專書

  • 10099年度經濟部「商業優化人才培訓計畫」-商業優化案例講義-金財通商務科技(個案-Book Chapter),經濟部商業司/中國文化大學創新育成中心14-22 2011/01/01 ( )
  • 10099年度經濟部「商業優化人才培訓計畫」-商業優化案例講義-安捷光電(個案-Book Chapter),經濟部商業司/中國文化大學創新育成中心23-32 2011/01/01 ( )

期刊論文

  • 112Exploring the effects of gender grouping and the cognitive processing patterns of a Facebook-based online collaborative learning activity,Interactive Learning EnvironmentsVol. 31, No. 2576-590 2023/01/02 ( SSCI )
  • 108Integrating Broad Game Elements, Collaborative Discussion, and Mobile Technology to a Gamification Instructional Activity - A Case of High School Chemical Course.,International Journal of Learning Technologies and Learning EnvironmentsVol.2, No.211-20 2019/11/30 ( )
  • 108Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education,Journal of Computers in EducationVol.6, No.3315-334 2019/09/01 ( )
  • 106Analyzing the Knowledge Construction and Cognitive Patterns of Blog-Based Instructional Activities Using Four Frequent Interactive Strategies (Problem Solving, Peer Assessment, Role Playing and Peer Tutoring): A Preliminary Study,Educational Technology Research and DevelopmentVol. 65, No. 2301-323 2017/04/01 ( SSCI )
  • 105以任務科技配適度為基礎探討影響司法人員工作績效之因素,臺大管理論叢第26卷,第2期273-302 2016/06/01 ( TSSCI )
  • 104Exploring the Learner’s Knowledge Construction and Cognitive Patterns of Different Asynchronous Platforms: Comparison of an Online Discussion Forum and Facebook,Innovations in Education and Teaching InternationalVo.52, No. 6610-620 2015/11/01 ( SSCI )
  • 104Analyzing Students’ Cognitive Processing Patterns of A Socioscientific Issue Learning Activity with Online Discussion from A Process Perspective Results of Quantitative Content Analysis and Lag Sequential Analysis,Information Engineering ExpressVol. 1, No. 349-58 2015/11/01 ( )
  • 102Exploring the learner’s knowledge construction and cognitive patterns of different asynchronous platforms: comparison of an online discussion forum and Facebook,Innovations in Education and Teaching International00 2013/10/10 ( SSCI )
  • 102Analyzing knowledge dimensions and cognitive process of a project-based online discussion instructional activity using Facebook in an adult and continuing education course,Computers & EducationVol. 60, No. 1110-121 2013/01/01 ( SSCI )
  • 100The Effect of Social Influence on The Bloggers’ Usage Intention,Online Information ReviewVol. 35, Iss. 1 2011/01/01 ( )
  • 99影響行動即時通訊服務採用行為因素之研究,電子商務研究第八卷第四期521-544 2010/10/01 ( )

研討會論文

  • 113遊戲式學習應用於培育 21 世紀關鍵能力趨勢– 應用文獻計量分析之初探,第28屆全球華人電腦教育應用大會 2024/06/01 ( )
  • 109Exploring the Effects of Card Game-Based Gamification Instructional Activity on Learners’ Flow Experience, Learning Anxiety, and Performance– A Preliminary Study,The 28th International Conference on Computers in Education 2020/11/23 ( )
  • 107The Design and Evaluation of a Gamification Teaching Activity using Board Game and QR Code for Organic Chemical Structure and Functional Groups Learning,The 7th International Conference on Learning Technologies and Learning Environments 2018/07/08 ( )
  • 106A science history educational board game with augmented reality integrating collaborative problem solving and scaffolding strategies,The 25th International Conference on Computers in Education, ICCE 2017 2017/12/04 ( )
  • 106The Development and Preliminary Evaluation of a Street View-based Educational Game - “Guarding Ka-lah-a",The 25th International Conference on Computers in Education, ICCE 2017 2017/12/04 ( )
  • 106Paper Romance-An Educational Simulation Gamefor Learning Papermaking With ContextualScaffoldings for Elementary Students: The Evaluationof Learning Performance and Flow State,The 6th International Conference on Learning Technologies and Learning Environments, LTLE 2017 2017/07/09 ( )
  • 106微翻轉遊戲式學習教學模式之行動研究應用密室逃脫數位教育遊戲,第二十一屆全球華人計算機教育應用大會(GCCCE 2017) 2017/06/03 ( )
  • 105品牌社群參與度對認同度及品牌忠誠度之影響,第十二屆知識社群研討會(KC2016) 2016/05/27 ( )
  • 105探討社群媒體中之訊息類型對於消費者購買決策影響-以Facebook為例,第十二屆知識社群研討會(KC2016) 2016/05/27 ( )
  • 105運用密室遊戲編輯器與實景圖片開發化學實驗教學遊戲:學習成效與心流評估,第二十屆全球華人計算機教育應用大會(GCCCE 2016) 2016/05/23 ( )
  • 104Preliminary Creative Process Exploration of Learners’ Behavioral Patterns in a Collaborative Green Building Design Learning Activity Using Minecraft,The 23th International Conference on Computers in Education, ICCE 2015 2015/11/30 ( )
  • 104Analyzing Students’ Cognitive Processing Patterns of A Socioscientific Issue Learning Activity with Online Discussion- A Preliminary Result of Lag Sequential Analysis,The 4th International Conference on Learning Technologies and Learning Environments, LTLE 2015 2015/07/12 ( )
  • 103The Development and Evaluation of an Educational Game- Shimmer with Computer Visualization for Optics Learning,The 22th International Conference on Computers in Education, ICCE 2014 2014/11/30 ( )
  • 103Exploring Learners’ Cognitive Processing Behavioral Patterns of A Collaborative Creativity Project Using Facebook to Support the Online Discussion,2014 IEEE 14th International Conference on Advanced Learning Technologies (ICALT 2014) 2014/07/07 ( )
  • 103A Module-Based Learning Analytics System for Facebook Supported Collaborative Creativity Learning,2014 IEEE 14th International Conference on Advanced Learning Technologies (ICALT 2014) 2014/07/07 ( )
  • 102The Development and Evaluation of a 3D Simulation Game for Chemistry Learning: Exploration of Learners’ Flow, Acceptance, and Sense of Directions,The 21th International Conference on Computers in Education, ICCE 2013 2013/11/18 ( )
  • 102Exploring the factors influencing the usage intention of Facebook fan page – A preliminary study,The 19th Americas Conference on Information Systems, AMCIS 2013 2013/08/15 ( )
  • 101Exploring the effect of incorporating Facebook with project based learning activity on learners’ creativity - A preliminary investigation,The 20th International Conference on Computers in Education, ICCE 2012 2012/11/25 ( )
  • 101Build Customer Loyalty Using Microblog – A Relationship Perspective,The 18th Americas Conference on Information Systems, AMCIS 2012 2012/08/09 ( )
  • 100Analyzing Knowledge Construction Behavior of a Project Based Online Discussion Instructional Activity Using Facebook – An Example of Art Course of Adult and Continuing Education,The 19th International Conference on Computers in Education, ICCE 2011 2011/11/29 ( )
  • 100Examining the Effects of and Students’ Perception toward the Simulation-based Learning,The 2011 2nd International Congress on Computer Applications and Computational Science (CACS 2011) 2011/11/15 ( )
  • 100Examining Critical Survival Factors of Nascent Start-Ups – Combining Qualitative and Quantitative Approaches,EBES 2011 - istanbul, Eurasia Business and Economics Society 2011 2011/06/03 ( )
  • 100供應鏈中採購流程效能、信任與價格競爭力對企業持續合作意願之影響,第二十二屆國際資訊管理學術研討會(ICIM 2011) 2011/05/21 ( )
  • 99以任務科技配適度為基礎探討影響司法人員工作績效之因素,2010第十六屆資訊管理研究暨實務研討會 2010/12/10 ( )

學術會議

  • 113第28屆全球華人電腦教育應用大會智能學習環境:重塑未來學習空間
  • 1122023工程與科技教育SIG暨創新思維興跨領域教育SIG聯合論壇學問研究成果與計劃申請經驗分享
  • 1102021國家講座系列活動:學習分析研究與實務研討會學習分析相關研究議題與實務應用之趨勢與現況,全年活動合計共八小時
  • 109The 28th International Conference on Computers in Education (ICCE 2020)The 4th Workshop on Digital Game-Based Learning and Gamification Instructional Strategies for K-12 Schools
  • 1092020 國家講座系列活動:學習科學研究趨勢工作坊與國際研討會學習科學研究趨勢及各項研究工具之工作坊研習
  • 10827th International Conference on Computers in Education27th International Conference on Computers in Education
  • 108The Second international Cognitive Cities Conference (IC3 2019)The Second international Cognitive Cities Conference (IC3 2019)
  • 107The 1st International Cognitive Cities Conference (IC3 2018)Smart technologies and Cognitive Cities
  • 107The 7th International Conference on Learning Technologies and Learning Environments (LTLE 2018) Learning Technologies and Learning Environments
  • 106The 25th International Conference on Computers in Education (ICCE 2017)Technology and Innovation: Computer-based Educational Systems for 21st Century Learners
  • 105The 24th International Conference on Computers in Education (ICCE 2016)Think global act local: Contextualizing technology-enhanced education
  • 105第十二屆知識社群研討會(KC2016)第十二屆知識社群研討會
  • 105第十二屆知識社群研討會(KC2016) 第十二屆知識社群研討會(KC2016)
  • 105第十二屆知識社群研討會(KC2016) 第十二屆知識社群研討會(KC2016)
  • 105The 20th Global Chinese Conference on Computers in EducationLearning and Teaching in the Big Data Era
  • 104The 23th International Conference on Computers in Education, ICCE 2015Transforming Education in the Big Data Era
  • 104The 23th International Conference on Computers in Education, ICCE 2015Transforming Education in the Big Data Era
  • 1044th International Conference on Learning Technologies and Learning Environments (LTLE2015)Analyzing Students’ Cognitive Processing Patterns of A Socioscientific Issue Learning Activity with Online Discussion - A Preliminary Result of Lag Sequential Analysis
  • 1042015第十一屆知識社群國際學術研討會2015第十一屆知識社群國際學術研討會
  • 103The 22th International Conference on Computers in Education (ICCE) 2014 The 3rd Workshop on application of innovative educational technologies in STEM education
  • 103The 22th International Conference on Computers in Education (ICCE) 2014 The 3rd Workshop on application of innovative educational technologies in STEM education
  • 103The 22th International Conference on Computers in Education (ICCE) 2014Sub-Conference, C7 theme (Practice-driven Research, Teacher Professional Development and Policy of ICT in Education)
  • 1032014 IEEE 14th International Conference on Advanced Learning Technologies (ICALT 2014) Advanced Technologies for Supporting Open Access to Formal and Informal Learning
  • 1032014 IEEE 14th International Conference on Advanced Learning TechnologiesAdvanced Technologies for Supporting Open Access to Formal and Informal Learning
  • 102The 21th International Conference on Computers in Education, ICCE 2013Application of Innovative Educational Technologies in STEM Education
  • 1022013企業架構與資訊科技國際研討會企業架構與資訊科技
  • 102The 19th Americas Conference on Information Systems, AMCIS 2013Hyperconnected World - Anything, Anywhere, Anytime.
  • 1022013 全球華人計算機 教育應用大會(Global Chinese Conference on Computers in Education, GCCCE)數位教育遊戲於「科學、科技、工程及數學教育」 (STEM Education)之運用工作坊
  • 101The 20th International Conference on Computers in Education, ICCE 2012Workshop: The application of innovative educational technologies in STEM education
  • 101The 20th International Conference on Computers in Education, ICCE 2012Exploring the effect of incorporating Facebook with project based learning activity on learners’ creativity - A preliminary investigation
  • 101The 18th Americas Conference on Information Systems, AMCIS 2012Build Customer Loyalty Using Microblog – A Relationship Perspective
  • 1012012 第八屆知識社群國際研討會資訊科技創新與管理、知識管理、社群應用、
  • 100The 19th International Conference on Computers in Education, ICCE 2011Analyzing Knowledge Construction Behavior of a Project Based Online Discussion Instructional Activity Using Facebook – An Example of Art Course of Adult and Continuing Education
  • 100The 2011 2nd International Congress on Computer Applications and Computational Science (CACS 2011)e-learning
  • 100KC2011第七屆知識社群研討會
  • 100KC2011第七屆知識社群研討會

研究計畫

  • 112UCAN跨域職能應用模式暨淨零永續職能前導探勘委託案
  • 112有意義的娛樂 – 結合享樂動機與意義探尋動機觀點以探討人們使用You Tube為學習資源之影響因子
  • 109大規模線上開放課程中學習者之學習情緒、成就目標與自調式學習間關係之研究 - 以控制價值理論與成就目標理論為基礎
  • 108創業教育教學科技創新創業之系統化文獻分析、整合教學模式發展及遊戲化協作學習活動之設計與評估
  • 105消費者對於品牌認知影響因子之探究-結合群體認定與需求滿足理論
  • 105協同創意歷程輔助學習環境之遊戲化設計發展評估與學習者之創意協作動機及行為模式分析
  • 104探索品牌粉絲專頁中之訊息類型對於消費者之品牌認知影響之研究
  • 104整合社群媒體為線上討論工具之協同創造歷程學習輔助環境開發與創意歷程行為模式之探究
  • 103線上協同學習歷程中學習者群體互動行為模式與認知架構之探究-以Facebook做為線上討論輔助工具
  • 103協同創造力學習歷程行為模式自動分析與偵測系統之建置與應用-結合Facebook為線上討論工具
  • 102Facebook品牌粉絲專頁中之使用者互動行為模式與社會網路結構之初探研究
  • 102結合創意螺旋教學策略之Facebook專題導向學習活動對於學生創造力之影響與學習歷程分析
  • 101學習者於線上討論中所呈現之認知與知識建構行為模式分析:以Facebook結合問題解決與角色扮演教學策略為例
  • 100Web 2.0知識平台特質與知識分享行為關係之探索性研究
  • 99新生創業家之創業期望對於創業行為及創業成效影響之初探
  • 99教育部大專畢業生創業服務計劃-大專畢業生創業計劃團隊之成效追蹤調查
  • 99經濟部99年度商業優化人才培訓計劃-企業優化診斷分析報告及案例深度訪談

榮譽獎賞

  • 106校教學特優教師

指導論文

  • 112應用資訊系統成功模式探討電子公文檔案鑑定使用者滿意度影響因子之研究-以某公務機關組織為例
  • 112以資訊系統成功模式與科技準備度探討零售商App使用者滿意度之影響因子 - 以便利商店App為例
  • 107透過開放性創新以達致組織資源靈巧配置-以I公司為例

授課資料

  • 114上學期人工智慧人工智慧與巨量資料應用研討
  • 114上學期資訊安全資安管理應用研討
  • 110上學期進學資管電子商務
  • 110上學期數媒學程電子商務
  • 109下學期行動資訊服務科學與服務創新
  • 109下學期數位科技服務科學與服務創新
  • 108下學期碩專共同華岡大師講座(二)
  • 108上學期數位科技數位匯流與科技治理應用研討
  • 107下學期進學資管微型科技創新創業實務
  • 107上學期數媒學程電子商務
  • 106暑期進學教務美髮造型設計
  • 106下學期進學不分系服務學習與實踐(二)
  • 106下學期進學資管電子商務
  • 106下學期數媒學程實務專題Ⅰ
  • 106上學期進學不分系服務學習與實踐(一)
  • 106上學期進學資管專題製作(二)
  • 106上學期數媒學程實務專題 II
  • 105下學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 105下學期進學資管電子商務
  • 105上學期數媒學程電子商務
  • 104下學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 104上學期數媒學程電子商務
  • 103下學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 103下學期進學資管專題製作(一)
  • 103上學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 103上學期進學資管電子商務
  • 103上學期數媒學程電子商務
  • 102下學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 102下學期進學不分系資訊應用概論
  • 102上學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 102上學期華語碩學程數位學習發展與趨勢
  • 102上學期進學資管電子商務
  • 102上學期資管數位數位學習發展與趨勢
  • 101下學期進學不分系服務學習與實踐
  • 101下學期進學不分系電腦應用與文書技能
  • 101上學期進學不分系服務學習與實踐
  • 101上學期資管商務資訊管理實務講座(一)
  • 101上學期資管商務資訊管理實務講座(二)
  • 101上學期資管數位資訊管理實務講座(一)
  • 101上學期資管數位資訊管理實務講座(二)
  • 100下學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 100下學期進學不分系大學理念與倫理
  • 100下學期進學不分系資訊應用概論
  • 100下學期進學教務社群遊戲跨領域應用實務
  • 100上學期時尚品牌學程電子商務BEST PRACTICE實務研討
  • 100上學期進學不分系大學理念與倫理
  • 100上學期進學不分系資訊應用概論
  • 100上學期進學資管電子商務
  • 99下學期進學不分系專題演講(二)-心理、科學、文史、永續發展與環境變遷
  • 99下學期進學不分系資訊管理
  • 99下學期進學資管專題製作(一)
  • 99上學期進學不分系專題演講(一)-心理、科學、文史、永續發展與環境變遷
  • 99上學期進學不分系資訊管理