2,252 results on '"Chen, Nian-Shing"'
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2. Teachers’ agency in the era of LLM and generative AI : Designing pedagogical AI agents
3. Improving Language Learning Activity Design through Identifying Learning Difficulties in a Platform Using Educational Robots and IoT-based Tangible Objects
4. Incremental Revision of Recommendation Rules for Information Services
5. Improving Language Learning Activity Design through Identifying Learning Difficulties in a Platform Using Educational Robots and IoT-based Tangible Objects
6. The Syncretic Effect of Dual-Source Data on Affective Computing in Online Learning Contexts: A Perspective from Convolutional Neural Network with Attention Mechanism
7. Applying Smart Glasses in Situated Exploration for Learning English in a National Science Museum
8. The Effects of the Badminton Teaching-Assisted System Using Electromyography and Gyroscope on Learners' Badminton Skills
9. Supporting Dyadic Learning of English for Tourism Purposes with Scenery-Based Virtual Reality
10. Automatic Modeling Learner's Personality Using Learning Analytics Approach in an Intelligent Moodle Learning Platform
11. The Secret Thoughts of Social Network Sites Users: A Scale for the Measurement of Online Knowledge-Hiding in a Knowledge Exchange (KE) Context
12. Developing and Validating an Authentic Contextual Learning Framework: Promoting Healthy Learning through Learning by Applying
13. The Effect of Wearable Technology on Badminton Learning Performance: A Multiple Feedback WISER Model in Physical Education
14. Primary School Students' Foreign Language Anxiety in Collaborative and Individual Digital Game-Based Learning
15. Teacher Development in Robot and IoT Knowledge, Skills, and Attitudes with the Use of the TPACK-Based Support-Stimulate-Seek Approach
16. Oral translanguaging in telecollaboration: Effects on EFL learner intercultural awareness, learning and communicative competence
17. A Systematic Review of Technology-Supported Peer Assessment Research: An Activity Theory Approach
18. The effect of wearable technology on badminton learning performance: a multiple feedback WISER model in physical education
19. Context-Aware Ubiquitous Learning in Science Museum with iBeacon Technology
20. Robot-Assisted Language Learning: A Case Study on Interdisciplinary Collaboration Design and Development Process
21. Adaptive Technologies and Augmented Realities: A Section Introduction
22. Analyzing the Educational Goals, Problems and Techniques Used in Educational Big Data Research from 2010 to 2018
23. Outcomes-Based Appropriation of Context-Aware Ubiquitous Technology across Educational Levels
24. The Effects of an Augmented-Reality Ubiquitous Writing Application: A Comparative Pilot Project for Enhancing EFL Writing Instruction
25. The Effects of Interaction Types on Learning Outcomes in a Blog-Based Interactive Learning Environment
26. Development of a Badminton Teaching System with Wearable Technology for Improving Students' Badminton Doubles Skills
27. Uncovering emotion sequence patterns in different interaction groups using deep learning and sequential pattern mining
28. Effects of Mobile-Supported Task-Based Language Teaching on EFL Students' Linguistic Achievement and Conversational Interaction
29. Designing an Authoring System of Robots and IoT-Based Toys for EFL Teaching and Learning
30. The Effects of a Learning Analytics Dashboard on Teachers' Diagnosis and Intervention in Computer-Supported Collaborative Learning
31. The Evolution of Educational Game Designs From Computers to Mobile Devices: A Comprehensive Review
32. Effect of Socratic Reflection Prompts via video-based learning system on elementary school students’ critical thinking skills
33. The design and evaluation of an AR-based serious game to teach programming
34. The Effects of Using Audience Response Systems Incorporating Student-Generated Questions on EFL Students' Reading Comprehension
35. Enhancing EFL vocabulary learning with multimodal cues supported by an educational robot and an IoT-Based 3D book
36. A Systematic Review on Robot-Assisted Special Education from the Activity Theory Perspective
37. Effect of the Flipped Classroom on the Mathematics Performance of Middle School Students
38. Knowledge Hiding in Higher Education: Role of Interactional Justice and Professional Commitment
39. The Impact of Student Engagement on Learning Outcomes in a Cyber-Flipped Course
40. A framework for designing an immersive language learning environment integrated with educational robots and IoT-based toys
41. Correlational Analysis of IRS Features and Learning Performance in Synchronous Sessions of an Online Course
42. Effects of gender and personality differences on students’ perception of game design elements in educational gamification
43. A Systematic Review on Robot-Assisted Special Education from the Activity Theory Perspective
44. Effect of the flipped classroom on the mathematics performance of middle school students
45. Knowledge hiding in higher education : role of interactional justice and professional commitment
46. The impact of student engagement on learning outcomes in a cyber-flipped course
47. Human-centered artificial intelligence in education: Seeing the invisible through the visible
48. Development of a badminton teaching system with wearable technology for improving students’ badminton doubles skills
49. Head in the Clouds: Some of the Possible Issues with Cloud Computing in Education
50. Effects of Reciprocal Feedback on EFL Learners’ Communication Strategy Use and Oral Communicative Performance
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