DSpace Community: 2016論文
https://ah.lib.nccu.edu.tw/handle/140.119/99053
2016論文2024-03-28T09:42:16Z偏鄉國中英語補救教學「七i」教學模式應用之個案研究
https://ah.lib.nccu.edu.tw/handle/140.119/110447
題名: 偏鄉國中英語補救教學「七i」教學模式應用之個案研究
摘要: 本研究採個案研究法,旨在探討「七i」教學模式(以多元智能與全語言理論之統整課程為基礎,並以人際智能、內省智能、沉浸式教學、意圖式教學、指導式教學來促進學習者獨立學習),對於偏鄉國中英語補救教學課程(寫信給加拿大耶誕老人以及歌唱學英語文)之影響,研究問題為:一、根據既有理論與偏鄉學校的實際狀況,如何建構一個適用之英語補救教學模式? 二、此教學模式的實施過程與成效為何?三、根據實施過程與成效,重新建構更適用之教學模式為何? This study adopts case study method to explore the influence of \"seven-i\" model, which illustrates the promotion of independent learning through interpersonal intelligence, intrapersonal intelligence, immersion, intentioned teaching, and instruction based on the integration of multiple intelligences and whole language approach, to English remedial teaching on writing letters to Santa in Canada and singing English for rural junior high school students.2017-06-19T09:45:37Z國小六年級學童學習焦慮、說負面語言時的 知覺與羞愧感、網路成癮相關之研究
https://ah.lib.nccu.edu.tw/handle/140.119/110446
題名: 國小六年級學童學習焦慮、說負面語言時的 知覺與羞愧感、網路成癮相關之研究
摘要: 研究者任教於土城區頂埔國小,發現班上學生從五年級開始習慣以負面語言,包含貶抑、髒話、攻擊性語言及放棄性語言來宣洩情緒,特別是在學習焦慮的情境下說負面語言的次數更加頻繁。當個體遭遇學習焦慮時,焦躁情緒容易使人的知覺停滯,亦可能降低羞愧感,促使研究者將方向聚焦在說負面語言時的知覺與羞愧感。網路遊戲推陳出新,吸引學生的興趣,讓低成就學生從中獲得成就感,因而使其對網路成癮,故網路成癮成了研究者想要研究的構念之一。綜合上述,研究問題為探究學習焦慮、說負面語言時的知覺與羞愧感、網路成癮三者之間的關係。 Researchers taught at Tucheng District DingPu elementary school discovered students in the class from the fifth grade accustomed to negative language, contain derogatory, swearing, offensive language and abandon language to vent their emotions, especially, in learning anxiety environment they will be more frequently to using negative language. When an individual fall into the learning anxiety environment, restlessness will be easy to make the stagnation of aesthesis,may also lower the sense of shame,which allow researchers to focus on aesthesis and sense of shame when saying the negative language. When Online game evolving faster,it attract the interest of students, so that low-achieving students can get a sense of accomplishment, and thus make they Internet Addiction,this phenomenon inspire the motives of researchers want to investigate.2017-06-19T09:45:20Z布萊恩兔的奇幻旅程:問題解決型桌上遊戲
https://ah.lib.nccu.edu.tw/handle/140.119/110445
題名: 布萊恩兔的奇幻旅程:問題解決型桌上遊戲
摘要: 科技日新月異、電子產品不斷推陳出新,導致現今的孩童從小就接觸電子產品,與人互動機會相對減少,孩子的應變及表達能力有可能會因此停滯不前,進而影響到人際關係的發展。為了提供下一代機會發展健康的心靈,我們設計了一套寓教於樂的桌上遊戲。希望藉由這套遊戲,提升孩子們解決問題的能力及語言溝通技巧。我們運用「中英翻譯(一)、(二)」課程所學,將這套桌上遊戲製作成雙語版。此遊戲不只單有一種玩法,還有額外兩種選擇,使遊戲玩起來更加有趣。本文將描述「布萊恩兔的奇幻旅程:問題解決型桌上遊戲」這套桌上遊戲的創作理念、研究背景,還有設計架構。As technology rapidly advances, children in our time are exposed to ever-changing electronic products and consequently have less social intercourse. This can pose a threat to their problem-solving ability and expressive ability; their interpersonal relationships may suffer as a result. In order to offer the next generation a chance to develop healthy mind and spirit, we design in our junior-senior project a board game, which may be helpful to users’ problem-solving ability and verbal communication skills. We apply what we have learned in the course “English-Chinese Translation I & II” to this game and make it a bilingual edition. This game can be used in three ways and hopefully doubles the fun playing it. This paper describes our research background, rationale, and the framework of the board game.2017-06-19T09:45:05Z物聯網趨勢影響之下產品設計活動轉變之研究
https://ah.lib.nccu.edu.tw/handle/140.119/110444
題名: 物聯網趨勢影響之下產品設計活動轉變之研究
摘要: 隨著科技技術的進步,帶來行動計算的普及、感測裝置成本的下降、網路協定等環境因素的轉變,造就物聯網趨勢的興起。物聯網實體產品具備收集數據的感測能力、將數據傳至雲端平台的網路連結能力、通過雲端運算下達指令於多個產品以服務使用者的能力。在此基礎下,產品的能力不若以往受限於硬體本身,已能整合產品背後龐大的服務系統,成就新一波的產品改革。物聯網趨勢引入產品創新商機,同時帶進傳統領域定義的變革。產品設計師對於產品的造型定義與功能定義,若仍僅僅沿用傳統設計原則,從單一物件思考,將無法利用物聯網架構下的設計因子從中締造價值。本研究藉由藉由案例分析法,探討物聯網產品對營運模式帶來的創新機會,藉此歸納出物聯網趨勢帶來產品設計活動的轉變。With the great advancement of technology, bringing alone mobile computing more popular, bringing down the cost of sensing device and the changes of setting factors, network protocols for instance. These allow a risen of Internet of Things (IoT).The entity product with IoT properties has capability to collect data by using sensor, updating the data to cloud by network connecting, and through the cloud computing to issue instruction in a variety of products to serve users. Under this basis, the products can be able to overcome the limitation to the hardware itself in the past. And it has been able to integrate the huge service system behind the product, bringing a new wave of products reform. Internet of Things (IoT) introduced the innovation to products, resulting in a transformation of the traditional business definitions. If a product designer sticks to traditional principles of design for modeling and function definitions, and think of a single object, he will not take advantage of the factor of IoT which can create value. The study summed up the changes for product design activities which caused by IoT trend. We explored the innovation of business model create by IoT product wth case analysis, whereby sum the changes of IoT trend brings to product design activities.2017-06-19T09:44:51Z