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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
261

中高級華語電影教學設計 / Instructional design in Chinese Language teaching through Chinese films for high-intermediate level students

周韋伶, Chou, Wei Ling Unknown Date (has links)
華語電影作為一種真實的教學材料,提供了自然的華語語言資源,並且能夠增強學習者動機與教學成效,然而過去關於此議題的論文研究大多缺乏實際教學驗證,故本篇論文的目的在於,針對中高級華語學習者,以華語電影進行教學設計,並進行教學實施,探究如何應用電影使學生提升聽說能力。本研究採用發展研究法以及調查研究法,結合理論探討與實際狀況分析,發展出符合本研究教學目標之課程設計。首先從兩大方面綜觀過去的研究,一為影片教學的相關理論,指出影片教學之立論與特色,並歸納影片應用於語言教學中的優勢,再探究其應用於教學中的設計理論與教學模式。第二部份則探究電影應用於華語教學上的成果,統整出教學特點、選擇電影的原則以及教學流程等重點。接著,基於以上研究基礎,以ARCS動機理論與ASSURE教學模式為本研究教學架構設計與實踐步驟之參考,設計電影教學課程與活動。課程實施後,以問卷與訪談方式調查課程實施成效、了解學習者的評估與反饋,並結合研究者自身觀察紀錄進行分析與討論。本研究教學實施普遍獲得學習者肯定,認為課程設計符合其學習興趣:學習口語詞彙與表達以及提升聽說能力,兼具實用性與趣味性。根據本研究教學實施,得出幾項研究成果:一、課程設計發展模式 二、教學目標訂定之依據 三、教學實施與驗證。最後,綜合討論成果,作為未來相關教學研究之參考與建議。 / The purpose of the study is to design and implement a Chinese Language curriculum with the use of Chinese films to high-intermediate level students, with the primary gaol of enhancing students’ listening and speaking skills whilist also increasing Chinese colloquial knowledge. The main method used in this paper is known as development research. It provides a model for instructional design; questionnaires and interview research are also adopted for gathering students’ reviews following the proposed teaching implementations. The emphasis of this study lies in examing the model for developing instructional design in teaching via Chinese films by implementing two teaching demonstrations and providing criteria for setting teaching objectives. The results of the two teaching implementations indicate that Chinese movies are valuable and practical teaching materials in spoken Chinese and it is important to incorporate the teaching activities in sequence into the class. Moreover, students’ enjoy the interesting and productive learning evironment. The study findings may serve as a reference for further research on relative Chinese teaching curriculum design.
262

外ダイアフラムを用いた角形鋼管柱梁接合部の耐力と設計法 / ソトダイアフラム オ モチイタ カクガタ コウカン ハシラ ハリ セツゴウブ ノ タイリョク ト セッケイホウ

松尾, 真太朗 23 March 2009 (has links)
Kyoto University (京都大学) / 0048 / 新制・課程博士 / 博士(工学) / 甲第14566号 / 工博第3034号 / 新制||工||1452(附属図書館) / 26918 / UT51-2009-D278 / 京都大学大学院工学研究科建築学専攻 / (主査)教授 井上 一朗, 教授 中島 正愛, 教授 林 康裕 / 学位規則第4条第1項該当
263

地震時のスロッシングによる浮屋根式タンクの被災メカニズムと遮閉板を用いたスロッシング抑制装置の設計手法に関する研究

三浦, 正博 24 September 2010 (has links)
Kyoto University (京都大学) / 0048 / 新制・課程博士 / 博士(工学) / 甲第15655号 / 工博第3313号 / 新制||工||1500(附属図書館) / 28192 / 京都大学大学院工学研究科都市社会工学専攻 / (主査)教授 澤田 純男, 准教授 米山 望, 准教授 五十嵐 晃 / 学位規則第4条第1項該当
264

鋼構造骨組の最小重量設計問題における凸緩和法に関する研究

宋, 昶 23 January 2012 (has links)
Kyoto University (京都大学) / 0048 / 新制・課程博士 / 博士(工学) / 甲第16509号 / 工博第3502号 / 新制||工||1530(附属図書館) / 29166 / 京都大学大学院工学研究科建築学専攻 / (主査)教授 上谷 宏二, 教授 加藤 直樹, 教授 竹脇 出 / 学位規則第4条第1項該当
265

華語遠距混成式之課程模式構建與教學實施 / An action research and lesson model construction of Mandarin distance learning in a blended learning context

蔡雨芹, Tsai, Yu Chin Unknown Date (has links)
需求高度時間彈性、學習時數低的華語成年學習者漸增,對混成遠距教學的需求增加,然而網路科技輔助的工具繁多,功能多樣而混雜。本研究蒐集各種科技輔助數位教學工具,運用其平台的多媒體、計時、評分、社群互動、角色對話、語音識別等功能,針對這類學習時數少、高度需求時間彈性的華語學習者,創造出高互動性的非同步學習活動,以提升學生動機、趣味及溝通意願,與同步教學相輔相成。並以ADDIE模式,進行教學實驗,透過觀察、訪談、課程錄影以及測驗,分析此教學設計模式及活動的學習體驗,並總結最能有效鼓勵學習動機的遠距教學模式設計。 本研究結果發現,在非同步學習活動設計中,若能提升學生的自主學習願望、細部經營遠距的人際互動方式,並關注回饋機制的設計,並運用同步課程在科技問題、學習內容上輔助非同步的學習活動,如此能有效調動學習者的學習動機。提升自主學習願望的方式包含運用競爭心理、社交願望,並透過資源整合增加學生感知的活動學習效率。在遠距人際互動方面,需仔細經營互動氣氛,提供恰當的工具,在回饋機制的設計上,關注獎勵的間隔時間、及回饋的即時性。 / There are more and more adult learners who require time flexibility for Mandarin learning. The demand for distant learning has increased. There are various online technological tools to assist learning, however, the features on the various websites are often disorganized. This study collects different kinds of technology assisted digital learning websites, and applies their features - such as multimedia players, timers, scoring systems, social interaction, role playing, and speech recognition - into Mandarin teaching. It is designed for adult learners who have fewer learning hours and require time flexibility to learn Mandarin. It aims to create asynchronous learning activities, with high interaction, in order to increase students’ motivation, interest, and communication willingness along with synchronous lessons. It applies the ADDIE model for systematic instructional design and concludes with the most efficient distance lesson model that could best encourage students’ motivation. It draws conclusions from the students’ interview about their learning experience, the teacher’s observations during the lessons, and from the recordings of the experimental lessons. The study result reveals the keys to foster motivation in distance Mandarin lessons: raising learner autonomy, undertaking distant social interaction, focusing on the design of a feedback mechanism, and utilizing synchronous lessons to help solve their learning or technical problems during asynchronous self-learning time. Making good use of students’ tendency for competition, willingness to socialize, and increasing the students’ awareness of learning efficiency, effectively fosters motivation for self-learning in distance Mandarin lessons.
266

於數位生態系統利用區塊鏈技術設計最大流暢體驗之串連流程機制 / A Method for Utilizing the Blockchain to Design the Linkware toward Maximum Flow Experience in Digital Ecosystem

陳建佑 Unknown Date (has links)
近來服務生態系統席捲全球亦顛覆許多傳統產業。服務平台的最大宗旨是提供一個環境來媒合服務提供者與顧客,而本質是消弭提供商與顧客之間的中介者,但不論在平台或生態系統中仍存在中心的統治角色,而這情況出現矛盾,也造就機會。區塊鏈則是可提供解決的機會所在。不僅如此,生態系統運作中,服務為多個利害關係人共創價值的過程,其互動是極為複雜的。因此在生態系統中營造流暢體驗是關鍵議題。本研究發展一個工具讓生態系統設計者可以設計橫跨基於區塊鏈的生態系統並整合各流程的串連流程機制,讓利害關係人在互動過程中具有流暢體驗。 / In recent years, the service ecosystem flourishes around the world and disrupts the traditional market. Originally, matching customers’ needs with providers is the most important mission of a service platform. However, the nature of creating a platform or ecosystem is to get rid of the intermediators, but either in the platform or in the ecosystem, there is still a central firm to dominate them. This situation seems to both be a contradiction and be an opportunity. The chance to deal with this problem is blockchain. Moreover, in ecosystem, service which is provided not only by one stakeholder but also by interactional stakeholders, it becomes more complex and intricate. As a result, creating a swift and even flow in the ecosystem is a critical issue. In this study, we develop a conceptual framework to build a tool for designers of ecosystem to design the ideal linkware. This study focuses on creating a linkware that can integrate processes across the service ecosystem, achieving the maximum flow experience for the stakeholders within their interaction, and utilizing blockchain.
267

設計行動應用程式以增加運動依從性之研究-使用設計科學方法 / A mobile application for adherence improvement on exercise plan-using a design science approach

孫若庭, Sun, Ruo Ting Unknown Date (has links)
運動依從性在健康管理議題裡是非常重要的一環,現在的人經常感到身體不適而診斷結果卻正常,這種現象根據世界衛生組織的定義為「亞健康」或「健康的灰色地帶」。在高壓的工作環境或不正常的生活作息下,最容易有這些徵狀,儘管大家都知道長期規律的運動可以促進健康,實際實行的狀況卻不如預期的好。為了改善此狀況,本研究透過蘋果公司的套件(ResearchKit)開發行動應用程式來幫助使用者增加運動依從性。此套件內建許多模組供開發者與研究人員使用,如聲明宣告與問卷模組等,讓整個研究、開發流程更為快速有效。本研究流程遵行設計科學方法論來創造一個設計實體,即為本研究開發的應用程式「Active Track」。 在設計階段,本研究採用了「說服設計準則」中的「Tailoring」與「Reminder」設計方法,意圖強化、形塑甚或改變使用者對於目標行為的態度,透過本應用程式來激勵使用者改變自身行為,達到目標設定。目前市面上許多健康管理的應用程式皆已證實個性與說服科技之間的相關性,因此本研究採用了MBTI適性分析工具並設計出相對應的激勵文字訊息,期望透過此設計實體來協助使用者增加運動依從性。 在第一階段的實驗評估,我們於166個下載人次當中篩選出87個有效樣本來比較樣本之間的表現,其中有54人有接收激勵文字訊息,33人則無。平均而言,那些有收到激勵文字訊息的受測者,完成率較沒有收到激勵文字訊息的受試者高出百分之十五。然而在訊息類型與個性是否相符的比較實驗當中,訊息符合與不符合使用者個性的結果之間並無顯著差異。本研究之結果僅顯示出透過激勵文字訊息可以有效督促使用者完成運動目標。在第二階段的實驗中加入了「訊息重複性」、「回饋機制」因子來改良應用程式,研究結果顯示訊息的重複整體而言可以提升百分之二十三的完成率,其中適性結果為「理性」的受測者則有百分之二十七的提升,然而回饋機制設計在本研究並無統計顯著。 在兩階段的設計循環下,本研究證實透過Active Track重複地傳送激勵文字訊息可以協助使用者增加運動依從性,進而降低罹患疾病的風險,研究結果對於未來說服系統之開發以及其他醫療領域提升依從性之相關研究也提供了良好的參考價值。 / Adherence to an exercise schedule is valuable for health management. Nowadays, most people have experienced uncomfortable feelings but diagnostic data are normal. The phenomenon is called ‘sub-health’ condition, which is a state between health and disease. People are likely to experience discomfort if their working environment is stressful and their lifestyle is unhealthy. Therefore, a long period of commitment to adhere to physical activity programs is beneficial for people’s health. Although people would benefit from support to increase exercise compliance, adherence to physical activity plans is often very low. To address these shortcomings, this paper introduces a low-cost method–an iOS application developed using Apple Inc.’s ResearchKit–to help people adhere to their physical activity plans. ResearchKit provides various modules such as consent declaration and survey task for helping researchers create a research app more efficiently. We applied design science methodology to create a design artifact, namely Active Track. By including the “Tailoring” and the “Reminder” persuasive principles in Active Track to develop, strengthen, or change attitudes or behaviors, the design artifact can act as support instruments that stimulate and encourage users to comply with target behavior. Because studies of health-promotion apps have identified the correlations between personality and persuasive technology, we used the Myer–Briggs Type Indicator personality assessment to design motivational messages for each type of personality as a text reminder in Active Track. In the first evaluation stage of Active Track, we identified 87 valid participants (54 with motivational messages and 33 without motivational messages) from 166 downloads for performance comparison. On average, the completion rates of participants who were presented with motivational messages were 15% higher, but the difference in message matching experiment was not significant. The results demonstrated that our design approach is able to improve adherence on exercise plans by providing users with motivated messages. Therefore, we implemented repetitiveness and feedback intervention in a further design iteration and evaluated the improvement in Active Track by using these two new factors. The results showed that the repetitiveness factor enhanced the completion rate by approximately 23%; in particular, participants who were identified as having Thinking-type MBTI personalities exhibited an improvement of approximately 27% due to repetitive messages. However, feedback information had no significant effect on adherence. In summary, the findings of this study confirmed that Active Track can help individuals to improve their exercise adherence through repetitive motivational messages, reduce the risk of diseases, and provide useful insights for the future development of persuasive systems and studies into adherence enhancement for health care.
268

以服務設計思維建構專業代工緯創的未來 / The Future of Wistron through the Service Design Lens

劉昌奇, Liu, Chang Chi Unknown Date (has links)
「台灣的代工製造產業應該如何發展」的問題,是困擾PC產業的管理難題,特別是在公司面臨產品成熟、訂單驟減、毛利下滑的時刻。所有台灣的代工製造產業亟思轉型的方法和方向,但是轉型到的新的產品市場或產品也是非常複雜、動態、多重因素多相互依存及影響。屬於複雜難解的問題(Wicked Problem)、問題本身都還需要定義及釐清。本論文將列出想解決的議題並定義為服務設計的議題。 因此本研究的服務設計議題(Service Design Challenge)可定義如下:「以服務設計思維建構專業代工緯創的未來」。本論文經由訪談傳統PC產業的品牌公司、IC供應商、作業系統公司和工業PC的公司,研究過程藉由運用服務設計(Service Design)手法並發掘洞見(Insights)與價值,據此將真正符合客戶需求,在找出表面及深層需求後、設計新的服務模式,得到其反饋之後再修正設計;接著結合最新科技趨勢,例如:物聯網、工業4.0、感測器和機器手臂,以提供客戶安心的代工服務;最後希望藉由改變運營模式,達到緯創成功轉型的目標。 雖然新的科技尚未成熟,只要方向正確,這些模式或能力成熟後,可以快速讓公司保持彈性,能充分利用的資源,進行個別化差異設計。 / “How to develop the ODM (Original Design Manufacturer) industry in Taiwan” is plagued by PC industry management problems, especially for those companies facing product maturity, orders plummeted and the decline in gross margin. The ODM in Taiwan is trying to change the way and direction, but the transition to the new product market or product is very complex, dynamic and involves multiple inter-dependent factors. It is a complex problem (Wicked Problem), and the problem itself also needs to be defined and clarified. The aim of this thesis is to address and define the issues through the lens of service design. Therefore, our Service Design Challenge Problems can be defined as: “The Future of Wistron through the Service Design Lens". This thesis, through interviews with traditional PC industry brand companies, IC suppliers, operating systems companies and industrial PC companies, adopts the research process of the service design approach and explores the insights and value, which will truly meet Customer needs, identify the surface and deep demand, attain the design of new service model, and integrate the latest technology trends, such as Internet of things, industry 4.0, the sensor and the robot arm, in order to provide customers with reliable and assured ODM services. Our final hope is to change the operating mode and achieve a successful Enterprise Transformation of Wistron. Although the new technology is not yet mature, as long as the direction is correct in light of these models or abilities to mature, the company can remain flexible, make full use of resources, and create individualized design differences.
269

マイクロ流路設計法とそれに基づく高効率気相触媒反応操作、分離操作に関する研究

福田, 貴史 24 March 2014 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(工学) / 甲第18308号 / 工博第3900号 / 新制||工||1598(附属図書館) / 31166 / 京都大学大学院工学研究科化学工学専攻 / (主査)教授 前 一廣, 教授 長谷部 伸治, 教授 河瀬 元明 / 学位規則第4条第1項該当 / Doctor of Philosophy (Engineering) / Kyoto University / DFAM
270

既存集合住宅の改修に対応したインフィル設計手法に関する実験的研究

土井, 脩史 23 March 2015 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(工学) / 甲第18973号 / 工博第4015号 / 新制||工||1618(附属図書館) / 31924 / 京都大学大学院工学研究科都市環境工学専攻 / (主査)教授 髙田 光雄, 教授 門内 輝行, 教授 鉾井 修一 / 学位規則第4条第1項該当 / Doctor of Philosophy (Engineering) / Kyoto University / DFAM

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