Academic Publications
Browse journal articles, conference papers, books, and book chapters published by NAER researchers.
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Building the vocational phase of the computerized motor skills testing system for use in the Electronics and Electrical Engineering Group and Hospitality Group
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- 林慶隆、林容聖
- 楊國揚、王立心
- 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
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
Measuring Subjective Well-Being in Taiwan
This paper explores the measurement of subjective well-being (SWB) in Taiwan through survey data as a result of 13 self-reported SWB questions. We illustrate the findings using multivariate data analysis approaches. First, by taking the first two principal component scores extracted from all SWB measurements, the biplot presents a relatively “even” society for SWBs, in which the plot depicts all data-points radiating from the center. Second, we employ factor analysis to juxtapose these 13 SWB measurements into three factors: health-related, prosperity-related, and social-related. Third and finally, this paper applies the seemingly unrelated regression model to verify the determinants of SWB. The SWB measurements are mostly increasing in higher education and (disposable) income, while falling with unemployment. Volunteering, donating more money to charities, having more leisure time, spending more hours on sports, and being involved in more arts-related activities all enhance an individual’s well-being. Gender and age may matter, but they are indecisive in the direction for various SWBs.
王淑貞跨文化教育研究中的抵殖民方法論及 其對臺灣原住民族教育研究的啟示
在教育研究中,文化議題一直是重要的關注焦點。本文先介紹紐西蘭後殖民學者史密絲在其著作『抵殖民方法論』中的概念,以及介紹從1999年該書發表之後在西方世界引用相關概念的現況,並以2008年由琳肯與鞏拉蕾姿所撰寫的「尋找新興的抵殖民方法論」一文為例,介紹該方法之實際應用情形。本文亦呈現抵殖民方法論在臺灣的發展情形與使用現況,最後就觀察所得提出省思。
洪秋瑋、葉川榮