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楊晰勛老師的論文著述 一、學術期刊論文 - Hsi-Hsun Yang*, 2024, The Acceptance of AI Tools Among Design Professionals: Exploring the Moderating Role of Job Replacement, International Review of Research in Open and Distributed Learning, Vol.25, No.3, pp.326-349. (SSCI)(IF=2.5, https://www.irrodl.org/index.php/irrodl/article/view/7811)
- Hsi-Hsun Yang* and Jia-Yu Lin, 2023, Students’persistence intention in MOOCs in the psychomotor domain: An extended 3P model of the teaching and learning perspective, Frontiers in Psychology, Vol. 14, pp.1094138. (SSCI)(IF=4.232, https://doi.org/10.3389/fpsyg.2023.1094138)
- Cho, I-H., Yeo, J-H., Hwang, G-H. Yang, H-H., 2022, Impact of a virtual environment on the learning effectiveness, motivation, cognitive load, and group self-efficacy of elementary school students in collaborative learning, Educational Technology Research and Development, Vol.70, pp.2145–2169. (SSCI)(IF=5.580, https://doi.org/10.1007/s11423-022-10159-z)
- Hung C-W, Zhuang Y-D, Lee C-H, Wang C-C, Yang H-H, 2022, Transmission Power Control in Wireless Sensor Networks Using Fuzzy Adaptive Data Rate, Sensors, Vol.22, No.24, pp.9963. (SCIE)(IF=3.847, https://doi.org/10.3390/s22249963)
- Jin-Yuan Zhuo1, Rong-Hai Su*, Hsi-Hsun Yang*, and Mao-Chou Hsu, 2022, Antecedents and consequences of brand experience in virtual sports brand communities: A value co-creation perspective, Frontiers in Psychology, Vol.13, pp.1033439. (SSCI)(IF=4.232, https://doi.org/10.3389/fpsyg.2022.1033439)
- Hsi-Hsun Yang*, Yi-Tzu Lin, 2022, How Knowledge Sharing and Cohesion Become Keys to a Successful Graduation Project for Students from Design College, SAGE Open, Vol.12, No.3. (SSCI)(IF=2.032, https://doi.org/10.1177/21582440221121785)
- Yeo, J.H., Cho, I.H., Hwang, G.H., & Yang H.H., 2022, Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course, Educational Technology Research and Development, Vol.70, No.3, pp.989-1008. (SSCI)(IF=5.580, https://doi.org/10.1007/s11423-022-10099-8)
- Jun-Hui Yeo, Hsi-Hsun Yang*, I-Hsuan Cho, 2022, Using a Three-Tier Multiple-Choice Diagnostic Instrument Toward Alternative Conceptions Among Lower-Secondary School Students in Taiwan: Taking Ecosystems Unit as an Example, Journal of Baltic Science Education, Vol.21, No.1, pp.69-83. (SSCI)(IF=1.232, https://doi.org/10.33225/jbse/22.21.69)
- 葉承峰, 楊晰勛*, 2021, 運用虛擬實境與數位遊戲學習於國小學生的鄉土文化教學:以學習成效和鄉土認同觀點之實證研究, 教育傳播與科技研究, Vol.126, pp.1-19. (其他)(ACI;DOI:10.6137/RECT.202108_(126).0001)
- 楊晰勛*, 廖冠榮, 2021, 3D虛擬環境如何促進跨領域遊戲設計團隊的互動和參與行為, 數位學習科技期刊, Vol.13, No.1, pp.77-108. (TSSCI)(MOST 103-2511-S-224-006-MY3, DOI:10.3966/2071260X2021011301004)
- Hsiu Ching Laura Hsieh, Hsi-Hsun Yang, 2020, Incorporating gamification into website design to facilitate effective communication, Theoretical Issues in Ergonomics Science, Vol.21, No.1, pp.89-111. (其他)(MOST 106-2410-H-224 -024, SCOPUS & ESCI)
- 楊晰勛, 陳世昌, 2018, 揭開磨課師製作團隊的面紗, 科學發展, No.549, pp.27-33. (其他)(教育部磨課師課程推動計畫, ISSN: 02501651)
- Hsi-Hsun Yang, Chung-Ho Su, 2017, Learner Behavior in a MOOC Practice-oriented Course: An Empirical Study Integrating TAM and TPB, International Review of Research in Open and Distributed Learning, Vol.18, No.5, pp.35-64. (SSCI)(MOST 105-2410-H-224-027, Rank=47/231, Categories: Education & Educational research, DOI: http://dx.doi.org/10.19173/irrodl.v18i5.2991)
- Hsi-Hsun Yang, Zheng-Nan Chen & Chung-Wen Hung, 2017, Performance of Smartphone Users with Half Pie and Linear Menus, Behaviour & Information Technology, Vol.36, No.9, pp.935-954. (SCI, SSCI)(Rank=9/16, Categories: Ergonomics, http://dx.doi.org/10.1080/0144929X.2017.1312529)
- Hsi-Hsun Yang, Yuan-Ting Chen, Sheng-Kai Yin, 2017, An Exploration of Origami Integrated Teaching with Virtual and Physical Manipulatives, International Journal of Digital Media Design, Vol.9, No.1, pp.1-13. (其他)(MOST 103-2511-S-224-001, 2016年台灣人社期刊評比通過(TCI-HSS))
- Hsi-Hsun Yang, Sheng-Kai Yin, 2016, A Study of Elementary School Students' Geometric Reasoning using Digital Origami Simulation Tool, The International Journal of E-Learning and Educational Technologies in the Digital Media, Vol.2, No.1, pp.1-8. (其他)(MOST 103-2511-S-224 -001)
- Chung-Ho Su, Hsi-Hsun Yang, Kuo-Kuang Fan, 2014, Three-stage systematic structural meaningful serious game design evaluation: Using hybrid fuzzy ISM-MCDM models, Pensee Journal, Vol.76, No.6, pp.352-371. (SSCI)
二、研討會論文- Hsi-Hsun Yang, 2024, College of Design Students' Intention to Use Generative AI Tools: The Role of Intrinsic and Extrinsic Motivation, 2024 The Global Chinese Conference on Computers in Education, 2024/06/01-05, Global Chinese Society for Computers in Education, China, Chongqing, Southwest University, pp.763-766.
- Hsi-Hsun Yang, 2024, How to Design a Competitive Serious Game to Improve University Students' Concept of RGB Mixing, 2024 The Global Chinese Conference on Computers in Education, 2024/06/01-05, Global Chinese Society for Computers in Education, China, Chongqing, Southwest University, pp.413-420.
- 關宇涵, 楊晰勛, 黃國豪, 2024, 虛擬直播主造型教學影片系統對國中音樂課程的學生課堂參與度之研究, 第十八屆創新、管理與知識社群國際研討會, 2024/05/24, 中國文化大學資訊管理學系, 台北市,中國文化大學, pp.241-251.
- 關宇涵, 楊晰勛, 黃國豪, 2024, 虛擬直播主造型教學影片對國中音樂課程學生學習成效與認知負荷之影響, 第13屆工程、技術與STEM教育研討會, 2024/05/10, 臺灣工程教育與管理學會, 雲林縣,雲科大.
- Hsi-Hsun Yang, Jian-Ying Feng, 2023, Exploring the Impact of Collaborative Behavior on Digital Collaborative Game-based Learning, 2023 8th International Conference on Multimedia Communication Technologies (ICMCT), 2023/08/04-06, Huaqiao University, Xiamen, pp.57-61. (MOST 111-2410-H-224-024)
- Hsi-Hsun Yang, Yu-Zhe Xiao, 2023, The Effects of Virtual Escape Cooperative Learning into Fifth Grade Mathematics on Learning Motivation and Mindset: Taking the Factors and Multiples Unit as An Example, The 8th International Conference on Multimedia Communication Technologies (ICMCT 2023), 2023/08/04-06, Huaqiao University, Xiamen, pp.38-42. (MOST 111-2410-H-224-024)
- Hsi-Hsun Yang*, 2023, The Effects of prior knowledge in Serious Game on Learning Achievement and Cognitive Load: Taking Color Mixing Concept Teaching as an Example, The 6th International Conference on Future Education 2023, 2023/07/06-07, The International Institute of Knowledge Management, Kuala Lumpur. (MOST 111-240-H-224-024)
- Chin Chao, Hsi-Hsun Yang, Gwo-Haur Hwang, 2023, Impact of cognitive style and prior knowledge on the integration of positioning technology games into elementary school learning of directions and maps, 2023 International Conference on Digital Learning Applications and Strategies (DLSA 2023), 2023/05/09-11, Hokkaido University, Sapporo, Hokkaido University. (教育部教學實踐計畫 PSR1100704)
- 楊晰勛, 黃國豪, 陳定凱, 2023, VUVU桌遊教學對於心流體驗、自我效能、遊戲經驗與學習價值影響學生持續使用意圖之研究, 2023台灣數位學習發展研討會, 2023/03/09-10, 社團法人台灣數位學習與內容學會、國立高雄師範大學科學教育暨環境教育研究所, 屏東縣,墾丁福華飯店. (MOST 110-2637-H-224-006)
- 楊晰勛, 黃國豪, 徐誠鴻, 楊雅婷, 黃靖雯, 李耿緯, 2023, 擴增實境動畫結合桌遊對國小學童認識中國木造科技之影響, 2023台灣數位學習發展研討會, 2023/03/09-10, 社團法人台灣數位學習與內容學會、國立高雄師範大學科學教育暨環境教育研究所, 屏東縣,墾丁福華飯店. (教育部教學實踐研究計畫 PSR1100704)
- 陳玫靜, 楊晰勛, 黃國豪, 劉勵蓁, 陳治嘉, 陳宥丞, 2023, 性別對擴增實境融入國小教學認知負荷及學習滿意度之影響-以藥用植物為例, 2023 台灣數位學習發展研討會, 2023/03/09-10, 社團法人台灣數位學習與內容學會、國立高雄師範大學科學教育暨環境教育研究所, 屏東縣,墾丁福華飯店. (教育部教學實踐研究計畫 PSR1100704)
- Hsi-Hsun Yang, Jia-Yu Lin, 2021, Exploration on Factors Affecting Students’ Persistence Intention in Completing MOOCs—Taking Psychomotor Domain Course as an Example, 2021 5th International Conference on Education and E-Learning, 2021/11/05-07, Tsuru University, Tsuru University, Tsuru City, Yamanashi Prefecture, pp.93-99. (ISBN 978-1-4503-8574-9, https://doi.org/10.1145/3502434.3502458)
- 徐典裕, 黃國豪, 楊晰勛, 梁心怡, 2021, 實境解謎結合遊戲式先備知識建構策略支援多元文化教育, 第25屆全球華人計算機教育應用大會, 2021/09/11-15, 全球華人計算機教育應用學會, 台北市,台師大, pp.127-135. (ISBN: 978-988-8636-80-8)
- 林佑蓉, 楊晰勛, 2021, 劇情類與非劇情類動畫短片的鏡頭因果關係, 2021第14屆台灣數位媒體設計國際學術研討會, 2021/06/11, 台灣數位媒體設計學會、大同大學, 台北市, 大同大學(線上會議), pp.243-249.
- 楊晰勛, 陳彥廷, 黃國豪, 2021, 實境與數位遊戲式學習對學習動機與成效之影響-以國小多元文化教育為例, 第16屆台灣數位學習發展研討會, 2021/03/25-26, 宜蘭市,國立宜蘭大學, 宜蘭市.
- 林惠茹, 楊晰勛, 2021, COVID-19疫情期間醫檢師之磨課師線上學習行為意圖分析, 第16屆台灣數位學習發展研討會, 2021/03/25-26, 宜蘭市,國立宜蘭大學, 宜蘭市.
- 楊晰勛, 張淑萍, 2021, COVID-19疫情期間大專院校教師使用遠距教學態度之研究-跨理論模式觀點, 第16屆台灣數位學習發展研討會, 2021/03/25, 宜蘭市,國立宜蘭大學, 宜蘭.
- 陳彥廷, 楊晰勛, 黃國豪, 2020, 探討國小學童在實境與數位遊戲式學習之比較-以多元文化教育為例, TANET 2020-台灣網際網路研討會, 2020/10/28-30, 國立臺灣大學, 台北市,國立臺灣大學, pp.1462-1467.
- 楊晰勛, 葉承峰, 2020, 學習動機、鄉土認同對鄉土教育學習成效關係之研究, ICDMD 2020數位媒體設計國際研討會, 2020/10/23, 國立雲林科技大學數位媒體設計系, 雲林縣,國立雲林科技大學.
- 楊俊輝, 卓宜萱, 楊晰勛, 黃國豪, 2020, 課程遊戲化教學策略對大學生學習動機之影響, ICEET 2020- 數位學習與教育科技國際研討會, 2020/05/13, 國立政治大學資訊科學系、中華資訊與科技教育學會, 台北市,國立政治大學, pp.404-417.
- 楊俊輝, 卓宜萱, 楊晰勛, 黃國豪, 2020, 數位遊戲虛擬環境下協作式學習對國小學生的色彩混合學習之影響, ICEET 2020- 數位學習與教育科技國際研討會, 2020/05/13, 國立政治大學資訊科學系、中華資訊與科技教育學會, 台北市,國立政治大學, pp.66-76. (MOST108-2511-H-224-002)
- 葉承峰, 楊晰勛, 2020, 數位遊戲和虛擬實境應用於鄉土教育之研究, ICEET 2020- 數位學習與教育科技國際研討會, 2020/05/13, 國立政治大學資訊科學系、中華資訊與科技教育學會, 台北市,國立政治大學,, pp.561-573.
- 陳彥廷, 楊晰勛, 黃國豪, 2020, 複雜問題解決能力與心流體驗在實境遊戲中之影響:多元文化教育, TWELF2020-台灣數位學習發展研討會, 2020/03/20, 國立交通大學教育研究所暨師資培育中心, 新竹市,國立交通大學.
- 楊書佩, 楊晰勛, 黃國豪, 彭瑞琪, 2020, 沉浸式虛擬實境英語對話練習系統對口說焦慮之影響, TWELF 2020- 第十五屆臺灣數位學習發展研討會, 2020/03/20, 國立交通大學教育研究所暨師資培育中心, 新竹市,國立交通大學.
- 楊書佩, 楊晰勛, 黃國豪, 彭瑞琪, 2019, 設計與非設計背景的大專生對沉浸式虛擬實境英語對話練習系統可用性評估之比較, NCS 2019- 全國計算機會議, 2019/11/14-15, 國立金門大學, 金門,國立金門大學.
- 楊晰勛, 廖冠榮, 2019, 運用虛擬實境工具探討學生在遊戲企劃階段之溝通成效, NCS 2019- 全國計算機會議, 2019/11/14-15, 國立金門大學, 金門,國立金門大學.
- 楊晰勛, 陳家豪, 2019, OPALs: 虛擬教具的正交投影輔助學習系統使用評估, 全球華人計算機教育應用大會, 2019/05/23-27, 全球華人計算機教育應用學會, 武漢市,華中師範大學, pp.234-240.
- 楊晰勛, 楊鈞淳, 2019, YouTube直播教學媒體於磨課師課程之整合運用, 2019教學實踐研究暨校務研究學術研討會, 2019/04/26, 宜蘭大學, 宜蘭市,宜蘭大學, pp.331-341. (ISBN:978-986-05-9353-2)
- 楊晰勛, 楊鈞淳, 2019, 線上直播作為磨課師輔助教學課程之設計與實踐:以2D動畫教學為例, 第十四屆台灣數位學習發展研討會, 2019/03/21-22, 社團法人台灣數位學習與內容學會, 斗六,雲林科技大學.
- Hsi-Hsun Yang, Yi-Tzu Lin, 2019, Exploration of the Relationship among Cohesion, Knowledge Sharing, and Team Performance of Design Students during Graduation Project, 2nd Eurasian Conference on Educational Innovation 2019, 2019/01/27-29, International Institute of Knowledge Innovation and Invention(IIKII), 新加坡, pp.25-28.
- 楊晰勛, 2018, 中國大陸學習者對於磨課師課程之行為意圖模式: 以2D動畫課程為例, 2018數位學習國際研討會暨開放教育論壇, 2018/12/04-05, 教育部數位學習深耕計畫辦公室, 台中市,逢甲大學. (教育部磨課師系列課程計畫)
- Yang, H. H., and Chen, J. H, 2018, Effects of Head-mounted Display on Reading a Drawing: A Case Study of Orthographic Projection, International Conference on Open and Flexible Education, 2018/07/04-06, The Open University of Hong Kong, Hong Kong, pp.513-524. (MOST103-2511-S224-006-MY3, ISBN 978-988-8439-59-1)
- 楊晰勛, 陳世昌, 2017, 探究線上實作型課程建構歷程與推廣-以2D動畫系列課程為例, 全國計算機會議, 2017/12/14-15, 教育部資訊及科技教育司, 花蓮,東華大學, pp.652-657. (MOST 105-2410-H-224-027, ISBN: 9789860544169, doi: http://dx.doi.org/10.29428, GPN:1010700010)
- H.H. Yang, J.H. Chen, S.K. Yin, 2017, ASSESSMENT FOR THE APPLICATION OF A VIRTUAL MANIPULATIVE TO AN ORTHOGRAPHIC PROJECTION ASSISTED LEARNING SYSTEM, 10th annual International Conference of Education, Research and Innovation, 2017/11/16-18, The International Academy of Technology, Education and Development, Seville, pp.3210-3215. (MOST 103-2511-S-224-006-MY3, ISBN:978-84-697-6957-7, ISSN:2340-1095, doi: http://dx.doi.org/10.21125/iceri.2017.0882)
- 楊晰勛, 陳世昌, 2017, 線上實作課程的同儕互評者對於公平性、接受度與學習成效之研究, 全球華人電腦教育應用大會2017(GCCCE 2017), 2017/06/02-06, 全球華人電腦教育應用協會, 北京,北京師範大學, pp.558-565.
- Hsi-Hsun Yang, Kuan-Jung Liao, Wing-Kwong Wong, Sheng-Kai Yin, Wei-Te Liu, 2016, The Effects of Communication Problems of Interdisciplinary Team on Teamwork Quality of Mobile Game Development, The 24th International Conference on Computers in Education (ICCE 2016), 2016/11/28-2016/12/02, The Asia-Pacific Society for Computers in Education (APSCE), Mumbai India, IIT Bombay., pp.33-40. (MOST 103-2511-S-224-006-MY3)
- Wong W. K., Liu W. T., Yin S. K., Yang H. H., Chao T. K., 2016, Multidisciplinary Collaboration on Mobile Game Development for Engineering Education, International Conference on Computers in Education (ICCE), 2016/11/28-2016/12/02, India: Asia-Pacific Society for Computers in Education, Mumbai. (MOST103-2511-S-224-005-MY3)
- Lan-Ling Huang, Hsi-Hsun Yang, Chang-Franw Lee, Mei-Hsiang Chen, 2016, Improvement design of the clinical upper extremity rehabilitation product for Stroke patients, HCI International 2016, 2016/07/17-22, HCI International, Toronto, Canada, pp.597-605. (NSC100-2221-E-040-009-MY2, Lecture Notes in Computer Science(LNCS)(EI),ISBN: 978-3-319-40355-7)
- Wong W. K., Liu W. T., Yin S. K., Yang H. H., Chao T. K., 2016, Collaboration of Multidisciplinary Students on the Development of Mobile Games, International Conference on Open and Flexible Education (ICOFE), 2016/07/06-08, The Open University of Hong Kong, Hong Kong. (MOST103-2511-S-224-005-MY3)
- 陳世昌, 楊晰勛, 2016, 藝術設計領域課程實踐於網路教學:以「2D動畫製作」精進高中職教師之專業技能, 2016全國中等教育階段藝術領域師資培育與教育研討會, 2016/05/16, 國立台南大學中等教育階段藝術領域教學研究中心, 台南市,台南大學, pp.57-72. (ISBN 978-986-04-8745-9)
- Hsi-Hsun Yang, Yuan-Ting Chen, Sheng-Kai Yin, 2016, Design and Developing Technology Integrated into Learning Origami: Using the Origami of One Straight Cut as an Example, The Asian Conference on Arts & Humanities 2016, 2016/04/07-10, The International Academic Forum(IAFOR), Kobe, Japan, pp.379-390. (ISSN: 2189-101X)
- Hsi-Hsun Yang, Sing-Yi Wang, Shih-Chang Chen, 2016, Constructing a Rubrics of Peer Assessment Applied on Online Course in 2D Animation Production, The Asian Conference on Arts & Humanities 2016, 2016/04/07-10, The International Academic Forum(IAFOR), Kobe, Japan, pp.367-377. (ISSN: 2189-101X)
- Hsi-Hsun Yang, Sheng-Kai Yin, 2015, Applying Graphic Reasoning Simulation Tool to Explore the Scientific Creativity, The 23rd International Conference on Computers in Education, 2015/11/30-2015/12/04, The Asia-Pacific Society for Computers in Education, Hangzhou, pp.196-198.
- 殷聖楷, 黃永廣, 劉威德, 楊晰勛, 楊智傑, 劉豐榮, 2015, 數位遊戲設計教育的翻轉與創新─以遊戲企劃課程為例, 2015年民生電子研討會(WCE2015), 2015/11/28, 中華民國民生電子學會, 彰化,建國科技大學.
- 殷聖楷, 吳伯毅, 楊晰勛, 黃雅萍, 李鴻斌, 2015, 體感互動與醫療復健整合之遊戲系統─以下肢動作為例, 2015年民生電子研討會 (WCE2015), 2015/11/28, 中國民國民生電子學會, 彰化,建國科技大學.
- 王馨儀, 楊晰勛, 2015, 網路同儕互評機制應用於「2D動畫製作」線上課程之研究, 第十一屆台灣數位學習發展研討會(2015 TWELF), 2015/11/12-13, 社團法人台灣數位學習與內容學會,國立高雄師範大學, 高雄,蓮潭國際會館.
- 楊晰勛, 陳媛婷, 2015, 數位摺紙模擬系統對國小學童空間能力之學習成效初探, 第四屆教育創新國際學術研討會, 2015/11/05, 國立彰化師範大學教育研究所, 彰化縣,彰化師範大學.
- Liu W. T., Wong W. K., Chuang C. J., Yin S. K., Yang H. H., 2015, Modeling Creative Design of Serious Games by Students from Engineering and Design College, The International Conference on Economic Transition and TVET Development, 2015/10/24-26, East China Normal University, Shanghai, pp.1-19.
- 楊晰勛, 邱偉豪, 殷聖楷, 2015, 視障者使用定向行動技能系統之使用性評估:以聲音定位與辨識為例, 第二屆台灣醫療數位學習學會學術研討會暨第五屆醫療數位學習研討會, 2015/10/03, 台灣醫療數位學習學會, 高雄市,高雄醫學大學. (NSC 102-2633-E-451-001)
- 殷聖楷, 洪晟齡, 楊晰勛, 2015, 以體感技術支援視障者建構心理地圖之定向行動能力訓練環境, 第19屆全球華人計算機教育應用大會論文集, 2015/05/25-29, 國立中央大學, 台北市, pp.832-835. (NSC102-2633-E-451-001)
- Yang H.H., Yin S.K., 2015, A Study of Elementary School Students' Geometric Reasoning using Digital Origami Simulation System, International Conference on Education Technologies and Computers (ICETC2015), 2015/05/20-22, The Society of Digital Information and Wireless Communications, Bangkok, University of the Thai Chamber of Commerce. (MOST 103-2511-S-224-001)
- Lan-Ling Huang, Hsi-Hsun Yang, Chang-Franw Lee, Mei-Hsiang Chen, Ming-Shun Wu, Chun Nan Tsai, 2014, A digital upper extremity rehabilitation product design for Stroke patient, International Symposium on Interaction Design and Human Factors, 2014/11/25-26, Kochi University of Technology, Kami-city, Kochi University of Technology. (NSC100-2221-E-040-009-MY2)
- 殷聖楷, 楊晰勛, 黃雅萍, 李鴻斌, 王毅弘, 2014, 體感互動與醫療復健整合之遊戲系統研發, 2014文化創意設計研討會暨設計營, 2014/06/13-14, 明道大學, 彰化縣, 明道大學, pp.355-359.
- 殷聖楷, 楊晰勛, 洪晟齡, 邱偉豪, 2014, 以體感互動遊戲技術設計一視障者「定向行動能力」一視障者「定向行動能力」訓練環境, 全球華人電腦教育應用大會, 2014/05/26-30, 華東師範大學, 上海市, 華東師範大學, pp.656-653. (NSC-102-2633-E-451-001)
- 楊晰勛, 陳政男, 2014, 行進間單手操作手機網頁選單設計與開發, 2014中華民國設計學會設計學術研究成果研討會, 2014/05/16-17, 大同大學, 台北市, 大同大學, pp.224-229.
- Hsi-Hsun Yang, Sheng-Kai Yin, Po-Yu Chen, 2014, Design and Implementation for the Web of Origami Simulator, Applied Mechanics and Materials Vols. 536-537, 2014/03/08-09, Hong Kong Industrial Technology Research Centre, Zhuhai, pp.593-598. (NSC-102-2511-S-224-003, [EI])
- 楊晰勛, 陳政男, 2013, 低頭族行進間以右手拇指操作手機新聞網頁之研究, 2013明志科技大學技術與教學研討會論文集, 2013/11/22, 明志科技大學技術工設系, 新北市,明志科技大學技術. (ISBN: 978-986-5873-03-5)
- Hsi-Hsun Yang, Po-Yu Chen, 2013, The Design of 3D Origami Based on Tablet PC, 2013 Global Chinese Conference on Computers in Education, 2013/05/27-31, Global Chinese Society for Computers in Education, Peking, Peking University, pp.248-255.
- 王文宜, 蔡明欣, 楊晰勛, 2012, 幻色飛行:悅趣化學習於生態保育之應用, 2012 Global Chinese Conference on Computers in Education, 2012/05/28-2012/06/01, 臺南大學數位學習科技學系, 屏東縣,, pp.349-352.
- 蘇中和, 楊晰勛, 周俊文, 李姿瑩, 林政豪, 吳家惠, 吳柏穎, 許凱涵, 許雅娟, 朱見忠, 2012, 數位遊戲在人體血液循環系統教學之設計與應用, 數位媒體教學應用研討會(DMPA2012)。, 2012/03/23, 明道大學, 彰化市,明道大學.
三、專書及專書論文- 楊晰勛, 陳世昌, 2018, 磨課師的創新與應用, 同儕互評導入磨課師實作課程之探討, 國立宜蘭大學, 台灣, pp.199-234. (MOST 105-2410-H-224-027, ISBN:978-986-05-5632-2)
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