iªº­«ÂI¡A¨Ï±o¸ê°T³]³Æ¦bªñ´X¦~¤£Â_¦a¶i¾n¤¤¤p¾Ç±Ð¨|¡A¨Ã±a¨Ó³\¦h±Ð¾Ç«¬ºA»P¦æ¬F¤è¦¡ªº§ïÅÜ¡A¤¤¤p¾Ç¸ê°T²Õªø¦b³o¤@ªi¸ê°T±Ð¨|¼ö¼é¤¤¡A§êºtµÛ·¥¬°Á|¨¬»´­«ªº¨¤¦â¡C¦]¦¹¥»¬ã¨s¦®¦b±´°Q¤¤¤p¾Ç¸ê°T²Õªøªº¤u§@¤º®e»P°ÝÃD¡A¥H¤Î¸ê°T²Õªø¦b¸ê°T±Ð¨|¤¤¡AÀ³§êºtªº¨¤¦â¼h¯Å¡F³Ì«á»¡©ú¸ê°T²Õªø»P¸ê°T±Ð¨|ªºÃö«Y¡A¨Ã´£¥X½Õ¾ã¸ê°T²Õªø¨¤¦â¤§«ØÄ³¡A§@¬°¾Ç®Õ±À°Ê¸ê°T±Ð¨|¤§°Ñ¦Ò¡C

ÃöÁä¦r¡G¸ê°T²Õªø¡A¤¤¤p¾Ç¸ê°T±Ð¨|¡A¸ê°T¬ì§Þ¿Ä¤J±Ð¾Ç

Abstract

Information Technology in Education is receiving a great deal of attention in countries around the world, as a way to reform the national educational system and improve each nation's global competitiveness. In recent years, IT equipment is entering into and taking its place in elementary and middle school classrooms in many countries. IT education has required significant changes in teaching methods and the administrative matters. Many elementary and middle schools have created a new and popular role, the technology coordinator (TC) to help out with IT education, and technology coordinators have the potential to play a very decisive role in the students' IT education. However, the role of the technology coordinator is too often overlooked or given only superficial attention.

The first purpose of this study is to discuss and define the crucial role and problems facing the technology coordinator, and discuss, based on the different roles played by the technology coordinator, the responsibilities of the technology coordinator. The next purpose is to examine the relationship between the technology coordinator and information technology education, then, to offer practical recommendations for ways to restructure the role of the technology coordinator, that the schools can use as a valuable reference.

Keywords : Technology coordinator, Information technology education in elementary schools and middle schools, Integration of information and technology into education

ºô­¶¤p²Õ°Q½×¤§¤p¦Ñ®vÆN¬[»²§U¹ï¤p²Õ¤¬°Ê«~½èªº«P¶i®ÄªG¬ã¨s

Enhanging Group Interaction Quality by Skillful Peer Scaffolding in Online Small Group Discussion

°ª¥xÓ} Michelle Tai-Chien Kao

ºK­n

¡@¡@¥»¬ã¨s¥ø¹ÏÂǥѸû°ª¼h¦¸ªº¾Ç²ßªÌ¦bºô­¶°Q½×°Ï´£¨ÑÃã»y¦¡ªº¤å¦rÆN¬[¡A»²§U¸û§C¼h¦¸ªº¾Ç²ßªÌ¡A±´¨s¦bºô­¶«D¦P¨B¤p²Õ°Q½×¤¤¡A±Ð®v©Î¸û°ª¯à¤Oªº¾Ç²ßªÌ¥i¥H§êºtªº»²§U¶Ê¤Æ¨¤¦â¡A©M¥i¥Hµo´§«P¶i¤¬°Ê«~½èªºÆN¬[¥\¯à¡C¥»¬ã¨s¸Ô¹ê°O¿ý¨Ã¤ÀªR¾ã­Óºô­¶¤p²Õ°Q½×¤¬°Ê¾Ç²ßªº¹Lµ{»P¦¨®Ä¡A´yø¥X¾A¦X©óºô­¶¤p²Õ°Q½×ªº®v¥Í¤¬°ÊÂŹϡC¦¨ªG¥i¬°¦³¤ßµo®iºô­¶±Ð¾Çªº¦Ñ®v¦b±Ð¾Ç³]­p©MºÞ²z¤W´£¨Ñ½d¨Ò»P«ØÄ³¡C

ÃöÁä¦r¡G¤p¦Ñ®vÆN¬[»²§U¡Bºô­¶¤p²Õ°Q½×¡B¤¬°Ê¦æ¬°

Abstract

This study seeks to arrange higher-level learners to support lower-level learners by providing text-based verbal scaffolding in online discussion groups. Scaffolding is an instructional technique whereby the teacher models the desired learning strategy or task, then gradually shifts responsibility to the students. The purpose is to investigate the effective role for promoting learning which a teacher or a more skillful learner can play in non-simultaneous online discussion group discussions, and what scaffolding techniques they can use to improve the interactive nature of the group discussions. The study recorded and analyzed the entire interactive learning process and the performance of these small group discussions, to sketch out a blueprint of the teacher-student-interaction in online discussion group discussions. The results of the study provide examples and suggestions concerning instructional design and management for instructors who intend to develop courses for the Internet.

Keywords: Scaffolding by skillful learners, Online small group discussion, Interactive behavior


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A Diagnosis Tactic for Applying Concept Map to Construct E-Learning Website

¡¯¡¯ ¤ý»F¨¹ Wang, Chao-Ban

¡¯¡¯¡¯ ³\¦³¯u Hsu, Yu-Chen

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¡@¡@¾Ç²ß¦¨®Äªº¶EÂ_»Pµû¦ô¬O±Ð¾Ç¹Lµ{¤¤ªº­«­n¬¡°Ê¡Aºô¸ô±Ð¾Ç¦³¨ä«K§Q©Ê¡AµM¦Ó¨ä¥¼¯à¼sªx³Q±µ¨üªº­ì¦]¤§¤@¡A¦b©óµLªk¸Ô²Ó¶EÂ_¾Ç²ßªº¦¨®Ä¡C·í±Ð®vµLªkÁA¸Ñ¶EÂ_¾Ç¥Íªº¾Ç²ß§xÃø¡A§YµLªk±o¨ì¨¬°÷ªº¡u¦^õX¸ê°T¡v¨Ó¤ÏÀ³¾Ç¥Íªº¾Ç²ßª¬ªp®É¡A«K·|¹ïºô¸ô±Ð¾ÇÀô¹Ò²£¥Í¤£¦w©Î¤£«H¥ô·P¡A¦]¦¹¶EÂ_³y¦¨¾Ç²ßªÌ¾Ç²ß»Ùꤧ®Ú¥»­ì¦]¡A±N¬O§ïµ½ºô¸ô±Ð¾ÇÀô¹Òªº­«ÂI¤§¤@¡C²z·Qªººô¸ô±Ð¾Ç¨t²Î¡AÀ³·í¯à°÷°w¹ï¤£¦Pªº¾Ç²ßªÌ´£¨Ñ­Ó¤H¤Æªº¤º®e²`«×»P¾Ç²ß¶¶§Ç¡C¥»¬ã¨s§Q¥Î·§©À¹Ï°µ¬°±Ð¾Ç¨t²Îªº°©¬[¡A¦b³]­p¹Lµ{¤¤¥H·§©À¹Ï¤¤ªº©RÃD¬°±Ð§÷¥DÅé¡A«Ø¥ß¤£¦P²`«×ªº±Ð§÷¡C¦¹¤èªk¤£¶È¯à´x´¤±Ð§÷ªº½d³ò¡A¤]¯à°÷²M·¡ªº«Ø¥ß¦U±Ð§÷³æ¤¸ªº¶i¤JÂI¤Î¾Ç²ßªÌ¥i¯àªº¦æ¶i¸ô½u¡A¨Ïºô¸ô±Ð¾Ç¨t²Î¦bÅU¤Î¾Ç²ßªÌªºµ{«×¤Î­I´ºª¾ÃѤW¡A¯àÅý¾Ç²ßªÌ±o¨ì³Ì¨Î¾Ç²ß®ÄªG¡C¶i¦Ó§Q¥Î·§©ÀÄ~©ÓÃö«Y¡A¶EÂ_³y¦¨¾Ç²ßªÌ¾Ç²ß»Ùꤧ­ì¦]¡A¥H«Ø¥ß«áÄò¤§¸É±Ï¾Ç²ß¸ô®|¡A¨Ïºô¸ô±Ð¾Ç¨t²Î¯à¹F¨ì¾A©Ê¤Æ±Ð¾Ç²z·Q¡C

ÃöÁä¦r¡G·§©À¹Ï¡Bºô¸ô±Ð¾Ç¡B¾Ç²ß¦¨®Ä¶EÂ_¡B¾A©Ê¤Æ±Ð¾Ç

Abstract

The evaluation of a student Õs progress is an important topic in the education, and it is one of the major problems which Web-Based Instruction (WBI) faces today. When an instructor does not understand students?problems or difficulties, he or she may not be able to provide adequate feedback to the students. As a result, students may learn to distrust WBI as a form of education. Therefore, overcoming this problem is a significant point in ensuring the success of WBI.

An ideal form of WBI would be able to tailor instruction based on a student Õs individual needs and study habits. This study uses concept map as the framework of the web-teaching system. Teaching materials are based on this very concept, creating different teaching materials for different needs. The use of concept maps helps developers acquire adequate teaching materials for the subject, and help students comprehend each point of the lesson, while recognizing or allowing for different study paths.

Students can achieve better results when WBI can account for specific student needs. WBI can diagnose specific problems for each student in order to create a better learning program for the student. Moreover, analysis of student problems enables developers to create better materials for the overall WBI system.

Keywords: Concept maps, Web-based instruction (WBI), Diagnostic tactics, Adapted learning, Instructional systems design, Training

±N¶Ç²Î¹CÀ¸ªºª±©Ê¦]¯À¾É¤J¹q¤l¹CÀ¸¤§³]­p¡G¤@­Ó¹CÀ¸¤ß²z¾Çªº°ò¦¬ã¨s

Integrating the Playfulness Factors of Traditional Games into Electronic Games: A Basic Study of Game Psychology

¡¯¡¯ ·¨´´¦Ð Yang, Pei-Yu

¡¯¡¯¡¯ ±ç´Â¶³ Liang, Chaucer Chaoyun

ºK­n

¡@¡@¨|¼Ö¾ã¦X¤w³vº¥¦¨¬°¼Æ¦ì¾Ç²ß³]­pªº·sÁͶաA¬Û¹ï©ó¾Ç²ß¤ß²z¾Ç¬ã¨sªºÂרK²Ï¹ê¡A¹CÀ¸¤ß²z¾Çªº°ò¦¬ã¨s«o¥F¤H°Ý¬z¡A¥»¬ã¨s§Y¬O¹Á¸Õ¸É¨¬³o¶ô¾Ç³N¯Ê¾Ñªºªì©l§V¤O¡C¥»¬ã¨s±Ä¥ÎµJÂI¹ÎÅé³X½Í¤è¦¡±´°Q¶Ç²Î¹CÀ¸¤§ª±©Ê¦]¯À¡A¨Ã¾ã²z¥X¨ä¤¤¸û±`»P¸û¤Ö³QÀ³¥Î©ó¹q¤l¹CÀ¸³]­pªÌ¡A¦AÂǥѲ`«×³X½Íªk¨Ó±´¨s¥¼¨Ó¥i¨ÑÂX®i¤è¦V»P¾ã¦XÁͶաC¥»¬ã¨sµ²ªGµo²{¡G¶Ç²Î©M¹q¤l¹CÀ¸ª±©Ê¦]¯À¤§¹ïÀ³Ãö«Y¡A»P¨äµo®i¯ßµ¸¤Î¹CÀ¸Ãþ«¬¦³Ãö¡F¸û¤Ö³QÀ³¥ÎªÌ«Y«ª©ó§Þ³N¡B¥ø¹º¡B¦¨¥»¡B­·ÀIµ¥¦Ò¶q¡F¸û±`³QÀ³¥ÎªÌ«h¦h´Â¦V³Ð·N²Õ¦X»P§Þ³N¬[ºcµ¥¤è¦V¨Óµo®i¡F¾É¤J¶Ç²Î¹CÀ¸ª±©Ê¦]¯À¡A¨Ã¿Ä¦X¹q¤l¹CÀ¸³]­p¤§«ä¦Ò»P§Þ³N¡A¹ï©ó¹CÀ¸³Ð·Nµo·Q©M¤º®e¦h¤¸¤Æ¦³·¥¤jªº§U¯q¡C

ÃöÁä¦r¡G¶Ç²Î¹CÀ¸¡B¹q¤l¹CÀ¸¡Bª±©Ê¡B¹CÀ¸¤ß²z¾Ç¡B¨|¼Ö

Abstract

The integration of education and games is a promising trend for e-learning design. This study is aimed at exploring the Òp layfulness factors?of traditional games (that is to say, what makes a particular game fun), and identifying which factors are frequently and seldom applied at present. The results indicate that the playfulness factors in traditional games and electronic games are strongly related, apparent in the different types of games available over the years. Seldom-applied factors are difficult to implement for several reasons, including inadequate technology, game planning, and high cost. Developers can enhance frequently-applied factors with more creative combinations and better technological structures. Introducing additional playfulness factors of traditional games into electronic games will benefit game design and game content, allowing developers to predict future trends in game design.

Keywords: Traditional games, Electronic games, Playfulness factors, Game psychology, Edu-tainment.

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The Development of Internet Virtual Dinosaur Museum

­ð¤åµØ Wernhuar Tarng

¼BÄÉÁú Hsin-Hun Liou

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¡@¡@¥»½×¤å¥D­n¥Øªº¡A¦b¬ã¨s¦p¦ó¨Ï¥Îºô¸ô©MµêÀÀ¹ê¹Ò§Þ³N¨Ó«Ø¥ß¤@­Óºô¸ôµêÀÀ®£Às±Ð¨|À]¡A¥H¨ÑªÀ·|¤j²³©M¦U¯Å¾Ç®Õ¤Wºô°ÑÆ[»P¾Ç²ß¤§¥Î¡C­º¥ý§Ú­Ì±´°Q®£Às°ÊºA¼Ò«¬ªº»s§@¤èªk¡A¦A»¡©úµêÀÀ®£Às±Ð¨|À]ªº³õ´º³W¹º©M³]­p¹Lµ{¡A¥H¤Îºô¯¸ªº¦U¶µ¥\¯à¡Cºô¸ôµêÀÀ®£Às±Ð¨|À]¨ã¦³°ª¤¬°Ê©Ê©M¥ßÅ鵸ı®ÄªG¡A¨Ã´£¨Ñ®£Às¥ÍºA®i¥Ü°Ï¡B¹}¾i°Ï¡B°Ýµª°Ï¡B´M§äÄ_ª«¡Bºô¸ô¸ê·½°Ï©M½u¤W°Q½×°Ïµ¥¥\¯à¡A¥i§@¬°¤¤¡B¤p¾Ç¡u¦ÛµM»P¥Í¬¡¬ì§Þ¡v»â°ìªº¸É¥R±Ð§÷¡A¹ï©ó¼W¶i®£Àsªº»{ÃÑ´£¨Ñ¤@­Ó¥tÃþ¦Ó¦³½ìªººÞ¹D¡C

ÃöÁä¦r¡Gºô»Úºô¸ô¡BµêÀÀ¹ê¹Ò¡B®£Às±Ð¨|À]

Abstract

The objective of this paper is to study how to use the network and virtual reality technology in order to create an online virtual dinosaur museum, providing an educational environment on the Internet. The general public and schools can "visit" this virtual dinosaur museum online to learn about dinosaurs. The author first discusses the method for developing dynamic 3D models of dinosaurs, and then describes the process of designing and developing virtual scenes for the virtual dinosaur museum. The online virtual dinosaur museum provides 3D visual effects and highly interactive interfaces. The online virtual dinosaur museum has the following different sections on its website - an ecological environments section, a dinosaur breeding section, a treasure hunting section, a question and answer (Q&A) section, an online resources section, and a discussion section. Teachers can use this site as a supplementary teaching aid in the class "Nature and Life Technologies." Therefore, this website provides a unique and interesting way to enhance students' knowledge about dinosaurs.

Keywords : Internet, Virtual reality, Dinosaur museum

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Analysis of the Self-Evaluation Concerning Information Literacy Levels of Pre-Service Teachers

¡¯¡¯ ùºú·s Lwo, Laurence

¡¯¡¯¡¯ ­J¨|¦p Hu, Yu- Ju

¡¯¡¯¡¯¡¯ ­J¤[¾ð Hu, Chiu-Shu

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¡@¡@ÀHµÛ¶Ç¼½¬ì§Þªºµo®i¡A¬Û¹ïªº¤]±a°Ê¤F¸ê°Tªº¶Ç¼½»P¥æ¬y¡C¸ê°T¯À¾i¤w¸g¦¨¬°¤@ºØ²{¥N¤½¥Á¦b¸ê°TªÀ·|¤¤À³¨ã³Æ¤§³Ì°ò¥»ªºª¾ÃÑ»P¯à¤O¡C¥»¬ã¨sªº¥Øªº¬°¡G 1. ½Õ¬d®v¸ê¥Í¹ï¸ê°T¯À¾i¦Û§ÚµûŲªºµ²ªG¡C 2. µû¦ô®v¸ê¥Íªº¸ê°T¯À¾i¨Ã¬ãÀÀ±j¤Æ®v¸ê¥Í¸ê°T¯À¾iªº¤èªk¡C¥»¬ã¨s¥H°Ý¨÷½Õ¬dªk¬°¥D¡A»²¥H¤å¥ó¤ÀªRªk¡C¬ã¨s¹ï¶H¬°­×²ß±Ð¨|¾Çµ{¨Ã¿ï­×¡u±Ð¾Ç´CÅé»P¾Þ§@¡vªº¾Ç¥Í 61 ¦W¡C¬ã¨sµ²ªGÅã¥Ü¡A¨Ì¬ü°ê¹Ï®ÑÀ]¨ó·|©Ò´£¨Ñªº¤­¶µ¥D­nªº¼Ð·Ç¨Ó¤ÀªR¡A®v¸ê¥Í¹ï²Ä¤@¶µ¼Ð·Ç³Ì¦³¦Û«H¡A¤]´N¬O³o¨Ç®v¸ê¥Íı±o¸û¡u¯à¨M©w©Ò¶·¸ê°Tªº¥»½è»P½d³ò¡v¡A³o¤@¼Ð·Ç¤]¥i¿×¬°³Ì°ò¦ªº¸ê°T¯À¾i¡C¨ä¦¸¬O²Ä¤­¶µ¼Ð·Ç¡A®v¸ê¥Íı±o¸û¡u¯à¤F¸Ñ¸gÀÙ¡Bªk«ß¤ÎªÀ·|µ¥Àô¶¦b¦Xªk¡B¦X­Û²z¤§¸ê°T»P¸ê°T¬ì§Þªº¬ÛÃöijÃD¡v¡C´N®t²§©Ê¤ÀªR¡A®v¸ê¥Í¸ê°T¯À¾iªº¦Ûµû¦b©Ê§O¤W¨ÃµL®t²§¡A¤]´N¬O»¡¨k©Êªº®v¸ê¥Í»P¤k©Êªº®v¸ê¥Í¦b¦Ûµû¸ê°T¯À¾i®É¡A¨ÃµLÅãµÛªº®t²§¡C¦ý¬O¦b¯Å§O¤W«h¦³ÅãµÛ®t²§¡A¸ê®ÆÅã¥Ü¬ã¨s©Òªº®v¸ê¥Í¡] M=4.09 ¡^¦Ûµû°ª©ó¤j¾Ç³¡ªº®v¸ê¥Í¡] M=3.76 ¡^¡C¥»¬ã¨s¤]¹ï®v¸ê¥Íªº¸ê°T¯À¾i°ö¨|´£¥X©IÆ~¡A¨Ã¤]¶i¤@¨B«ØÄ³¥H°ÝÃD¾É¦V©Î±´¯Á¦¡¾Ç²ßªk¨Ó°ö¨|®v¸ê¥Í¤§¸ê°T¯À¾i¡C

ÃöÁä¦r¡G¸ê°T¯À¾i¡B¦Ûµû¡B®v¸ê¥Í

Abstract

With the advancement of communication technology, information exchange has become convenient in today Õs society. Information literacy now is recognized as a basic skill for today Õs information society. The purposes of the study are: (1) to investigate the results of self-evaluation on information literacy of pre-service teachers, and (2) to analyze and develop the pedagogy of information literacy in a teacher education program. This study used questionnaires as the primary basis of the study, and supplemented the study with analysis of related literature in the field. The subjects of this study were 61 students in the course ÒI nstructional Media and Technology.?The questionnaire was modified from the five standards of ÒI nformation Literacy Competency Standards for Higher Education ¡¨ that was reviewed by the Association of College and Research Libraries (ACRL) Standards Committee. Students were most confident with Standard 1 (ability to determine the nature and extent of the information needed), and next with Standard 5 (understanding the economic, legal, and social issues surrounding the use of information and access, and ethical and legal use of such information). This study revealed no significant gender differences between male and female student teachers in training, but did reveal a significant difference between students?grade level. That is, based on the students evaluation of their own skills, students at the graduate level (M=4.09) claimed to have higher information literacy skills [check this] than the students at the undergraduate level (M=3.76).

This study also indicates that information literacy is becoming an increasingly important component of teacher education, and recommends pedagogical strategies to ensure better information literacy for teachers in training.

Keywords : Information literacy, Self-evaluation, Teachers in training

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The Training Performance Evaluation of the Farming Management Information System (FMIS) Extension Project

¡¯¡¯ ©¨­×¥­ Yueh, Hsiu-Ping

¡¯¡¯¡¯ ªô¶hªY Chiu, Yi-Hsin

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¡@¡@¥»¬ã¨s¥H¥Á°ê 90 ¦~¥xÆW¤j¾Ç¹A·~±À¼s¾Ç¨t©Ò°õ¦æªº¡u¹A·~²£¾P¯Z¸gÀçºÞ²z¨t²Î±À¼sº[°ö°V­pµe¡v¤§ºØ¤lÁ¿®v¯Z¬°¹ï¶H¡A±Ä¥Î Kirkpatrick ¥|¼h¦¸¦Òµû¼Ò¦¡¡A¤À§O±q¡u¤ÏÀ³¡v¡B¡u¾Ç²ß¡v¡B¡u¦æ¬°¡v¤T­Ó¼h¦¸¦Òµû°V½m¦¨®Ä¡A¨Ã³z¹L°Ý¨÷½Õ¬d¡B´úÅç¡BÆ[¹î¤Î³X½Íµ¥¤è¦¡»`¶°¦Òµû¸ê®Æ¡C¬ã¨sµ²ªGµo²{¡G¦b¡u¤ÏÀ³¼h¦¸¡v¤è­±¡A¦h¼Æ¾Ç­ûªí¥Ü¨ü°V«á¹ï¨t²Î¦³²M·¡·§©À¡A¾Þ§@¤W·P¨ì§ó¥[®e©ö¡A¨ÃÄ@·N±À¼s¨t²Îµ¹¨ä¥L¹A¥Á¡A¦P®É¹ï©ó¸Ó°V½m¤§½Òµ{³W¹º¥H¤Î§U±Ð¸sªº³]­pµ¹¤©°ª«×ªÖ©w¡C¦b¡u¾Ç²ß¼h¦¸¡v¤è­±¡A¬ù¤K¦¨¥ª¥kªº¾Ç­û¾Ç·|¨t²Î¾Þ§@§Þ¯à¡A¦P®É¦b¹q¸£¨Ï¥Î¯à¤O»P¨Ï¥Î·NÄ@¤è­±¬Ò¦³©Ò´£¤É¡F¦Ó¦b¡u¦æ¬°¼h¦¸¡v¤è­±¡A¸Ó­pµe©Ò¯S§O°ö°V¤§ºØ¤lÁ¿®v§ó¨ã³Æ¨t²Î¥Ü½d»P±Ð¾Ç¯à¤O¡A¤£¶È¾Ç«á¥i¿W¥ß¾Þ§@¨t²Î¡A¤]¯à°÷¦b½Ò°ó¤W§Q¥Î¹q¸£±Ð¾É¨ä¥L¾Ç­û¨Ï¥Î¨t²Î¡C¥»¬ã¨s³Ì«á¤]°w¹ï¥¼¨ÓÁ|¿ì¬ÛÃö°V½m¤§³W¹º¹ê¬I»P¦Òµûµ¥¤è­±´£¥X¨ãÅ髨ij¡A¥H¨Ñ¬ÛÃö³æ¦ì¤H­û°Ñ¦Ò¡C

ÃöÁä¦r¡G°V½m¦Òµû¡B¹A¥Á¸ê°T±Ð¨|¡B¹A¥Á°V½m

Abstract

This research adopts Kirkpatrick Õs four-level evaluation model to assess the effectiveness of the Farming Management Information System (FMIS) Extension Project. Based on surveys, performance tests, observations, and face-to-face interviews, the findings of this study are as follows: (1) Reactions: Most trainees indicated that following training, they could understand FMIS more clearly, could use FMIS more easily, and were willing to introduce FMIS to other farmers, and placed a high value on the training program planning and teaching assistants. (2) Learning: Over 80% of the trainees were able to use FMIS with ease, increasing their willingness to use other computer applications. (3) Behavior: After training, farmers could use FMIS independently, and could teach it in the training class. In conclusion, the study also proposes suggestions for future training, implementation, and evaluation.

Keywords : Training evaluation, Computer training, Farmer training.

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Planning Training Programs for E-Learning Professionals

¡¯¡¯ ­p´f­ë Jih, Hueyching Janice

¡¯¡¯¡¯ ÄÁ°®¬Ñ Chung, Chyan-Goei

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¡@¡@¥þ¥Áª¾¯à¤§´£ª@¤D¬OªÀ·|ªº¸ê§÷°ò¥Û¡A¥H¼Æ¦ì¾Ç²ß¨Ó´£°ªª¾ÃѤu§@ªÌªº¥Í²£¤O¬O¤w¶}µo°ê®aªºÀu¥ý¸g«Ø½ÒÃD¡C­±¹ï¦¹¤G¤Q¤@¥@¬öªº´¼»ùÄvª§¡A¥xÆW¼Æ¦ì¾Ç²ß¬É¥ç«E»Ý¿n·¥°ö¨|Àu½èªº±M·~¤H¤O¡A¤è¯à²³§Ó¦¨«°¦a¦b¦¹´¼»ù­²©R¤¤¥ý¹£±oÂI¡A´x´¤­P³Ó¥ý¾÷¡C¥»³W¹º¬ã¨s¤§¥Øªº¦³¤G¡G¤@¬°«Ø¥ß¥xÆW¼Æ¦ì¾Ç²ß¤§±Ð¾Ç¨t²Îµo®i ADDIE ¼Ò¦¡¡A¥t¤@¬°°w¹ï¼Æ¦ì°V½m³W¹º®v¡A¼Æ¦ì±Ð¾Ç³]­p®v»P¼Æ¦ì´CÅé³]­p®vµ¥¼Æ¦ì¾Ç²ß³nÅé¬ãµo¤§±M·~¤H¤O¡A³W¹º±M·~¨¤¦â»P¯à¤O¤º²[¤Î°ö°V½Òµ{¤º²[»P¹ê¬I¤è¦¡¡C¥»¬ã¨sÂǥѤåÄm¤ÀªR¡BµJÂI¹ÎÅé¤Î±M®a®y½Íµ¥¤èªk¡A»`¶°¥xÆW²£©x¾Ç¬ã¦U¬É¹ï¼Æ¦ì¾Ç²ß¤H¤~°ö°Vªº·N¨£¡A¨Ã±N¥R¤Àªº¥B¦h¤¸ªº¸ê®Æ§@ºî¾ã¤ÀªR¡A¥H§@¬°§Ú°ê¸ê°T³nÅé¤H¤~§Þ³N³W½d¤§°Ñ·Ó¨Ï¥Î¡C¥»¤å¸Ô­z¦U¬ã¨sµo²{¡A¨Ã¥H¼Æ¦ì°V½m³W¹º®v¡] e-Training Planner ¡^¡A¼Æ¦ì±Ð¾Ç³]­p®v¡] e-Instructional Designer ¡^»P¼Æ¦ì´CÅé³]­p®v¡] e-Multimedia Developer ¡^©Ò»Ý¤§¯à¤O«ü¼Ð»P°ö°V½Òµ{³W¹º§@¬°µ²½×¡C

ÃöÁä¦r¡G¼Æ¦ì¾Ç²ß¡A¼Æ¦ì°V½m³W¹º®v¡A¼Æ¦ì±Ð¾Ç³]­p®v¡A¼Æ¦ì´CÅé³]­p®v¡A±Ð¾Ç¨t²Î³]­p¡A°ö°V½Òµ{

Abstract

Productivity and human resource development are increasingly important for countries to gain a competitive advantage in today Õs knowledge-based economy. Many countries around the world have turned to e-learning to stimulate productivity. As such, training qualified people with strong digital technology skills to create e-learning opportunities is crucial. The main purposes of this article are two folds. First is to develop competency-based criteria for e-learning professionals. Second is to design a training course based upon the criteria. This article discusses the past studies in this field, indicates the methods and findings of this study, and provides valuable suggestions for higher educators, policy makers, as well as concerned e-learning practitioners.

Keywords : E-learning, E-training planner, E-instructional designer, Multimedia developer, Instructional systems design, Training


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Mobile Learning Re-visited: Definition and the Essential Components

¡¯¡¯ Ĭ©É¦p Su, Yi- Ju

¡¯¡¯¡¯ ´^¤ß»ö Peng, Hsinyi

¡¯¡¯¡¯ ¡¯ ©P¡@­Å Chou, Chien

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¡@¡@ÀHµÛ¦æ°Ê¬ì§Þªºµo®i¡A¦æ°Ê¾Ç²ß¡] mobile learning, or m-learning ¡^ªºÄ³ÃD¦b°ê¤º¥~³vº¥¨ü¨ìÆf¥Ø¡FµM¦Ó¡A¹L¥hªº¬ã¨s¹ï©ó¦æ°Ê¾Ç²ßªº©w¸q¡B¤º²[»P½d³ò¡A¥H¤Î m-learning »P e-learning ¤§¶¡ªºÃö«Y¥¼¦³¸û²`¤Jªº±´°Q¡F¤S¡A²{¤µªº¬ã¨s¤´¦h«]­­©ó·LÆ[©Î¬ì§Þ¼h­±ªº«Ø¸m¹Lµ{¡A¬I±ÐªÌ¤£©ö±q¤¤¦Û¦æ«Øºc¤@§¹¾ãªº¦æ°Ê¾Ç²ß·§©À¡C¥»¬ã¨s¸Õ¹Ï­«·s±´¯Á¦æ°Ê¾Ç²ßªº©w¸q¡B¬ðÅã¨ä©w¦ì»P¯S¦â¡F¨Ã¥H¥¨Æ[¤Î¥þ­±ªººA«×À˵ø¦æ°Ê¾Ç²ßªºÀ³µM­n¯À¡A¥H§@¬°¹ê½î¦æ°Ê¾Ç²ßªº«ü¤Þ¤è°w¡C

ÃöÁä¦r¡G¦æ°Ê¾Ç²ß¡B¼Æ¦ì¾Ç²ß¡B«Øºc¥D¸q¡B²×¨­¾Ç²ß

Abstract

Mobile learning, or m-learning, has become the hottest emerging technology. A number of studies have been implemented into various mobile-learning environments worldwide. The purposes of this article are (a) to re-define mobile learning; (b) to differentiate m-learning from e-learning; and (c) to propose essential components of mobile learning. Suggestions for implementation and future research are also provided.

Keywords : Mobile learning, M-learning, E-learning Constructivism, Life-long learning

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The Instructional Function of Field Trips to Science Museums

¡¯¡¯ ¤_·ç¬Ã Yu, Jui-Chen

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¡@¡@³Õª«À]¾Ö¦³Â×´Iªº±Ð¾Ç¸ê·½¡A¤×¨ä¬O¬ì¾Ç³Õª«À]¤§©ó¾Ç®Õ¬ì¾Ç±Ð¨|¡A¦h¼Ë¤Æªº¸ê·½¯à°÷¸É¥R½Ò°ó±Ð¾Ç¤§¤£¨¬¡A´£¤É¾Ç¥Í¾Ç²ß®ÄªG¡C¥»¤å¹Á¸ÕÂÇ¥Ñ Dale ªº¸gÅç¶ð²z½×¡A¤ÀªR¬ì¾Ç³Õª«À]©Ò¯à´£¨ÑªºÂ×´I¸gÅç¡Aª§¨ú¾Ç®Õ±Ð®v¹ï³Õª«À]®Õ¥~±Ð¾Ç¥²­n©Êªº»{¦P¡F¨ä¦¸¡A±q¬ì¾Ç³Õª«À]¬¡°ÊÃþ«¬¤¶²Ð¡A¤Î¨ä±À¼s±´¨s¦¡±Ð¾Ç²z©Àªº¹ê¨Ò¤G¤è­±¡A´£¨Ñ±Ð®v­Ì¹B¥ÎÀ]¤º¸ê·½ªº«ä¦Ò¤è¦V¡F³Ì«á¡A¹ï©ó¾Ç®Õ¹ÎÅé¨ì³Õª«À]±q¨Æ®Õ¥~±Ð¾Ç©Ò­±Á{ªº°ÝÃD¡A¥[¥H±´°Q¡A¨Ã±q¤åÄm¤¤·J¾ã¥X¸Ñ¨M°ÝÃDªº¹ïµ¦¡C¨ä¤¤¡A³Ì­«­nªº²ö¹L©ó³Õª«À]»P¾Ç®Õ¶¡±K¤ÁªºÁpô¡A¼W¶i©¼¦¹ªºÁA¸Ñ¡AÅý±Ð®v­Ì¦³¾÷·|¥R¤À§Q¥Î³Õª«À]¸ê·½©ó±Ð¾Ç¤§¤¤¡C

ÃöÁä¦r¡G®Õ¥~±Ð¾Ç¡B Dale ªº¸gÅç¶ð¡B±´¨s¦¡¾Ç²ß¡B¬ì¾Ç³Õª«À]

Abstract

In a science museum, an exhibition often combines various media such as pictures, text material, audio material, models, interactive devices, and films. It serves as an ideal environment to supplement science learning. The cone of experience developed by Dale (1969) was used in this paper to demonstrate what science museum can do for students' learning. Hopefully, schoolteachers would recognize the necessity of museum field trips and would be willing to make use of. Secondly, by introducing how a science museum applied the concept of inquiry-based learning in their science activities, this paper showed the characteristics of instructional resources provided by science museums and recommended some approaches to use them. Moreover, studies revealed some constraints that limited schoolteachers to plan and implement field trips to museums. These studies also provided suggestions and solutions for both museums and schools. Keeping effective communication between two institutes was recommended by most experts.

Keywords : Field trips, Dale's cone of experience, Inquiry-based learning, Science museums

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SCORM-Compliant Instructional Design for Adaptive Learning-A Case of Boolean Algebra Function at Vocational Senior High School Level

¡¯¡¯ ·¨ÀA¼æ Yang, Jin-Tan David

¡¯¡¯¡¯ ²ø©{·¶ Chuang, Wan-Yu

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¡@¡@¥»¤å¦®¦b±´°Q¦p¦ó³]­p¤@¥÷²Å¦X SCORM 2004 ¶¶§ÇÂsÄý³W½d¡] Sequencing and Navigation ¡F SN ¡^ªº¾A©Ê¤Æ±Ð§÷¡A¥H³]­p°ªÂ¾¡u¥¬ªL¨ç¼Æ¡v½Òµ{³æ¤¸¤§¾A©Ê¤Æ±Ð§÷¬°¥XµoÂI¡A¨Ó¹F¦¨¾Ç²ßªÌ¦b SCORM 2004 ½Òµ{°õ¦æÀô¹Ò¤¤¶i¦æ¾A©Ê¤Æ¾Ç²ß¤§¥Øªº¡C¥»¤å¥H¡u­Ó§O¤Æ±Ð¾Ç¡v¤¤ªº¡u­Ó§O³B¤è±Ð¾Ç¡v»P¡uºë¼ô±Ð¾Ç¡v²z½×¬°±Ð¾Çµ¦²¤¤§°ò¦¡A¥H³]­p¾A©Ê¤Æ±Ð§÷¡F¥»±Ð§÷¤@¤è­±¹ï§C¾Ç²ß¦¨´NªÌµ¹¤©­«½Æªº½m²ß¡A«P¦¨¨ä¾Ö¦³°ò¦ªºª¾ÃÑ»P§Þ¯à¡F¥t¤@¤è­±¡AÅý¹ï±Ð§÷³æ¤¸¤w¹Fºë¼ôµ{«×ªº°ª¾Ç²ß¦¨´NªÌ¥iª½±µ¶i¦æ¤U¤@³æ¤¸¤§¾Ç²ß©Îµ¹¤©¸É¥R±Ð§÷¡A¥HÂX¤j©Î´£¤É¾Ç¥Í¾Ç²ß®Ä²v©Îª¾Ãѽd³ò¡C¥»¤å©Òµo®i¤§¾A©Ê¤Æ±Ð§÷»s§@¬yµ{ªº¨BÆJ¦³¤T¡G­º¥ý¡A¿ï©w¥DÃD¬°°ªÂ¾¡u¥¬ªL¨ç¼Æ¡v½Òµ{¡F¨ä¦¸¡A±N¨ä³]­p¦¨²Å¦X SCORM 2004 ¶¶§ÇÂsÄý¤§±Ð®×¡F³Ì«á¡A¹ê§@±Ð§÷¨Ã»s§@¬°²Å¦X SCORM 2004 ªº¾A©Ê¤Æ±Ð§÷¥]»q¡C¦]¦¹¡A¾Ç²ßªÌ¥i¨Ì¨ä¾Ç²ßª¬ºA±o¨ì¾A¦X¨ä¾Ç²ß¯S½è¤§±Ð§÷¡C¥»¤å±N±Ð¾Ç²z½×¹ê»Ú¹B¥Î©ó±Ð§÷³]­p¤¤¡A¨Ï±Ð§÷¨ã¦³¡u±Ð¡vªº±¡¹Ò¡A¦Ó¤£³æ¥u¦³¡u¾Ç¡vªº·N²[¡A¦]¦¹µ²¦X±Ð¾Ç²z½×»P§Þ³N¡A±´°Q±Ð§÷»s§@¤§¬yµ{¤Î­nÂI¡A³Ì«á¡A¥»¤å¥ç¹ï¬ÛÃöijÃD´£¥X«ØÄ³¡C

ÃöÁä¦r¡G SCORM 2004 ¡B­Ó§O¤Æ±Ð¾Ç¡B¾A©Ê¤Æ¡B±Ð§÷³]­p

Abstract

The purpose of this paper is to explore how to design a SCORM 2004-compliant instructional material for adaptive learning. Based on the goal of this paper, an adaptive teaching material on "Boolean primitive functions and operations" at senior high vocational school level has been designed, implemented, and delivered at SCORM 2004 Run Time Environment (RTE). The rationale of this study is derived from "Learning for Mastery" and "Instructional Prescribed Instruction". Essentially, interactions between learners and courses in SCORM 2004 Sequencing and Navigation (SN) are based on declarative rule-based operations in terms of presenting different navigation paths to different learning status. The processes of this paper follow three major steps: (a) Locating the topics on "Boolean primitive functions and operations"; (b) Designing SCORM 2004 SN-compliant instructional materials; and (c) Delivering content packages at SCORM 2004 RTE. The paper shows out the process of how to design adaptive teaching materials by adding SCORM 2004 SN rules into existing content packages. And then, those content packages can be delivered at SCORM 2004 RTE. Thus, the material is not only a teaching material, but also plays a role of a teacher. Finally, some implications for future study are also included.

Keywords : SCORM 2004, Individual instruction, Adaptive, Instructional material design

¥H XOOPS ¬[ºcºô¸ô±Ð¾Çºô¯¸¤§³]­p»PµûªR

The Design and Evaluation of Using XOOPS to Construct Instructional Websites

¡¯¡¯ ³¯¼y¦| Chen, Chin-Fan

¡¯¡¯¡¯ ±ç¾å¼z Liang, Xiao-Huei

¡¯¡¯¡¯ ¡¯ ªL±Ó¼z Lin, Min-Huei

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¡@¡@¡u XOOPS ¡v¬O¤@ºØ¥H©µ¦ùª«¥ó¬°¾É¦Vªº¤J¤fºô¯¸¨t²Î¡AÀ³¥Î·s¦¡ªº¬[¯¸·§©À¡AÅý¨Ï¥ÎªÌ¥i¨Ìºô¯¸¥Øªº¤Î»Ý¨D¤§¤£¦P¡A¦b¨t²Î¤¤Åܧó©Î¦w¸Ë¤£¦Pªº¼Ò²Õ¡C¥»¤å¥D¦®¦b±´°Q¥H XOOPS °ÊºAª«¥ó¾É¦V¼Ò²Õ¨Ó«Ø¸mºô¸ô±Ð¾Çºô¯¸ªº³]­p»PµûªR¡F¬°¤FÀ˵ø XOOPS ¼Ò²Õ¥i¦b±Ð¾ÇÀ³¥Î¤W¤§Àu¯Ê³B¡A¥»¤å³z¹LÆ[¹î°ê¤ººô¸ô¾Ç²ßÀô¹Òªº¹ê»Ú»Ý¨D¡A¨Ã¾ã²z¥X¥Ø«eºô¸ô±Ð¾ÇºÞ²z¨t²Îªº¥\¯à¯S©Ê¡A»P XOOPS ¼Ò²Õ¥i´£¨Ñ±Ð¾Çªº»²§U¥\¯à¬Û¤¬¤ñ¸û¡A³Ì«á§@¤@ºî¦XµûŲ¨Ã´£¥X XOOPS ¼Ò²Õ¦b±Ð¾ÇÀ³¥Î¤Wªº¬ÛÃö«ØÄ³¡C

ÃöÁä¦r¡Gºô¸ô±Ð¾Ç¡Bºô¸ô±Ð¾ÇºÞ²z¨t²Î¡B±Ð¾Çºô¯¸¡Bª«¥ó¾É¦V

Abstract

¡u XOOPS ¡v is a new style for constructing Websites, it is a eXtensible Object Oriented Portal System included the characteristic functions of e-learning management system. On the XOOPS, users can change various modules depending on the various demands and properties of their Websites. The purpose of this article is to discuss the Design and Evaluation of using dynamic object oriented module of XOOPS to build Instructional Websites. To survey and show the advantages and defects of applying the XOOPS modules on instruction, the authors observe the real requirements of learning environment in Taiwan and then conclude restrictions and situations of current e-learning management system. Finally this paper evaluate and compare these data with the functions supported by XOOPS, and propose some suggestions on designing and applying XOOPS modules on instruction.

Keywords : Web-based Instruction, E-learning management system, Instructional website, Object oriented

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¡X¡X ¥H»O¥_¥«¬F©²ªÀ·|§½«H¸qªÀ·|ºÖ§QªA°È¤¤¤ß¬°¨Ò

A Study on Building an EPSS for Facilitating the Function of Voluntary Supervision

¡¯¡¯ ¦ó«W¦w Ho, Li-an

¡¯¡¯¡¯ ¾G·V·¶ Cheng, Shen-yu

ºK­n

¡@¡@¥»¬ã¨s¤§¥D­n¥Øªº¬°³]­p¨Ãµo®i¤@®M»²§U»O¥_¥«¬F©²ªÀ·|§½«H¸qªÀ·|ºÖ§QªA°È¤¤¤ß¡]¥H¤U²ºÙ¡u«H¸qªÀºÖ¤¤¤ß¡v¡^§Ó¤u·þ¾É¤§¹q¤lÁZ®Ä¤ä´©¨t²Î¡A¬ã¨s¹Lµ{¿í´` ISD ±Ð¾Ç¨t²Î³]­p¼Ò¦¡¡A¸g¾ú¤ÀªR¡B³]­p¡Bµo®i¡BµûŲ¥|¶¥¬q¡A¥ý¤ÀªR¬ÛÃö¤åÄm¡B­Ó®×­I´º¡B¨Ï¥ÎªÌ»Ý¨D¡BÀô¹Ò¸ê·½»P¤u§@¥ô°È¡A¨Ì¾Ú¤ÀªRµ²ªG³]­p¥»¬ã¨s±ý«Øºc¤§¨t²Î¥\¯à¬[ºc¡A¦Ó«á¶i¦æ¨t²Î¤§µo®i¡A©óÂú§Î¨t²Î§¹¦¨«á¡A¦A¶i¦æ¨Ï¥ÎªÌµûŲ¥H¤F¸Ñ¨t²Î¤§¾A¥Î©Ê©Î¤£¨¬¡A§@¬°¨t²Î­×¥¿¤§°Ñ¦Ò¡C¥»¤å¤À¦¨¥|³¡¥÷¡A»¡©ú¬ã¨s­I´º»P°Ê¾÷¡B¬ã¨s¤èªk¡B¬ã¨s¦¨ªG¤§¨t²Î¥\¯à»PµûŲµ²ªG¡B¥H¤Î¬ã¨sµ²½×¡C

ÃöÁäµü¡G¹q¤lÁZ®Ä¤ä´©¨t²Î¡B§Ó¤uºÞ²z»P·þ¾É

Abstract

The purpose of this study was to design and develop an electronic performance support system (EPSS) to facilitate the function of voluntary supervision. Based on the concept of knowledge management and with the aids of technology, the study aimed to: 1) analyze the major work tasks of the volunteer supervisor and find out the standard workflow, 2) provide methods and tools to facilitate the job performance of the volunteer supervisor based on his or her needs, 3) provide the strategies and means to accumulate the knowledge and experience of the organization, 4) provide the strategies and means to enhance the channels of communication and collaboration between the volunteer supervisor and the volunteers, and among volunteers. The instructional system design model, which contained analysis, design, development and evaluation, was adopted in the study to construct the new system. In this paper, the authors introduce the research background, research methods, final system functionality, evaluation results, and the conclusions made based on the findings of the study.

Keywords : Electric performance support systems, EPSS, Voluntary supervision

¤¬°ÊÅé·P¹CÀ¸³]­p»PÀ³¥Î¡X¡X ¥H°ê¤p¾Çµ£¬°¨Ò

A Study of Interactive Physical Game Design for Elementary-School Students

¡¯¡¯ ¼B¤j¦¨ Liu, Da-Chen

¡¯¡¯¡¯ ±ç´Â¶³ Liang, Chaucer Chaoyun

ºK­n

¡@¡@¥»¬ã¨s±qª±®a¡B¹CÀ¸¤º®e¡B¹CÀ¸¸Ë¸mµ¥¤T­Ó­±¦V¤ÀªR¥Ø«eÅé·P¹CÀ¸ªº³]­p¡A±N¨äµo®i¦¨¬°Åé·P¹CÀ¸ªº¤¬°Ê¼Ò¦¡¡A¨Ã¤Þ¾É¥X¦UºØ¨­Å鬡°Ê¡C¦bÅé¾A¯à¹CÀ¸¤º®e³]­p¤è­±¡A¥»¬ã¨s±N¨äÂk¯Ç¬°¤Q¤@¶µ³]­p­ì«h¡C¨Ã®Ú¾Ú¦¹¨t¦C­ì«h¨Ó¶}µo¨t²ÎÂú§Î¡A½T»{¨ä¬O§_²Å¦X¾Çµ£Åé¾A¯à¬¡°Ê»Ý¨D¡Cµû¦ôµ²ªGµo²{±NÅé¾A¯à¬¡°Ê»PÅé·P¹CÀ¸·§©Àªºµ²¦X¦³§U©ó´£¤É¾Çµ£Åé¾A¯à¬¡°Ê¾Ç²ß°Ñ»P°Ê¾÷¡A§ïµ½¾Çµ£Åé¾A¯à¬¡°Ê¾Ç²ß¤º®e»P¹ê¬IÀô¹Ò¡A¦b¤¬°Ê¸Ë¸m»P¹CÀ¸³]­p¤è­±¡A¥i¨Ñ¥¼¨Ó¬ÛÃö¬ã¨s°Ñ°u¡C

ÃöÁäµü¡GÅé·P¹CÀ¸¡B¹CÀ¸³]­p¡B¤¬°Ê¸Ë¸m¡B¨­Å鬡°Ê

Abstract

The purpose of this study is to develop a physical game combining the concept of "physical game" together with pupils' body activities, and to integrate design principles to construct an interactive model for the game. Body activity is essential to maintain a healthy fitness. Insufficient body activity and exercise from sedentary life-style may increase the probability of illness. The methods adopted in this study include script planning, system construction, and system evaluation. The conclusions arrived in this study are analyzed as principles for the content design and serves to build up the interactive model of physical games. Furthermore, according to analysis from the evaluation, this study reached the following conclusions: (1) eleven principles for intrinsic of pupils' fitness activity participation are surveyed and concluded; (2) the content of learning fitness activity and environment are constructed; and (3) innovation interactive device and game designing are developed.

Keywords : Physical game, Game design, Interactive devices, Body activity

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