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具可觸式互動之AR桌遊教學模式對學習焦慮、自我效能、控制信念之影響-以卡簡單廟宇文化遊戲為例 = Effects of using an augmented reality board game with tangible interaction on learning anxiety, self-efficacy and locus of control :card-game, slide and learning sheet gamification teaching model for Taiwanese temple culture

胡瀞方 國立臺南大學 數位學習科技學系 民110[2021]

Available at 府城總館  2F Reference books  (DC ILT 109001 )(GetIt)

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印尼特殊教育教師需求之研究 : 以亞齊省為例 = A study on the needs and perspectives for special education teacher in indonesia: a case study of aceh

怡君 (教育系課程與教學) 國立臺南大學 教育學系 課程與教學碩士班 民102[2013

Available at 府城總館  2F Reference books  (DC MCI 102040 )(GetIt)

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