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    <title>越南生以文化融合體驗虛擬在地老街情境用i+1學習生活用語融入休閒活動</title>
    <link>https://ir.cnu.edu.tw/handle/310902800/34960</link>
    <description>title: 越南生以文化融合體驗虛擬在地老街情境用i+1學習生活用語融入休閒活動 abstract: 本計畫成果目標是增進越南生學習台灣生活用語，推廣在地老街特色、創造休閒體驗活動，並可結合在地觀光旅遊美食商店進行推廣，輔助在地休閒互動娛樂，提昇越南生快速融入本地生活和學習，增進市民與越南生互動機會，且本研究之成果提供後續學者瞭解越南生使用虛擬實境的重要性與延伸研究之參考。
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    <title>112年度「藥證資料架構優化及轉譯計畫」</title>
    <link>https://ir.cnu.edu.tw/handle/310902800/34945</link>
    <description>title: 112年度「藥證資料架構優化及轉譯計畫」 abstract: 大數據時代到來，數據資料的可用性及正確性與日俱增。大數據分析機構曾歸納「大數據」的四個特點為「4V」：資料量（volume）、速度（velocity）、多樣性（variety）和易變性（variability）。IBM則把最後一個特點代以真實性（veracity）。因此資訊的正確性在大數據時代是很重要的。而藥品相關資料庫有藥品許可證查詢系統及電子仿單資訊平台，在公開資料中若可增加數據之正確性及一致性將可增加未來民眾或醫療人員利用時便利性及安全性。&#xD;
過去執行計畫發現該資料庫中照片品質與其內容資訊未盡統一且未具規範，且可能因多年資料更新但分類標準未能汰舊換新，因此在本研究中初步針對食品藥物管理署現有藥品許可證資料庫資料進行彙整，並召開專家會議建立新的分類標準後進行資訊清理及結構整理，並建構藥品外觀照片拍攝方式規範並配合食藥署相關會議向藥商端宣導。藉由計畫執行亦可提供系統查詢藥品許可證及藥品仿單資訊更完善，以讓未來終端使用者或大數據資料可取得更正確且易於閱覽之資訊。
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    <title>What drives undergraduates' effort and persistence in learning programming</title>
    <link>https://ir.cnu.edu.tw/handle/310902800/34926</link>
    <description>title: What drives undergraduates' effort and persistence in learning programming abstract: This study attempts to: (a) investigate whether positive and negative emotions mediate the pathways linking self-efficacy for learning programming with effort and persistence in undergraduates' learning Scratch programming combining with a programmable hardware platform (i.e., Arduino), and (b) assess the effect of academic major (i.e., information technology-related majors vs non-information technology-related majors) on self-efficacy for learning programming and emotions. With the use of responses collected from a sample of 156 undergraduate students, the research model is empirically validated using partial least squares structural equation modeling (PLS-SEM). The findings reveal that undergraduates' effort and persistence while learning programming were significantly predicted by positive emotions, but not by negative emotions. Self-efficacy for learning programming significantly and positively influenced positive emotions and negatively influenced negative emotions. Finally, variations in predicting positive emotions were found between different academic majors: students in information technology-related majors experienced less negative emotional experiences than those in non-information technology-related majors.
&lt;br&gt;</description>
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    <title>以 ARCS 動機模式與認知鷹架之建構探討人工智慧技術課程之教學實踐研究</title>
    <link>https://ir.cnu.edu.tw/handle/310902800/34768</link>
    <description>title: 以 ARCS 動機模式與認知鷹架之建構探討人工智慧技術課程之教學實踐研究</description>
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