English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 110944/141864 (78%)
Visitors : 48026021      Online Users : 1019
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/121745


    Title: 以線上遊戲帶動台灣國中生的英語字彙學習:聚焦於字彙學習經驗與策略的教學行動研究
    Junior high school students` vocabulary learning through a digital game: an action research study on learner experience and strategy
    Authors: 黃家真
    Huang, Chia-Chen
    Contributors: 招靜琪
    Chao, Chin-Chi
    黃家真
    Huang, Chia-Chen
    Keywords: 線上遊戲
    單字學習
    指導
    策略
    以英語外語
    Online games
    Vocabulary learning
    Instruction
    Strategies
    EFL
    Date: 2018
    Issue Date: 2019-01-04 17:06:53 (UTC+8)
    Abstract: 本研究旨在探討指導措施搭配上台報告對於使用線上遊戲學英文單字的幫助,並且分析高成就與低成就學生於此研究中所發展的學習策略。此外,本研究也呈現出學生以遊戲為基礎的指導活動中所體驗到的優點與缺點。
    本研究採用質性行動研究。研究對象為研究者所任教的某國中八年級的二十五位學生。他們被要求在家玩指定的線上遊戲來學單字,並搭配寫日記的方式,進行為期六週的課程。然後,他們也被要求針對遊戲指定的地方做小組報告來幫助同學們學習新單字。與本研究蒐集資料來源有五項:(1) 學生需求分析問卷、(2) 遊戲單字的前測與後測、(3) 教師日誌與課室觀察、(4) 學生線上遊戲日記、(5) 小組與個人訪談。
    研究結果顯示,透過玩線上遊戲學習單字並搭配小組報告,不僅課堂上可實施於這些學生,也確實能提升學生們的字彙量。此外,高成就與低成就的學生皆發展出類似的學習策略,除了推敲語意這個策略是只有高成就學生才會使用的學習方式。另外,學生從中也有一些額外的收穫,例如:面對遊戲問題所發展出來的破關策略、從小組報告中獲得成就感、藉由接觸遊戲英聽提升英聽理解力。
    本研究結果建議教師可以把線上遊戲融入課室英文中,此方式在增加學習單字的樂趣,與提供學生新的學習情境都有幫助。建議教師可以自行發展新的指導方式或新的課程搭配活動,以提升語言學習的效率。此外,本研究亦提供教師現場教學及未來研究方向之建議。
    This study aims to examine how to boost students’ interests in learning vocabulary and it further explore how the instructional measurement and the required presentation supported vocabulary learning via online games. It also explores what learning strategies were developed by high and low proficiency students in the current study. Moreover, it presented the advantages and disadvantages that the students experienced from this game-based instructional activity.
    This study adopted a qualitative action research design. The participants were twenty-five eighth graders in a class taught by the teacher researcher. They were asked to learn new vocabulary by playing an online game at home while keeping a digital game diary in a six-week period. They were then required to do a group presentation helping their classmates learn the new words that they found in a required section of the game. The data were collected from (1) students’ background survey, (2) the game vocabulary pre-test and post-test, (3) teaching logs and classroom observation, (4) students’ digital game diaries, and (5) group and individual interviews.
    The important findings are listed as follows. First, learning vocabulary through online games along with the required group presentation is feasible to these junior high school students, and they did learn new words in this process. Second, both high and low proficiency students developed their own learning strategies, most of which were similar. However, the learning strategy, inferring by using the context, was only adopted by high proficiency students. Third, there were some additional benefits students gained from participating in this study. For instance, many students also developed their own gaming strategies when facing problems. In addition, they obtained a sense of achievement from the group presentations. Furthermore, some of their listening comprehension was improved by the aural inputs of the game.
    The findings suggest that teachers can integrate online games into classroom activity, which can be useful in increasing the fun of learning vocabulary and creating new learning environments for students. Teachers are suggested to develop other instructions or new classroom activities to boost language learning efficiency. Pedagogical implication and suggestions for future studies were presented as well.
    Reference: Abraham, R. G., & Vann, R. J. (1987). Strategies of two language learners: A case
    study. In A. Wenden & J. Rubin (Eds.), Learner strategies in language learning. Englewood Cliffs, NY: Prentice/Hall International, 85-102.
    Ahmadi, A., & Yamini, M. (2003). Relationship between field dependence/independence and listening comprehension strategy use by female Iranian English majors. Journal of Faculty of Letters and Humanities, 46(187), 61–72.
    Anderson, J. R. (1990). Cognitive psychology and its implications. WH Freeman/Times Books/Henry Holt & Co.
    Anderson, J. R. (2013). The architecture of cognition. Psychology Press.
    Anderson, J. R. (1985). Cognitive psychology and its implication. New York: Freeman.
    Bacon, S. M. (1992). The relationship between gender comprehension, processing strategies, and cognitive and affective response in foreign language listening. The
    Modern Language Journal, 76(2), 160–178.
    Bandura, A. (1986). Social functions of thought and action: A social cognitive theory.Englewood Cliffs, NI: Prentice-Hall.
    Barcroft, J. (2004). Second language vocabulary acquisition: A lexical input processing approach. Foreign Language Annals, 37(2), 200–208.
    Bidabadi, F. S., & Yamat, H. (2010). The relationship between listening strategies employed by Iranian EFL freshman university students and their learning style preferences. European Journal of Social Sciences, 16(3), 342–351.
    Bruen, J. (2001). Strategies for success: Profiling the effective learner of German. Foreign Language Annals, 34(3), 216-225.
    Butler, D. L., & Winne, P. H. (1995). Feedback and self-regulated learning: A theoretical synthesis. Review of educational research, 65(3), 245-281.
    Chamot, A. U., & Kupper, L. (1989). Learning strategies in foreign language instruction. Foreign language annals, 22(1), 13-22.
    Chamot, A. U. (1988). A Study of Learning Strategies in Foreign Language Instruction: Findings of the Longitudinal Study.
    Chang, A. C. S. (2008). Sources of listening anxiety in learning English as a foreign language. Perceptual and Motor Skills, 106(1), 21-34.
    Charsky, D., & Ressler, W. (2011). “Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games. Computers & Education, 56(3), 604-615.
    Chen, N. S., & Hwang, G. J. (2014). Transforming the classrooms: innovative digital game-based learning designs and applications. Educational Technology Research and Development, 62(2), 125–128.
    Chen, L., Zhang, R., & Liu, C. (2014). Listening strategy use and influential factors in Web‐based computer assisted language learning. Journal of Computer Assisted Learning, 30(3), 207-219.
    Cheung, A., & Harrison, C. (1992). Microcomputer adventure games and second language acquisition: A study of Hong Kong tertiary students. Computers in applied linguistics. Clevedon: Multilingual Matters, 155-178.
    Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of educational research, 86(1), 79-122.
    Cohen, E. G. (1994). Restructuring the classroom: conditions for productive small group. Review of Education Research, 64(1), 1–35.
    Creswell, J. W., & Miller, D. L. (2000). Determining validity in qualitative inquiry. Theory into practice, 39(3), 124-130.
    Cross, J. (2009). Effects of listening strategy instruction on news videotext comprehension. Language Teaching Research, 13(2), 151-176.
    Dembo, M. H. (1994). Applying educational psychology. Longman/Addison Wesley Longman.
    Dörnyei, Z. (2009). The L2 motivational self system. Motivation, language identity and the L2 self, 36(3), 9-11.
    Ellis, N. C. (1995). The psychology of foreign language vocabulary acquisition: Implications for CALL. Computer Assisted Language Learning, 8(2-3), 103-128.
    Ellis, R. (2005). Measuring implicit and explicit knowledge of a second language: A psychometric study. Studies in second language acquisition, 27(2), 141-172.
    Erzberger, C., & Prein, G. (1997). Triangulation: Validity and empirically-based hypothesis construction. Quality and Quantity, 31(2), 141-154.
    Filak, V. F., & Sheldon, K. M. (2003). Student psychological need satisfaction and college teacher-course evaluations. Educational psychology, 23(3), 235-247.
    Gardner, R. C. (1985). Social psychology and second language learning: The role of attitudes and motivation. London: Edward Arnold.
    Gardner, R. C. (2000). Correlation, causation, motivation, and second language acquisition. Canadian Psychology/Psychologie Canadienne, 41(1), 10.
    Gass, S. M. (2003). Input and interaction. The handbook of second language acquisition, 224, 255.
    Gay, L., Mills. G. & Airasian, P. (2006). Educational research: Competencies for analysis and application (8th ed.). New York: Prentice Hall.
    Gee, J. P. (2007). What video games have to teach us about learning and literacy. Revised and updated edition. New York, NY: Palgrave Macmillan.
    Gee, J. P. (2007). Good video games+ good learning (pp. 1-82). New York: Peter
    Lang.Gee, J., & Hayes, E. R. (2010). Women and gaming: The Sims and 21st century learning. Springer.
    Godwin-Jones, R. (2014). Emerging technologies games in language learning:
    opportunities and challenges. Language Learning & Technology, 18(2), 9-19.Goh, C., & Hu, G. (2014). Exploring the relationship between metacognitive awareness and listening performance with questionnaire data. Language Awareness, 23(3), 255–274.
    Golchi, M. M. (2012). Listening anxiety and its relationship with listening strategy use and listening comprehension among Iranian IELTS learners. International Journal of English Linguistics, 2(4), 115–126.
    Gonen, M. (2009, July). The relationship between FL listening anxiety and FL listening strategies: The case of Turkish EFL learners. In Proceedings of the 5th WSEAS/IASME International conference on educational technologies (pp. 44-49).
    Graham, S., & Macaro, E. (2008). Strategy instruction in listening for lower-intermediate learners of French. Language Learning, 58(4), 747–783.
    Green, J. M., & Oxford, R. (1995). A closer look at learning strategies, L2 proficiency, and gender. TESOL quarterly, 29(2), 261-297.
    Griffi ths, C. (2003). Patterns of language learning strategy use. System, 31, 367–383.
    Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: the effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79-86.
    Hussein, A. (2015). The use of triangulation in social sciences research: Can qualitative and quantitative methods be combined?. Journal of Comparative Social Work, 4(1).
    Hwang, G. J., Hsu, T. C., Lai, C. L., & Hsueh, C. J. (2017). Interaction of problem-based gaming and learning anxiety in language students` English listening performance and progressive behavioral patterns. Computers & Education, 106, 26-42.
    Hwang, G. J., Hung, C. M., & Chen, N. S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research and Development, 62(2), 129–145.
    Johnson, D. W., & Johnson, R. T. (1994). Learning together and alone: cooperative, competitive, and individualistic learning. Boston: Allyn and Bacon.
    Johnson, C. I., & Mayer, R. E. (2010). Applying the self-explanation principle to multimedia learning in a computer-based game-like environment. Computers in Human Behavior, 26(6), 1246-1252.
    Jowkar, M. (2012). The relationship between perceptual learning style preferences and listening comprehension strategies of Iranian intermediate EFL learners. Academic Research International, 2(2), 739–745.
    K-12 Education Adminstration, Ministry of Education (https://www.k12ea.gov.tw/ap/sid17_law.aspx)
    Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. Handbook of research on effective electronic gaming in education, 1, 1-32.
    Ke, F. (2016). Designing and integrating purposeful learning in game play: A systematic review. Educational Technology Research and Development, 64(2), 219-244.
    Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of instructional development, 10(3), 2-10.
    Khaldieh, S. A. (2000). Learning strategies and writing processes of proficient vs. less‐proficient1 learners of Arabic. Foreign Language Annals, 33(5), 522-533.
    Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13-24.
    Kim, H. J. (2001). Language Learning Strategies, Learning Styles, and Beliefs About Language Learning of Korean University Students. Journal of pan-pacific Association of applied linguistics, 5(1), 31-46.
    Kimchi, J., Polivka, B., & Stevenson, J. S. (1991). Triangulation: operational definitions. Nursing research, 40(6), 364-366.
    Lai, Y. C. (2009). Language learning strategy use and English proficiency of university freshmen in Taiwan. TESOL quarterly, 43(2), 255-280.
    Lantolf, J. P. and Thorne, S. F. (2006). Sociocultural theory and the sociogenesis of second language development. New York, NY: Oxford University Press.
    Law, S. Y. (2012). Effective Strategies for Teaching Young Children Critical Thinking Through Picture Book Reading: A Case Study in the New Zealand Context.
    Leemkuil, H., & Jong, T. D. (2011). Instructional Support in Games.
    Leutner, D. (1993). Guided discovery learning with computer-based simulation games: Effects of adaptive and non-adaptive instructional support. Learning and Instruction, 3(2), 113-132.
    Liu, J. (2010). Language learning strategies and its training model. International Education Studies, 3(3), 100.
    Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643.
    Long, M. H. (1996). The role of the linguistic environment in second language acquisition. In: Ritchie, W. C. and Bahtia, T. K. (eds.), Handbook of second language acquisition. New York: Academic Press, 413–468.
    McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2017). A computer-based game that promotes mathematics learning more than a conventional approach. International Journal of Game-Based Learning (IJGBL), 7(1), 36-56.
    McLaughlin, B. (1987). Theories of second language learning. London: Arnold.
    Mertler, C. A., & Charles, C. M. (2011). Introduction to education research (7th ed.). Boston, MA: Allyn & Bacon.
    Miller, M. and Hegelheimer, V. (2006) The SIMs meet ESL. Incorporating authentic computer simulation games into the language classroom. Interactive Technology & Smart Education, 3(4): 311–328.
    Nardi, B. A., Ly, S., & Harris, J. (2007, January). Learning conversations in World of
    Warcraft. In System Sciences, 2007. HICSS 2007. 40th Annual Hawaii International Conference on (pp. 79-79). IEEE.
    Nelson, B. C. (2007). Exploring the use of individualized, reflective guidance in an educational multi-user virtual environment. Journal of Science Education and Technology, 16(1), 83-97.
    Noels, K. A., Pelletier, L. G., Clément, R., & Vallerand, R. J. (2003). Why are you learning a second language? Motivational orientations and self‐determination theory. Language learning, 53(S1), 33-64
    O’Malley, J. M., & Chamot, A. U. (1990). Learning strategies in second language acquisition. Cambridge, England: Cambridge University Press.
    Oxford, R. L. (1990). Language learning strategies: What every teacher should know. Englewood Cliffs, NJ: Newbury House.
    Oxford, R., Cho, Y., Leung, S., & Kim, H. J. (2004). Effect of the presence and difficulty of task on strategy use: An exploratory study. IRAL, 42(1), 1-48.
    Pan, H. L. W., & Chen, P. (2011). Challenges and research agenda of school leadership in Taiwan. School Leadership & Management, 31(4), 339-353.
    Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
    Park, G. P. (1997). Language learning strategies and English proficiency in Korean university students. Foreign language annals, 30(2), 211-221.
    Patton, M.Q. (1980). Qualitative evaluation methods. Beverly Hills: SAGE
    Publications.
    Peacock, M., & Ho, B. (2003). Student language learning strategies across eight disciplines. International Journal of Applied Linguistics, 13(2), 179-200.
    Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in human behavior, 21(5), 745-771.
    Peterson, M. (2010a). Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning, 23(5), 429-439.
    Peterson, M. (2010b). Computerized games and simulations in computer-assisted language learning: A meta-analysis of research. Simulation & Gaming, 41(1), 72-93.
    Peterson, M. (2011). Digital gaming and second language development: Japanese learners interactions in an MMORPG. Digital Culture & Education, 3(1), 56–73.
    Peterson, M. (2016). Computer games and language learning. Springer.
    Pintrich, P. R., & De Groot, E. V. (1990). Motivational and self-regulated learning components of classroom academic performance. Journal of educational psychology, 82(1), 33.
    Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
    Pressley, M., & Gaskins, I. W. (2006). Metacognitively competent reading comprehension is constructively responsive reading: How can such reading be developed in students? Metacognition and Learning, 1(1), 99–113.
    Pujolă, J. T. (2002). CALLing for help: Researching language learning strategies using help facilities in a web-based multimedia program. ReCALL, 14(2), 235-262.
    Rama, P. S., Black, R. W., van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(3), 322-338.
    Rankin, Y. A., Gold, R., & Gooch, B. (2006, September). 3D role-playing games as language learning tools. In Eurographics (Education Papers) (pp. 33-38).
    Rankin, Y. A., Morrison, D., McNeal, M., Gooch, B., & Shute, M. W. (2009, April). Time will tell: In-game social interactions that facilitate second language acquisition. In Proceedings of the 4th international conference on foundations of digital games (pp. 161-168). ACM.
    Reinders, H. and Wattana, S. (2011) Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture & Education, 3(1): 4–28.
    Roussel, S. (2011). A computer assisted method to track listening strategies in second language learning. ReCALL, 23(2), 98-116.
    Rubin, J. (1981). Study of cognitive processes in second language learning. Applied Linguistics, 2, 117–131.
    Ryu, D. (2013). Play to learn, learn to play: Language learning through gaming culture. ReCALL, 25(2), 286-301.
    Salehi, M., & Jafari, H. (2015). Development and Validation of an EFL
    Self-Regulated Learning Questionnaire. Southern African Linguistics and Applied Language Studies, 33(1), 63-79.
    Serri, F., Boroujeni, A. J., & Hesabi, A. (2012). Cognitive, metacognitive, and social/affective strategies in listening comprehension and their relationship with individual differences. Theory and Practice in Language Studies, 2(4), 843–849.
    Stenberg, P. (2011). Den allvarsamma leken: Om World of Warcraft och läckaget (Doctoral dissertation, Institutionen för kultur-och medievetenskaper, Umeå Universitet).
    Sundqvist, P. (2009). Extramural English matters: Out-of-school English and its impact on Swedish ninth graders` oral proficiency and vocabulary (Doctoral dissertation, Karlstad University).
    Sung, H. Y., Hwang, G. J., Lin, C. J., & Hong, T. W. (2017). Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students` motivation and conception of learning. Computers & Education, 110, 143-153.
    Sung, H. Y., & Hwang, G. J. (2013). A collaborative game-based learning approach to improving students’ learning performance in science courses. Computers & Education, 63, 43–51.
    Steinkuehler, C. A. (2006). Why game (culture) studies now?. Games and Culture, 1(1), 97-102.
    Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer‐Mediated Communication, 11(4), 885-909.
    Sylvén, L. K. (2004). Teaching in English or English teaching? On the effects of content and language integrated learning on Swedish learners` incidental vocabulary acquisition (Doctoral dissertation, Göteborg University).
    Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(03), 302-321.
    Thorne, S. L. (2008). Transcultural communication in open Internet environments and massively multiplayer online games. Mediating discourse online, 305.
    Thorne, S. L., Black, R. W., & Sykes, J. M. (2009). Second language use, socialization, and learning in Internet interest communities and online gaming. The modern language journal, 93(s1), 802-821.
    Thorne, S. L. (2012). Online gaming as sociable media. Language Learning and Information Systems and Communication (Alsic).
    Thorne, S. L., Fischer, I., & Lu, X. (2012). The semiotic ecology and linguistic complexity of an online game world. ReCALL, 24(3), 279-301.
    Vandercruysse, S., ter Vrugte, J., de Jong, T., Wouters, P., van Oostendorp, H.,
    Verschaffel, L., ... & Elen, J. (2016). The effectiveness of a math game: The impact of integrating conceptual clarification as support. Computers in human behavior, 64, 21-33.
    Vandergrift, L. (1997). The comprehension strategies of second language (French) listeners: A descriptive study. Foreign language annals, 30(3), 387-409.
    Vandergrift, L. (1999). Facilitating second language listening comprehension: Acquiring successful strategies. ELT Journal, 53(3), 168–176.
    Vandergrift, L., Goh, C., Mareschal, C. J., & Tafaghodtari, M. H. (2006). The metacognitive awareness listening questionnaire: Development and validation. Language Learning, 56(3), 431–462.
    Vann, R. J., & Abraham, R. G. (1990). Strategies of unsuccessful language learners. Tesol Quarterly, 24(2), 177-198.
    Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
    Vygotsky, L. S. (1978). Mind in society: the development of higher psychological processes. Cambridge, MA: Harvard University Press.
    Wang, J., Spencer, K., & Xing, M. (2009). Metacognitive beliefs and strategies in learning Chinese as a foreign language. System, 37(1), 46-56.
    Wenden, L. A. (1999). An introduction to metacognitive knowledge and beliefs in language learning: Beyond the basics. System, 27(4), 435–441.
    Wharton, G. (2000). Language learning strategy use of bilingual foreign language learners in Singapore. Language learning, 50(2), 203-243.
    Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and culture, 1(4), 338-361.
    Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of educational psychology, 105(2), 249.
    Wouters, P., & Van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 60(1), 412-425.
    Wouters, P., Paas, F., & van Merriënboer, J. J. (2008). How to optimize learning from animated models: A review of guidelines based on cognitive load. Review of Educational Research, 78(3), 645-675.
    Wouters, P., Van der Spek, E. D., & Van Oostendorp, H. (2009). Current practices in serious game research: A review from a learning outcomes perspective. In Games-based learning advancements for multi-sensory human computer interfaces: techniques and effective practices (pp. 232-250). IGI Global.
    Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self‐representation on behavior. Human communication research, 33(3), 271-290.
    Zheng, D., Newgarden, K., & Young, M. F. (2012). Multimodal analysis of language learning in World of Warcraft play: Languaging as values-realizing. ReCALL, 24(3), 339-360.
    Description: 碩士
    國立政治大學
    英語教學碩士在職專班
    1049510021
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G1049510021
    Data Type: thesis
    DOI: 10.6814/THE.NCCU.ETMA.005.2018.A07
    Appears in Collections:[英語教學碩士在職專班] 學位論文

    Files in This Item:

    File SizeFormat
    002101.pdf3785KbAdobe PDF2261View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback