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An exploratory study on the memory performance for memorizing the english words through the apps with three different learning strategies and highlights 通过三种不同的学习策略和重点对应用程序记忆英语单词的效果进行探索性研究
Yuan-Bang Cheng, Chuan-Kai Yang
This study conducts the experiment by the Apps with three different learning strategies and highlights on Taiwanese students. The goal is to investigate the differences in memory performance for memorizing new English words and to provide suggestions for developing Apps. There are 103 students participating in the experiment to use the Apps under three conditions. 1) In condition A, students try to remember every new English word without any highlight. 2) In condition B, students try to remember every new English word with the existing highlight. 3) In condition C, students make the highlight on every new English word and try to remember that. Our results show in terms of average accuracy, condition A is the most, followed by condition B and C. In summary, we think the function of making highlights can just help the students quickly look up where they should focus on. Hence, in the Apps, for memorizing the English words, we suggest that the function of making highlights by fingers should not be activated, and the English words should have no highlight on them.
本研究以台湾学生为对象,采用三种不同的学习策略和重点进行实验。目的是调查记忆新英语单词的记忆性能差异,并为开发应用程序提供建议。共有103名学生参与实验,在三种情况下使用app。1)在条件A中,学生试着记住每一个新单词,没有任何亮点。2)在条件B中,学生试图记住每个有现有亮点的新单词。3)在条件C中,学生在每个新单词上做高光标记,并努力记住它。我们的结果显示,在平均准确率方面,条件A是最高的,其次是条件B和条件c。综上所述,我们认为高光功能正好可以帮助学生快速查找他们应该关注的地方。因此,在app中,对于英语单词的记忆,我们建议不要激活手指划高光功能,英语单词不能有高光。
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引用次数: 0
The influence of ERP system to the company performance seen through innovation process, information quality, and information sharing as the intervening variables 通过创新过程、信息质量和信息共享作为中介变量来考察ERP系统对公司绩效的影响
Widjojo Suprapto, Z. Tarigan, S. R. Basana
Enterprise Resource Planning (ERP) system is an integrated information technology that combines all departments in a company with a single data entry. The ERP system is used to obtain quality information so that the head of the companies can easily make decisions accurately and timely. The information is also distributed among all related departments through sharing information. The quality information can improve the innovation process and company performance. Based on the questionnaires distributed to manufacturing companies in East Java and the data processed by SEM PLS, there are several conclusions. First, the ERP directly influences the information sharing but does not significantly influence the information quality. Second, innovation sharing influences directly the information quality and innovation process, but it does not give impacts to the operational performance. Third, the innovation quality has an impact on the innovation process and the operational performance. Fourth, the innovation process has a positive and significant impact directly to the operational performance
企业资源规划(ERP)系统是一种集成的信息技术,它将公司的所有部门与单个数据输入结合在一起。ERP系统用于获取高质量的信息,使公司的负责人能够轻松、准确、及时地做出决策。并通过信息共享的方式在各相关部门之间进行分发。质量信息可以改善创新过程,提高企业绩效。根据对东爪哇制造业企业的问卷调查和SEM PLS处理的数据,得出了几个结论。首先,ERP直接影响信息共享,但对信息质量影响不显著。第二,创新共享直接影响信息质量和创新过程,但对经营绩效没有影响。第三,创新质量对创新过程和经营绩效有影响。第四,创新过程对企业经营绩效有显著的正向直接影响
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引用次数: 24
Making an animation of overhead spending to inspire undergraduates' financial management concept 制作管理费用动画,启发大学生财务管理理念
Tingsheng Weng, Chien-Kuo Li, Meng-Hui Hsu, Der‐Ching Yang
The average undergraduate does not specifically calculate the total tuition or miscellaneous fees spent during their four-year study at university. Besides tuition and miscellaneous fees, few undergraduates record their basic living expenses or additional expenses, resulting in some unnecessary expenses. Using multimedia animation about expenditures during the four-year study at university, this study employed an interesting and creative way to allow undergraduates to learn their total expenditures and recall additional expenses during a four-year study program at university, understand financial management in daily life, perceive the hardship that their parents have endured to pay their tuition and living expenses, and learn to cherish their hard-earned money. Wealth management and mathematical thinking have multiplied effects. When learning to apply mathematical thinking to one's financial management, the learner can accumulate more wealth faster. The students finished their animation homework regarding their expenditures during the four-year study program at university, and observed those of other groups. Many students reflected upon the hardship of their parents, learned of conflicts between income and expenditures, and stressed rational and emotional life expenses. This study guided students to learn more multimedia animation technologies, and directly educated the students to understand and appreciate the devotion of their parents in order to develop the correct concepts for planning and improving management abilities of personal financial management.
普通本科生并不具体计算他们在大学四年学习期间的总学费或杂费。除了学杂费外,很少有本科生记录自己的基本生活费用或额外费用,导致一些不必要的费用。本研究运用多媒体动画的方式,以一种有趣而富有创意的方式,让大学生了解自己在大学四年学习期间的总支出和额外支出,了解日常生活中的财务管理,感受父母为自己支付学费和生活费的艰辛,学会珍惜自己的血汗钱。财富管理和数学思维产生了多重效应。当学习将数学思维应用于理财时,学习者可以更快地积累更多的财富。学生们完成了关于他们在大学四年学习期间的支出的动画作业,并观察了其他组的情况。许多学生反思父母的艰辛,了解到收入和支出之间的矛盾,强调理性和感性的生活支出。本研究引导学生学习更多的多媒体动画技术,直接教育学生理解和体会父母的付出,从而形成正确的理财规划观念,提高个人理财管理能力。
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引用次数: 0
The effects of interactive music and bubble feedback using Arduino on enhancing physical activities for children with cerebral palsy 基于Arduino的互动音乐和气泡反馈对脑瘫儿童增强身体活动的影响
C. Lin, Wei-Jen Chen, Chien-Chi Lin
This study uses an interactive music and bubble effect in Arduino to enhance the body strength of children with cerebral palsy. Arduino, using a servo motor and mp3 module function, creates real feedback. This study uses a force-sensitive resistor and laser tripwire circuit sensor transmit as the interactive interface, to enhance the performance and real activity of children with cerebral palsy to perform on physical activities. This study uses a single-case research using an ABAB structure, in which A is the baseline and B is the intervention. The experimental period was 3 months, from March to June 2016. The experimental results demonstrated that the scores for two children with cerebral palsy increased considerably during the intervention phrases. The relative developmental applications of these results are also discussed here.
本研究使用Arduino中的互动音乐和气泡效果来增强脑瘫儿童的身体力量。Arduino使用伺服电机和mp3模块功能,创造真实的反馈。本研究采用力敏电阻器和激光绊线电路传感器传输作为交互界面,增强脑瘫儿童进行身体活动的表现和真实活动。本研究采用ABAB结构的单例研究,其中a为基线,B为干预。试验期为3个月,2016年3月至6月。实验结果表明,两名脑瘫儿童在干预期间得分显著提高。本文还讨论了这些结果的相关发展应用。
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引用次数: 1
Differences in the rookie animation elements between Taiwan and Japan: a case study of college student groups with different lifestyles 台湾与日本新人动画元素的差异:以不同生活方式的大学生群体为例
Cheng-Yong Huang
Using 10 rookie animated works from Taiwan and Japan, this study understands the differences in the rookie animated works from perspective college students in Taiwan who are fond of animation. In terms of lifestyle, this study adopts factory analysis to downsize the components from the original 16 AIO questions into 4 components, including planning, fashion, learning and animation; In addition, this study adopts K-mean clustering to divide the respondents into four groups, including cool boys, indoor boys, bookworm and fashionable boys. The evaluation of animation elements consisted of seven items, including story, style, character, scenario, dynamics, storyboard and sound which are then subjected to multiple-variable statistical analysis. The results tell us that there are statistically significant differences in four items aside from styles, such as story, character, dynamics and storyboard. The statistical results show that respondents with different lifestyles generate a different evaluation of animation elements.
本研究以台湾与日本的10部新锐动画作品为研究对象,以台湾爱好动画的大学生为视角,了解新锐动画作品的差异。在生活方式方面,本研究采用工厂分析法,将原有的16个AIO问题缩减为规划、时尚、学习和动画4个组成部分;此外,本研究采用k均值聚类法将受访者分为四组,分别是酷男孩、室内男孩、书呆子和时尚男孩。动画元素的评估包括七个项目,包括故事、风格、角色、场景、动态、故事板和声音,然后进行多变量统计分析。结果告诉我们,除了风格之外,在故事、角色、动态和故事板等四个项目上存在统计学上的显著差异。统计结果显示,不同生活方式的受访者对动画元素的评价不同。
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引用次数: 0
Automatic generation of plot for education by teacher-student dialogue style 以师生对话方式自动生成教学情节
H. Ito, Yasuhito Asano, Masatoshi Yoshikawa
As described in this paper, we propose a method to generate plots automatically for educational Manga by teacher-student dialogue style using XML documents, such as PowerPoint™ documents and Web pages, as input. Educational Manga explain knowledge in various fields using expression of Manga. It is recognized that it has high learning effects because of the strength of its impressions, including people to enjoy learning, and so on. However, it is generally difficult to create educational Manga. Therefore, as a support for educational Manga creation, we propose a method to generate plots corresponding to XML documents. Additionally, we adopt teacher-student dialogue style because it is commonly used in educational Manga for ease of understanding and remembering, and for other reasons.
如本文所述,我们提出了一种方法,使用XML文档(如PowerPoint™文档和Web页面)作为输入,自动为师生对话风格的教育漫画生成情节。教育漫画用漫画的表达来解释各个领域的知识。人们认识到,它具有很高的学习效果,因为它的印象强度,包括人们享受学习,等等。然而,创作教育漫画通常是困难的。因此,作为对教育性漫画创作的支持,我们提出了一种生成与XML文档相对应的情节的方法。此外,我们采用了师生对话的风格,因为这是教育漫画中常用的,便于理解和记忆,以及其他原因。
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引用次数: 0
Development of IT risk management framework using COBIT 4.1, implementation in IT governance for support business strategy 使用COBIT 4.1开发IT风险管理框架,在IT治理中实现以支持业务策略
J. Suroso, Bayu Rahadi
Extensive use of information technology in companies put IT into a position which is of considerableconcern, especially in large companies that put IT becomes a strategic part of the company. The importanceof IT division, make the companies willing to pay big to get the benefits offered by IT itself, but on the otherhand appears disappointment incurred from investments are not comparable with the results obtained. Untilthe threat appear and disrupt the business of the company. By doing risk management using the IT risk management framework by Cobit 4.1, the combining between business strategy Goals and IT Goals can assist companies in identifying risks that might occur and Companies can design how to mitigate if risks occur. IT governance should be able to support the company's business strategy by managing and memange risks in order to avoid large financial losses to the company due to the lack of identifying and analyzing risks in the company.
信息技术在公司中的广泛应用使IT处于一个相当受关注的位置,特别是在大公司中,IT成为公司的战略组成部分。IT部门的重要性,使公司愿意付出很大的代价来获得IT本身提供的好处,但另一方面,从投资中产生的失望与获得的结果是不可比较的。直到威胁出现并扰乱了公司的业务。通过使用Cobit 4.1的IT风险管理框架进行风险管理,业务战略目标和IT目标之间的结合可以帮助公司识别可能发生的风险,并且公司可以设计如何在风险发生时减轻风险。IT治理应该能够通过管理和管理风险来支持公司的业务战略,以避免由于缺乏对公司风险的识别和分析而给公司造成巨大的财务损失。
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引用次数: 12
Exploring the determinants of viewers' loyalty toward beauty YouTubers: a parasocial interaction perspective 探索观众对美妆youtuber忠诚的决定因素:一个准社会互动的视角
Hsiu-Chia Ko, Wen-Ning Wu
Managing a YouTube channel has become a key strategy for YouTubers to establish personal branding. Popular YouTubers even have the opportunities to work with businesses and create mutual benefits for both sides. However, as the Internet celebrity market becomes more and more competitive, how YouTubers could continue maintain popularity by attracting viewers to revisit their channels regularly and enhancing viewers' loyalty has become a highly important issue that both YouTubers and businesses have to think about. Based on the Parasocial Interaction (PSI) perspective and self-disclosure theory, the aim of this study is to explore the role of PSI in influencing viewers' loyalty toward beauty YouTuber, as well as the determinants of PSI, empirically. The research results show that viewers' perception of beauty YouTubers' self-disclosure, similarity, expertise, and likability are the significant determinants of PSI. Moreover, the PSI can positively boost viewers' loyalty toward beauty YouTubers. Finally, this study also proposes several practical suggestions for Internet celebrities and businesses.
管理YouTube频道已经成为YouTube用户建立个人品牌的关键策略。受欢迎的youtuber甚至有机会与企业合作,为双方创造互惠互利。然而,随着网红市场的竞争越来越激烈,如何通过吸引观众定期访问其频道,提高观众的忠诚度来保持知名度,已经成为youtuber和企业必须考虑的一个非常重要的问题。本研究基于副社会互动(PSI)视角和自我表露理论,实证探讨了PSI在影响观看者对美妆YouTuber忠诚度中的作用,以及PSI的决定因素。研究结果表明,youtube用户的自我表露、相似性、专业知识和亲和力是PSI的重要决定因素。此外,PSI还能积极提高观众对美妆youtuber的忠诚度。最后,本研究还为网红和企业提出了一些实用建议。
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引用次数: 18
期刊
Proceedings of the 1st International Conference on Education and Multimedia Technology
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