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Academic Publications

Browse journal articles, conference papers, books, and book chapters published by NAER researchers.

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Query: (Phrase) Found1086results

  • 蔡明學、黃建翔
  • 曾大千、陳盈宏
  • How to improve academic optimism? An inquiry from the perspective of school resource and investment

    期刊論文2015

      Previous studies have identified many school variables which can have significant effect on academic optimism. However, most of these identified variables are leadership or psychological constructs; thus, it is often too abstract for school administrators to translate into real practice. Therefore, this study adopted the perspective of school resources and investments to examine to what extent is academic optimism determined by school preexisting conditions, and what school investments can promote it. The data were collected from a sample of 3672 teachers from 326 junior high schools in Taiwan. A hierarchical regression analysis was used to address research questions. The results indicated that school resource, the preexisting conditions of a school, only has marginal effect on academic optimism. It is school investment that has the majority of the impact on academic optimism. The study further identified that the school investment in Internet connection, awards for student learning, parent education, teacher professional development and its incentives can have significant effect on academic optimism. The paper contributes to better understanding of the nature of academic optimism and indicates what school investments educational practitioner can focus on to foster the culture of academic optimism. © 2015, Education Research Institute, Seoul National University, Seoul, Korea.

    Hsin Chieh Wu、Tian Ming Sheu
  • Building the vocational phase of the computerized motor skills testing system for use in the Electronics and Electrical Engineering Group and Hospitality Group

    期刊論文2015

      Technical and vocational education emphasizes the development and training of hand motor skills. However, some problems exist in the current career and aptitude tests in that they do not truly measure the hand motor skills. This study used the Nintendo Wii Remote Controller as the testing device in developing a set of computerized testing tools to measure the hand motor skills. Through literature analyses, expert reviews, and analysis of the experimental data, it has been confirmed that these computerized testing tools are stable and effective; in addition, the test results were not influenced by gender or prior experiences with using sensor devices. Moreover, the computerized test was capable of diagnosing and measuring the hand motor skills of participants in a safe, low-cost, virtual testing environment. In focusing on the learning experiences from vocational school practice classes, this study provides a reference for decision-making regarding further education and career development.

    陳俊臣
  • 劉君毅、賴阿福、陳明終、楊政穎
  • The influence of collaborative learning games within different devices on student's learning performance and behaviours

    期刊論文2014

      This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei elementary school fifth graders ranging from 11 to 12 years old, the study participants came from two classes taught by the same teacher. The class assigned as the experimental group used large multi-touch tabletops, while the other class assigned as the control group used personal computers. Analysis results indicated that the experimental group more significantly improved in learning performance and retention than the control group did. Moreover, learning behaviour results of the participants further indicated that the experimental group achieved a better behaviour transfer and more meaningful cyclical learning patterns than the control group did. Importantly, by bridging the gap between digital game-based learning and collaborative learning, this study provides evidence of novel and engaging experiences when using a multi-player, multi-modal tabletop display.

    陳俊臣
  • 秦夢群、吳勁甫、簡瑋成
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