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    <title>DSpace community: 應用外語系</title>
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      <title>The effects of game quality and cognitive loads on students' learning performance in mobile game-based learning contexts: The case of system analysis education</title>
      <link>https://ir.cnu.edu.tw/handle/310902800/34927</link>
      <description>title: The effects of game quality and cognitive loads on students' learning performance in mobile game-based learning contexts: The case of system analysis education abstract: Prior research has demonstrated the advantages of applying mobile game-based learning (MGBL) applications to supporting students' learning. However, studies that specifically examine the effects of game quality and different types of cognitive loads on learning effectiveness in MGBL contexts are scarce. Therefore, this study aims to address this research gap by developing and validating a research model of cognitive loads and learning performance in MGBL contexts. Data collected from 130 college students who were asked to use an MGBL application developed specifically for this study were analyzed to validate the research model. The results indicate that both game quality of MGBL applications and extraneous cognitive load of the users of the MGBL application have significant effects on their perceived and actual learning effectiveness, while their germane cognitive load significantly influences their perceived learning effectiveness only. Implications for theory and for practice of the research results are discussed subsequently.
&lt;br&gt;</description>
      <pubDate>Wed, 25 Dec 2024 03:05:46 GMT</pubDate>
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    <item>
      <title>大學英文會話課程導入口譯技巧教學策略以提升英文口語能力之研究</title>
      <link>https://ir.cnu.edu.tw/handle/310902800/34748</link>
      <description>title: 大學英文會話課程導入口譯技巧教學策略以提升英文口語能力之研究 abstract: 本計畫在數位學習輔助支援大學英語課程的架構下，結合口譯技巧學習、社會建構語言習得理論、鷹架理論來進行英語學習活動，學習者在科技輔助語言學習環境中特別可以習得英文口語溝通層面，透過口譯技巧來調整學習方向，並透過與同儕互動管道建立學習社群，學習者在科技輔助語言學習環境中所進行的互動過程，將反映其對於英語課堂參與、溝通焦慮、學習表現之變化，為了評估學習者於科技輔助語言學習環境中的學習成效，將設計測驗評量與問卷量表等研究工具，希望透過為期兩年的研究，探討學生使用科技輔助語言學習環境於英語學習上的應用模式與學習成效評估。
&lt;br&gt;</description>
      <pubDate>Sat, 11 May 2024 03:36:22 GMT</pubDate>
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    <item>
      <title>Potentially Inappropriate Medication among Older Patients Who Are Frequent Users of Outpatient Services</title>
      <link>https://ir.cnu.edu.tw/handle/310902800/34481</link>
      <description>title: Potentially Inappropriate Medication among Older Patients Who Are Frequent Users of Outpatient Services abstract: Aging is accompanied by changes in organ degeneration, and susceptibility to multiple diseases, leading to the frequent occurrence of adverse drug reactions resulting from polypharmacy (PP) and potentially inappropriate medications (PIM) in older patients. This study employs a retrospective cohort design and investigates the association of PP with PIM among older patients with high rates of medical utilization. Using records from a national pharmaceutical care database, an experimental group is formed from patients meeting these criteria, who are then offered home pharmaceutical care. Correspondingly, a control group is formed by identifying older patients with regular levels of use of medical services who had been dispensed medications at community pharmacies. Multivariate logistic regression is performed to assess the association between the rate of PIM and variables, including age, gender, and PP. The study finds that experimental PP participants had a higher rate of PIM prescription (odds ratio (OR) = 5.4) than non-PP control participants (all p &lt; 0.001). In clinical practice, additional caution is required to avoid PIMs. Patients engaged in continuously using long-term medication should take precautions in daily life to alleviate related discomforts. Pharmacists should serve as a bridge between patients and physicians to enhance their health and improve their quality of life.
&lt;br&gt;</description>
      <pubDate>Sat, 11 Nov 2023 03:56:38 GMT</pubDate>
    </item>
    <item>
      <title>An Integrated View of Information Feedback, Game Quality, and Autonomous Motivation for Evaluating Game-Based Learning Effectiveness</title>
      <link>https://ir.cnu.edu.tw/handle/310902800/34071</link>
      <description>title: An Integrated View of Information Feedback, Game Quality, and Autonomous Motivation for Evaluating Game-Based Learning Effectiveness abstract: Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that simultaneously examine the effects of two critical factors of information feedback and game quality on students' autonomous motivation and learning effectiveness in DGBL contexts are missing in the literature. This study integrates information feedback, game quality, and SDT to develop a research model for comprehending the effectiveness of DGBL systems. Data collected from 383 respondents was analyzed to validate our research model. The results showed that information feedback, game quality, and autonomous motivation significantly influenced students' learning effectiveness and their continuance intention to use DGBL systems. Additionally, autonomous motivation indirectly influenced continuance intention via learning effectiveness. Implications for theory and for practice are discussed accordingly.
&lt;br&gt;</description>
      <pubDate>Fri, 18 Nov 2022 03:22:44 GMT</pubDate>
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