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Shelley Shwu-Ching Young: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Yen-Hua Chen, Chuo-Bin Lin, Chin-Wen Ho, Shelley Young, Ia-Ming Ching, Tak-Wai Chan
    Exploring Major Events and the Accumulated User Forecasting Model to Support Building Web-Based Learning Communities - Preliminary Analysis from the School for All. [Citation Graph (0, 0)][DBLP]
    ICALT, 2004, pp:- [Conf]
  2. Yu-Min Chung, Shelley Shwu-Ching Young, Tuan-Ni Lien
    ICT Integrated into One-to-One Tutoring: From Face to Face to Online. [Citation Graph (0, 0)][DBLP]
    ICALT, 2006, pp:568-570 [Conf]
  3. Tuan-Ni Lien, Shelley Shwu-Ching Young
    Implementing e-Learning for the Media Industry: A Case Study of a Small-Sized Advertising Company in Taiwan. [Citation Graph (0, 0)][DBLP]
    ICALT, 2006, pp:591-595 [Conf]
  4. I-Hsueh Tsai, Shelley Shwu-Ching Young, Chia-Hang Liang
    Exploring the Course Development Model for the Mobile Learning Context: A Preliminary Study. [Citation Graph (0, 0)][DBLP]
    ICALT, 2005, pp:437-439 [Conf]
  5. Shelley Shwu-Ching Young, Chia-Hang Liang
    The Across Mobile Platform Learning system (AMPLe) Supporting Learner - Centered Knowledge Construction. [Citation Graph (0, 0)][DBLP]
    ICN/ICONS/MCL, 2006, pp:206- [Conf]
  6. Hui-Chun Hung, Shelley Shwu-Ching Young
    Constructing the game-based learning environment on handheld devices to facilitate English vocabulary building. [Citation Graph (0, 0)][DBLP]
    ICALT, 2007, pp:348-350 [Conf]

  7. Evaluation of Tangible Learning Companion/Robot for English Language Learning. [Citation Graph (, )][DBLP]


  8. Using Tangible Learning Companions in English Education. [Citation Graph (, )][DBLP]


  9. A Study of Innovative Uses of ICT in Primary Education. [Citation Graph (, )][DBLP]


  10. A Study of Implementing Web-Based Learning Systems to Enhance Learning for the Supply Chain Management (SCM) Course in Higher Education. [Citation Graph (, )][DBLP]


  11. The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example. [Citation Graph (, )][DBLP]


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