Search

Your search keyword '"Chung-Ho Su"' showing total 40 results

Search Constraints

Start Over You searched for: Author "Chung-Ho Su" Remove constraint Author: "Chung-Ho Su"
40 results on '"Chung-Ho Su"'

Search Results

1. A Branch-and-Bound Algorithm for Minimizing the Total Tardiness of Multiple Developers

2. Learner Behaviour in a MOOC Practice-oriented Course: In Empirical Study Integrating TAM and TPB

3. Forecasting the Stock Market with Linguistic Rules Generated from the Minimize Entropy Principle and the Cumulative Probability Distribution Approaches

4. A makespan minimization problem for versatile developers in the game industry

6. THE EFFECT OF USERS’ BEHAVIORAL INTENTION ON GAMIFICATION AUGMENTED REALITY IN STEM (GAR-STEM) EDUCATION

7. A Study on the Impact of STEAM Education for Sustainable Development Courses and Its Effects on Student Motivation and Learning

8. A Novel Hybrid Learning Achievement Prediction Model: A Case Study in Gamification Education Applications (APPs)

9. A Sustainability Innovation Experiential Learning Model for Virtual Reality Chemistry Laboratory: An Empirical Study with PLS-SEM and IPMA

10. A hybrid fuzzy time series model based on ANFIS and integrated nonlinear feature selection method for forecasting stock

11. Exploring Sustainability Environment Educational Design and Learning Effect Evaluation through Migration Theory: An Example of Environment Educational Serious Games

12. Developing and evaluating effectiveness of 3D game-based rehabilitation system for Total Knee Replacement Rehabilitation patients

13. Study on 3D Meaningful Mobile Gamification Learning Outcome Assessment – An Example of Blood Circulation Lesson

14. An Empirical Study on the Implementation and Evaluation of Gamifying Learning Motivated Achievement Model

15. Learner Behaviour in a MOOC Practice-oriented Course: In Empirical Study Integrating TAM and TPB

16. Rough Set Theory Based Fuzzy TOPSIS on Serious Game Design Evaluation Framework

17. An empirical study of practicability, hedonic and interactive media for intention toward cultural creative APP design

18. A intelligent Gamifying learning recommender system integrated with learning styles and Kelly repertory grid technology

19. Developing and Evaluating Creativity Gamification Rehabilitation System: The Application of PCA-ANFIS Based Emotions Model

20. A Game-based learning system for improving student's learning effectiveness in system analysis course

21. Forecasting the Stock Market with Linguistic Rules Generated from the Minimize Entropy Principle and the Cumulative Probability Distribution Approaches

22. Developing and Evaluating Gamifying Learning System by Using Flow-Based Model

23. The Effects of Learning Styles and Meaningful Learning on the Learning Achievement of Gamification Health Education Curriculum

24. Theory of Variable Fuzzy Sets for Artificial Emotions Prediction

25. The standardization of artificial emotion based on ontology

28. An Achievement Prediction Model of Meaningful Learning, Motivation, and Cognitive on SPANI: Partial Least Square Analysis

29. Develop and measure a game-based tutoring system with language learning

30. Forecasting Stock Market Based on Price Trend and Variation Pattern

31. Work in progress - a game-based learning system for software engineering education

32. Development of a GridERP Architecture: Integration of Grid Computing and Enterprise Resources Planning Application

33. Ethnographic decision tree for male decision criteria related to online games

36. An Achievement Prediction Model of Meaningful Learning, Motivation, and Cognitive on SPANI: Partial Least Square Analysis.

37. Rough Set Theory Based Fuzzy TOPSIS on Serious Game Design Evaluation Framework.

38. Developing and Evaluating a Game-Based Software Engineering Educational System.

39. A Mobile Game-based Insect Learning System for Improving the Learning Achievements

Catalog

Books, media, physical & digital resources