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查看斯高帕斯 (Scopus) 概要
鄭 年亨
助理教授
,
通識教育中心
https://orcid.org/0000-0003-1899-3779
電子郵件
hercycheng
tmu.edu
tw
h-index
740
引文
15
h-指數
按照存儲在普爾(Pure)的出版物數量及斯高帕斯(Scopus)引文計算。
2005
2025
每年研究成果
概覽
指紋
網路
專案
(2)
研究成果
(76)
指紋
查看啟用 Hercy N. H. Cheng 的研究主題。這些主題標籤來自此人的作品。共同形成了獨特的指紋。
排序方式
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按字母排序
Social Sciences
Student Learning
100%
Mathematics
52%
Chinese
46%
Student Behavior
40%
Primary Schools
40%
Educational Environment
38%
Behavioral Learning
34%
Equal Opportunity
34%
Management Game
30%
Learning Process
30%
Individual Ability
28%
Activity Learning
24%
Learning Performance
24%
Peer Teaching
23%
Self-Regulated Learning
23%
Educational Game
23%
Massive Open Online Course
23%
Writing Process
23%
Student Performance
23%
Experimental Schools
19%
Electronic Learning
18%
Pilot Study
17%
Slow Learners
17%
Managers
17%
Behavior Pattern
17%
Learning Platform
17%
Case Study
17%
Reading Ability
17%
Self Evaluation
14%
Consumers
14%
Learning Strategy
13%
Word Learning
11%
Environmental Design
11%
Digital Education
11%
Learning Analytics
11%
University Students
11%
Course System
11%
Learning Effect
11%
Mathematics Education
11%
Habit Learning
11%
Portfolio Management
11%
Recommendation System
11%
Mental Process
11%
Performance Evaluation
11%
Research Results
11%
Information Society
11%
Item Response Theory
11%
Student Motivation
11%
Linguistic Feature
11%
Content Analysis
11%
Computer Science
Behavioral Pattern
73%
Educational Game
69%
Affirmative Action
34%
Related Content
34%
Regulated Learning
34%
game based learning
34%
learning design
28%
technology enhanced learning
28%
Learning Systems
28%
Learning Experiences
27%
Assessment System
26%
Computing Device
25%
Natural Language Processing
25%
Learning Analytics
25%
Support Vector Machine
23%
Computing Environment
23%
Digital Education
23%
Online Learning
21%
Learning Platform
18%
Machine Learning
17%
Case Study
17%
Learning Opportunity
17%
Behavior Pattern
15%
Unsupervised Learning
15%
Student Interaction
15%
Learning Process
14%
Learning Group
14%
Directed Learning
14%
Learning Ability
12%
Temporal Change
11%
Competitive Stage
11%
Behavior Model
11%
Video Production
11%
Achieving Student
11%
Feedback Channel
11%
Feature Vector
11%
Collected Data
11%
Winning Probability
11%
Environmental Design
11%
Individual Learning
11%
Motivational Orientation
11%
Vector Space Models
11%
Usability Systems
11%
Discovery Learning
11%
Goal Orientation
11%
Platform Support
11%
Affective Experience
11%
Automatic Classification
11%
System Management
11%
videogame
11%
Psychology
Word Problem
92%
Sequential Analysis
52%
Student Behavior
46%
Educational Game
46%
Cognitive Load
23%
Behavioral Learning
23%
Collaborative Learning
23%
Self-Monitoring
23%
Reading Ability
23%
Self-Assessment
23%
Self-Reflection
23%
Hidden Markov Model
17%
Mathematics Curriculum
17%
Case Study
15%
Animal Learning
11%
Self-Efficacy
11%
Embedding
11%
Mathematical Ability
11%
Mathematics Intervention
11%
Mind Map
11%
Mathematical Error
11%
Mental Process
11%
Internalize
11%
Mental Arithmetic
11%
Online Learning
11%
Study Design
11%
Goal-Oriented
11%
Individual Ability
11%
Learning Model
11%
Reading Time
11%
Classroom Practice
11%
Positive Affect
11%
Self-Learning
11%
College Students
11%
Immediate Feedback
11%
Primary Student
11%
Social Emotion
11%
Discrimination
11%
Artificial Intelligence
11%
Item Characteristic Curve
5%
Argumentation
5%
Decision Making
5%
Behavioral Model
5%