簡易檢索 / 詳目顯示

研究生: 林以珊
Lin, Yi-Shan
論文名稱: CodeCity:以遊戲化知識地圖提升高中生的學習成就與學習動機
CodeCity: Using Gamified Knowledge Maps to Enhance High School Students' Learning Achievement and Motivation
指導教授: 陳志洪
Chen, Zhi-Hong
口試委員: 陳志洪
Chen, Zhi-Hong
鄭年亨
Cheng, Nien-Heng
李良一
Li, Liang-Yi
口試日期: 2023/07/18
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 63
中文關鍵詞: 遊戲化學習管理系統知識地圖學習成就學習動機
英文關鍵詞: Gamification, Learning Management System, Knowledge Map, Learning Achievement, Learning Motivation
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202301324
論文種類: 學術論文
相關次數: 點閱:151下載:30
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 在 COVID-19 疫情的背景下,學習管理系統的運用在教學現場中變得更加普及且種類繁多,但是學習管理平台仍有持續進步的空間。
    過往學習管理平台有互動性不足以及參與度較低的問題,因此採用遊戲化方式來提升學生學生動機,然而遊戲化的機制雖然在初次接觸新知識時扮演重要角色,但是長期而言,過於強調外在動機,容易影響學生內在動機,不利於後續的學習效果。最終,為了優化學習平台,搭配使用知識地圖,視覺化呈現知識關聯來降低學生的認知負荷,增加學生的挑戰意願,來達到提升長期參與的目標。
    在教學內容上使用新興科技作為主題,首先是新興科技與生活息息相關,且對於初學者而言門檻較高,此外,根基於數位技術的新興科技,相較於傳統的教學方式,在課堂中更適合以數位化的教學載體來呈現。
    綜上所述本研究旨在打造並檢驗一個有效的學習管理平台,即 CodeCity 平台,具體目的如下:(1) 開發一個以遊戲化知識地圖為特色的學習管理平台。(2) 評估 CodeCity 平台對學生學習成就與學習動機的影響。
    本研究在系統建立之後,採用準實驗設計的方式,分別進行兩次不同主題的實驗。第一次實驗依據 3 位專家教師研發的人工智慧教材作為內容,並以台南市某女中的 87 位高三學生做為有效研究對象,搭配本 CodeCity 平台進行 12 週的教學活動。實驗資料(包含成就測驗、系統紀錄、與動機問卷資料)蒐集之後,以描述統計、成對樣本 t 檢定、迴歸分析、MANOVA 以及信度分析等方法進行分析。同時也進行第二次實驗,以資訊安全為主題,台南市某女中的 28 位高三學生做為有效研究對象,共為期三週的實驗。
    本研究主要結果如下,在學習成就方面:(1)使用 CodeCity 平台之後,學生的學習成就顯著提升。(2) 遊戲化元素中,只有主題平均分數、即時測驗提交次數、可以解釋後測成績。(3) 經常使用知識地圖功能的學生,在後測的監督式學習部份、以及整份後測測驗上,顯著優於不常使用的學生。(4) 經常使用和不常使用即時測驗提交功能的學生,在後測任何部份都沒有顯著差別。(5) 經常使用排行榜功能的學生,在後測的監督式學習部份顯著優於不常使用的學生;在學習動機上:本研究資料可以證實,使用 CodeCity 平台的學生無論學習成就高低,都能保有相同程度(沒有顯著差異)的學習動機,且本研究使用的 ARCSU 問卷具有優良的信度。綜合以上研究結果,本研究也提出建議供實務工作者與未來研究者作為參考。

    Due to the COVID-19 pandemic, the use of Learning Management Systems (LMS) has become more common and diverse in the teaching sector. However, there is still room for ongoing improvement in LMS.
    In the past, learning management platforms faced challenges with low participation and limited interactivity. To address this, gamification was introduced to boost student motivation. However, relying too heavily on external motivation can have a negative impact on students' internal motivation over time, which can hinder their learning progress. To optimize the learning platform, using knowledge maps and visual aids to present knowledge correlations can help reduce students' cognitive load and increase their interest in taking on challenges. This approach can lead to enhanced long-term participation and better learning outcomes.
    One reason why emerging technology is often used as a teaching theme is that it is closely tied to daily life and can be more challenging for beginners. Additionally, as emerging technology is rooted in digital technology, it is better suited for instruction through digitalized teaching methods rather than traditional ones. Therefore, presenting emerging technologies in the classroom through digital teaching carriers is more appropriate than traditional teaching methods.
    This study seeks to tackle the challenges of low student motivation by creating and testing an efficient learning management system called CodeCity. The objectives of this study are to (1) Develop a learning platform that prominently features a gamified knowledge map. (2) Verify that the CodeCity platform enhances students' learning outcomes.
    The system underwent two experiments with different themes using a quasi-experimental design. The first experiment focused on artificial intelligence teaching materials developed by three expert teachers. 87 senior high school students from a girls' high school in Tainan City participated in the experiment, which lasted for 12 weeks and utilized the CodeCity platform for teaching. Data collected from achievement tests, system records, and motivational questionnaires were analyzed using descriptive statistics, paired-sample t-test, regression analysis, MANOVA, and reliability analysis. The second experiment had a theme of information security and used 28 senior high school students from a girl's high school in Tainan City as valid research subjects for a total of three weeks.
    This study yielded several important findings. In terms of learning achievement: Firstly, students who used the CodeCity platform experienced a significant improvement in their learning achievement. Secondly, among the gamification elements, the average score of themes, the number of immediate test submissions, and the post-test scores were found to be significant. Thirdly, students who frequently used the knowledge map function performed much better in the supervised learning section of the post-test and the overall post-test. Fourthly, there was no significant difference in performance between students who frequently used the immediate test submission function and those who did not. Fifthly, students who frequently used the leaderboard function performed significantly better in the post-tests supervised learning section than those who did not. In terms of learning motivation, the data from this study confirmed that students using the CodeCity platform, regardless of their learning achievement level, maintained the same level of learning motivation (no significant difference). Also, the ARCSU questionnaire used in this study demonstrates excellent reliability. As a result of these findings, this research proposes recommendations for practitioners and future researchers to consider.

    第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的與研究問題 3 1.2.1 研究目的 3 1.2.2 研究問題 3 第二章 文獻探討 5 2.1 學習管理系統 5 2.1.1 學習管理系統的定義 5 2.1.2 內容管理系統 5 2.1.3 學習管理系統的重要性 6 2.1.4 學習管理系統的相關研究 6 2.2 遊戲化 8 2.2.1 遊戲化的定義 8 2.2.2 遊戲化的重要性 8 2.2.3 遊戲化應用於學習的相關研究 9 2.3 知識地圖 10 2.3.1 知識地圖的定義 10 2.3.2 知識地圖的重要性 10 2.3.3 知識地圖應用於學習的相關研究 11 第三章 系統設計與實作 13 3.1 設計理念與策略 13 3.2 CodeCity 系統環境 13 3.3 CodeCity 介面 15 3.3.1 知識地圖 15 3.3.2 積分 16 3.3.3 徽章 17 3.3.4 排行榜 17 3.3.5 即時回饋 18 3.4 學科選擇 18 3.5 課程管理與教材呈現 19 3.5.1 即時測驗 20 3.5.2 Markdown 27 3.5.3 嵌入外部資源 28 3.6 班級管理 29 3.6.1 學生名單 29 3.6.2 作業動態消息 29 3.6.3 主題成績 29 第四章 研究方法 31 4.1 研究設計 31 4.2 研究對象 31 4.3 研究流程 31 4.4 研究工具 32 4.4.1 成就測驗 32 4.4.2 自編 ARCSU 動機問卷 33 4.4.3 CodeCity 系統紀錄 33 4.5 分析方法 34 第五章 結果與討論 35 5.1 學習成就 35 5.1.1 前、後測成對樣本 t 檢定 35 5.1.2 系統紀錄描述統計與對後測成績的解釋效果 36 5.1.3 知識地圖使用次數對學習成就影響 37 5.1.4 即時測驗提交次數對學習成就影響 38 5.1.5 排行榜使用次數對學習成就影響 39 5.2 學習動機 40 5.2.1 描述統計 40 5.2.2 不同學習成就學生的學習動機 43 第六章 結論與建議 45 6.1 研究結論 45 6.2 研究限制 46 6.2.1 受試者 46 6.2.2 即時測驗 46 6.2.3 遊戲化 46 6.3 建議 46 6.3.1 節點分數計算機制優化 46 6.3.2 重複答題機制優化 47 6.3.3 手機介面支援 47 參考文獻 49 附錄 59

    王子華、王國華、王瑋龍、黃世傑(2004)。不同形成性評量模式對國中生網路學習之效益評估。**科學教育學刊,12**(4),469-490。
    余民寧(2011)。**教育測驗與評量:成就測驗與教學評量 (第三版)**。心理出版社。
    李建樹、李育強、陳虹伶、陳瑞翎、石昭玲、陳建宏、林俐儀、彭美玉(2019)。**和 AI 做朋友**。教育部。
    岳修平、鄧雅婷(2008)。應用知識圖於教學與學習之策略探討。**中等教育季刊,60**(2),128-140。
    林姿儀(2020)。全球新興科技生態系之發展架構及趨勢。**臺灣經濟研究月刊,43**(2),13–21。https://www.doi.org/10.29656/TERM.202002_43(2).0003
    洪福源(2018)。人工智慧的發展、種類與未來教育發展應用的可能性。 **台灣教育,712**,55–64。
    張美珍、陳芳誼(2021)。國中AI教材教師接受度及適用性研究。 **工業科技教育學刊,14**,85–103。https://doi.org/10.6306/JITE.202109_(14).0006
    蕭瑞祥、謝明釗(2009)。運用知識地圖於數位學習教材設計之研究。**資訊管理學報,16**(1),163–180。 https://doi.org/10.6382/JIM.200901.0008
    賴婉玥(2018)。**以聊天機器人實作培養學生運算思維**(未出版之碩士論文)。國立臺灣師範大學,臺北市。
    葉宜昌(2012)。**以知識地圖為基礎的作答歷程分析之研究-以等差數列為例**(未出版之碩士論文)。國立交通大學,新竹市。
    Aballay, L. N., Aciar, S. V., & Collazos, C. A. (2021). Emotions for virtual learning environments. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 16(3), 215–224. https://doi.org/10.1109/rita.2021.3125902
    Abid, A., & Abid, K. (2021). Blending project centric approach with gamification for teaching computing courses, 1–5. https://doi.org/10.1109/ICIC53490.2021.9693053
    Adamov, J., Segedinac, M. D., Cvjetićanin, S., & Bakos, R. S. (2009). Concept maps as diagnostic tools in assessing the acquisition and retention of knowledge in biochemistry.
    Al-Fraihat, D., Joy, M., Masa’deh, R., & Sinclair, J. (2020). Evaluating e-learning systems success: An empirical study. Computers in Human Behavior, 102, 67–86. https://doi.org/https://doi.org/10.1016/j.chb.2019.08.004
    Alshammari, M. T., et al. (2020). Evaluation of gamification in e-learning systems for elementary school students. TEM Journal, 9(2), 806–813.
    Altun, A., Gulbahar, Y., & Madran, O. (2008). Use of a content management system for blended learning: Perceptions of pre-service teachers. Turkish Online Journal of Distance Education, 9.
    Bennett, R. E. (2011). Formative assessment: A critical review. Assessment in Education: Principles, Policy Practice, 18(1), 5–25. https://doi.org/10.1080/0969594x.2010.513678
    Brown, G. T. L., Peterson, E. R., & Yao, E. S. (2016). Student conceptions of feedback: Impact on self-regulation, self-efficacy, and academic achievement. British Journal of Educational Psychology, 86(4), 606–629. https://doi.org/10.1111/bjep.12126
    Coates, H., James, R., & Baldwin, G. (2005). A critical examination of the effects of learning management systems on university teaching and learning. Tertiary Education and Management, 11(1), 19–36. https://doi.org/10.1080/13583883.2005.9967137
    Crane, L., & Winterbottom, M. (2008). Plants and photosynthesis: Peer assessment to help students learn. Journal of Biological Education, 42(4), 150–156. https://doi.org/10.1080/00219266.2008.9656133
    Davies, M. (2011). Concept mapping, mind mapping and argument mapping: What are the differences and do they matter? High Educ, 62, 279–301. https://doi.org/10.1007/s10734-010-9387-6
    Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek ’11. https://doi.org/10.1145/2181037.2181040
    Dicheva, D., Dichev, C., Cassel, L., Guy, B., & Irwin, K. (2021). Exploring the impact of non-conventional gamification elements on student motivation and engagement. 2021 IEEE Frontiers in Education Conference (FIE), 1–9. https://doi.org/10.1109/FIE49875.2021.9637199
    Dicheva, D., Guy, B., Yorgov, V., Dichev, C., Irwin, K., & Mickle, C. (2021). A study of using virtual currency in a discrete mathematics course, 567–576. https://doi.org/10.1109/EDUCON46332.2021.9453893
    Gil, W.-J., Kim, J.-W., Park, K.-R., & Cho, H.-J. (2021). An analysis of research trends in ai education based on lda. Review of International Geographical Education Online, 11(2), 254–262.
    Handani, S. W., Suyanto, M., & Sofyan, A. F. (2016). Penerapan konsep gamifikasi pada e-learning untuk pembelajaran animasi 3 dimensi. Telematika, 9(1).
    Handayani, V., Lukman Budiono, F., Rosyada, D., Nisa Sofia Amriza, R., Zulkifli, & Ummi Masruroh, S. (2020). Gamified learning platform analysis for designing a gamification-based ui / ux of e-learning applications: A systematic literature review. 2020 8th International Conference on Cyber and IT Service Management (CITSM), 1–5. https://doi.org/10.1109/CITSM50537.2020.9268791
    Hartmeyer, R., Stevenson, M. P., & Bentsen, P. (2017). A systematic review of concept mapping-based formative assessment processes in primary and secondary science education. Assessment in Education: Principles, Policy Practice, 25(6), 598–619. https://doi.org/10.1080/0969594x.2017.1377685
    Hassan, M. A., Habiba, U., Majeed, F., & Shoaib, M. (2021). Adaptive gamification in e-learning based on students’learning styles. Interactive Learning Environments, 29(4), 545–565.
    Hayanto, N., & Hansun, S. (2020). Development of elementary school natural science exercise application with gamification and mersenne twister. J. Teknol. Inf. dan Ilmu Komput., 7(1), 87–98.
    Huang, N.-F., Chen, C.-C., Tzeng, J.-W., Fang, T. T., & Lee, C.-A. (2018). Concept assessment system integrated with a knowledge map using deep learning. 2018 Learning With MOOCS (LWMOOCS), 113–116. https://doi.org/10.1109/LWMOOCS.2018.8534674
    Ibáñez, M. B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies, 7, 291–301.
    Jurubescu, T. (2008). Learning content management systems. Informatica Economica, 12(4), 91–94. https://EconPapers.repec.org/RePEc:aes:infoec:v:xii:y:2008:i:4:p:91-94
    Jusuf, H. (2016). Penggunaan gamifikasi dalam proses pembelajaran. Jurnal TICom, 5(1), 1–6.
    Kang, I., Park, Y., & Kim, Y. (2003). A framework for designing a workflow-based knowledge map. Business Process Management Journal, 9(3), 281–294. https://doi.org/10.1108/14637150310477894
    Karoulis, A., & Demetriadis, S. (2005). The motivational factor in educational games.
    Kasim, N. N. M., & Khalid, F. (2016). Choosing the right learning management system (LMS) for the higher education institution context: A systematic review. International Journal of Emerging Technologies in Learning (iJET), 11(06), 55. https://doi.org/10.3991/ijet.v11i06.5644
    Kehrwald, B. A., & and, B. P. (2019). Editorial - implementing online learning: Stories from the field. Journal of University Teaching and Learning Practice, 16(1), 2–7. https://doi.org/10.53761/1.16.1.1
    Kelleher, C., & Pausch, R. (2005). Lowering the barriers to programming. ACM Computing Surveys, 37(2), 83–137. https://doi.org/10.1145/1089733.1089734
    Keller, J. M. (1987). Strategies for stimulating the motivation to learn. Performance Instruction, 26(8), 1–7. https://doi.org/10.1002/pfi.4160260802
    Keller, J. M. (1999). Using the ARCS motivational process in computer-based instruction and distance education. New Directions for Teaching and Learning, 1999(78), 37–47. https://doi.org/10.1002/tl.7804
    Klock, A., Gasparini, I., & Pimenta, M. (2019). User-centered gamification for e-learning systems: A quantitative and qualitative analysis of its application. Interacting with Computers, 31, 425–445. https://doi.org/10.1093/iwc/iwz028
    Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15, 1–5.
    Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. S. M. J. Farr (Ed.), Aptitude, learning, and instruction: 222. conative and affective process analyses (pp. 223–253). Lawrence Erlbaum Associates, Inc.
    Mayer, R. E., Mautone, P., & Prothero, W. (2002). Pictorial aids for learning by doing in a multimedia geology simulation game. Journal of Educational Psychology, 94(1), 171–185. https://doi.org/10.1037/0022-0663.94.1.171
    Mohammed, O., Nejjari, A., Mohamed Yassin, C., & el kadiri kamal eddine, k. e. (2017). Educational modeling of a learning management system, 1–6. https://doi.org/10.1109/EITech.2017.8255247
    Mohorovicic, S., Tijan, E., & Cisic, D. (2010). Using web content management systems in university e-commerce courses. International Journal of Emerging Technologies in Learning, 5. https://doi.org/10.3991/ijet.v5s2.1249
    Multazam, M. N., Korompot, C. A., & Munir, M. (2022). Benefits and difficulties in using learning management system (lms) in paragraph writing class: A study of a lecturer’s and her students’perception. Journal of Excelence in English Language Education, 1(1).
    Muntean, C. I. (2011). Raising engagement in e-learning through gamification. Proc. 6th international conference on virtual learning ICVL, 1, 323–329.
    Nasser, R., Ellili-Cherif, M., & Romanowski, M. (2011). Factors that impact student usage of the learning management system in qatari schools. https://doi.org/10.13140/2.1.1083.2003
    Norsanto, D., & Rosmansyah, Y. (2018). Gamified mobile micro-learning framework: A case study of civil service management learning. 2018 International Conference on Information and Communications Technology (ICOIACT), 146–151.
    Novak, J. D., & Cañas, A. J. (2006). The origins of the concept mapping tool and the continuing evolution of the tool. Information Visualization, 5(3), 175–184. https://doi.org/10.1057/palgrave.ivs.9500126
    O’Donnell, A. M., Dansereau, D. F., & Hall, R. H. (2002). Educational Psychology Review, 14(1), 71–86. https://doi.org/10.1023/a:1013132527007
    Piteira, M., Costa, C. J., & Aparicio, M. (2018). Computer programming learning: How to apply gamification on online courses? Journal of Information Systems Engineering Management, 3(2). https://doi.org/10.20897/jisem.201811
    Portelli, J. P., & McMahon, B. (2004). Engagement for what? beyond popular discourses of student engagement. Leadership and Policy in Schools, 3(1), 59–76. https://doi.org/10.1076/lpos.3.1.59.27841
    Prasetyo, I. A., Destya, S., & Rizky, R. (2016). Penerapan konsep gamifikasi pada perancangan aplikasi pembelajaran al-qur’an. Semnasteknomedia Online, 4(1), 4–8.
    Ratten, V. (2023). The post covid-19 pandemic era: Changes in teaching and learning methods for management educators. The International Journal of Management Education, 21(2), 100777. https://doi.org/https://doi.org/10.1016/j.ijme.2023.100777
    Roy, A., Hullavarad, S., & O’Hare, R. (2015). Taming the information explosion with enterprise content management”. Information Management.
    Safsouf, Y., Mansouri, K., & Poirier, F. (2020). An analysis to understand the online learners’success in public higher education in morocco. Journal of Information Technology Education.Research, 19, 87–112. https://doi.org/10.28945/4518
    Schau, C., & Mattern, N. (1997). Use of map techniques in teaching applied statistics courses. The American Statistician, 51(2), 171–175. https://doi.org/10.1080/00031305.1997.10473955
    Schwendimann, B. A., Rodríguez-Triana, M. J., Vozniuk, A., Prieto, L. P., Boroujeni, M. S., Holzer, A., Gillet, D., & Dillenbourg, P. (2017). Perceiving learning at a glance: A systematic literature review of learning dashboard research. IEEE Transactions on Learning Technologies, 10(1), 30–41. https://doi.org/10.1109/TLT.2016.2599522
    Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006
    Shabbir, J., & Anwer, T. (2018). Artificial intelligence and its role in near future. CoRR, abs/1804.01396. http://arxiv.org/abs/1804.01396
    Sharma, P., & Hannafin, M. J. (2007). Scaffolding in technology-enhanced learning environments. Interactive Learning Environments, 15(1), 27–46. https://doi.org/10.1080/10494820600996972
    Sintov, N., Kar, D., Nguyen, T., Fang, F., Hoffman, K., Lyet, A., & Tambe, M. (2017). Keeping it real: Using real-world problems to teach ai to diverse audiences. AI Magazine, 38(2), 35–47. https://doi.org/10.1609/aimag.v38i2.2733
    Ssekakubo, G., Suleman, H., & Marsden, G. (2013). Designing mobile LMS interfaces: Learners’ expectations and experiences. Interactive Technology and Smart Education, 10(2), 147–167. https://doi.org/10.1108/itse-12-2012-0031
    Steiner, M., Götz, O., & Stieglitz, S. (2013). The influence of learning management system components on learners’motivation in a large-scale social learning environment. International Conference on Information Systems (ICIS 2013): Reshaping Society Through Information Systems Design, 5.
    Strmecki, D., Bernik, A., & Radosevic, D. (2015). Gamification in e-learning: Introducing gamified design elements into e-learning systems. J. Comput. Sci., 11(12),1108–1117.
    Suprianto, I., Pradana, F., Bachtiar, F. A., Paul, M., Hu, J., & Hui, W. (2019). Pengembangan aplikasi e-learning dengan menerapkan metode gamification. Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer) e-ISSN.
    Tomé Klock, A. C., Da Cunha, L. F., de Carvalho, M. F., Eduardo Rosa, B., Jaqueline Anton, A., & Gasparini, I. (2015). Gamification in e-learning systems: A conceptual model to engage students and its application in an adaptive e-learning
    system. Learning and Collaboration Technologies: Second International Conference, LCT 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2–7, 2015, Proceedings 1, 595–607.
    Wang, S.-L., & Wu, P.-Y. (2008). The role of feedback and self-efficacy on web-based learning: The social cognitive perspective. Computers Education, 51(4), 1589–1598. https://doi.org/https://doi.org/10.1016/j.compedu.2008.03.004
    Watthananon, J., & Mingkhwan, A. (2012). Optimizing knowledge management using knowledge map. Procedia Engineering, 32, 1169–1177. https://doi.org/10.1016/j.proeng.2012.02.073
    Wiegmann, D. A., Dansereau, D. F., McCagg, E. C., Rewey, K. L., & Pitre, U. (1992). Effects of knowledge map characteristics on information processing. Contemporary Educational Psychology, 17(2), 136–155. https://doi.org/10.1016/0361476x(92)90055-4
    Yeh, C. Y. C., Cheng, H. N. H., Chen, Z.-H., Liao, C. C. Y., & Chan, T.-W. (2019). Enhancing achievement and interest in mathematics learning through math-island. Research and Practice in Technology Enhanced Learning, 14(1). https://doi.org/10.1186/s41039-019-0100-9
    Yueh, H.-P., & Hsu, S. (2008). Designing a learning management system to support instruction. Communications of the ACM, 51(4), 59–63. https://doi.org/10.1145/1330311.1330324
    Zins, C. (2007). Knowledge map of information science. Journal of the American Society for Information Science and Technology, 58(4), 526–535. https://doi.org/10.1002/asi.20505

    下載圖示
    QR CODE