2019-12 |
The dynamic relationship of brain networks across time windows during product-based creative thinking |
article |
(31) |
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2019-11 |
The predictive power of life experiences and expertise on differentiating various types of aesthetic experiences in mundane arts |
article |
(84) |
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2019-10 |
Enhancing creativity through aesthetics-integrated computer-based training: The effectiveness of a FACE approach and exploration of moderators |
article |
(88) |
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2019-07 |
Mindful learning experience facilitates mastery experience through heightened flow and self-efficacy in game-based creativity learning |
article |
(137) |
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2019-04 |
Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students. |
article |
(101) |
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2018-11 |
The predictive power of life experiences and expertise on differentiating various types of aesthetic experiences in mundane arts |
article |
(25) |
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2018-06 |
Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students |
article |
(608) |
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2018-06 |
The mediating role of self-regulation on harmonious passion, obsessive passion, and knowledge management in e-learning |
article |
(350) |
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2018-03 |
The modulation of personal traits in neural responses during the aesthetic experience of mundane art |
article |
(344) |
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2017-12 |
The mediating role of self-regulation on harmonious passion, obsessive passion, and knowledge management in e-learning |
article |
(289) |
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2017-05 |
The interactive influences of stress, modality of stimuli, and task difficulty on verbal versus visual working memory capacity |
article |
(421) |
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2017 |
Research Development of Creativity |
book/chapter |
(227) |
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2016-12 |
Meaningful gamification for journalism students to enhance their critical thinking skills |
article |
(496) |
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2016-02 |
Mediated enactive experience versus perceived mastery experience: An enhancing mechanism versus a mediator of character attachment and internal political efficacy in serious games |
article |
(611) |
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2016-02 |
The dynamic influence of emotions on game-based creativity: An integrated analysis of emotional valence, activation strength, and regulation focus |
article |
(672) |
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2015-09 |
「大學生設計產品美感生活體驗量表」之發展 |
article |
(203) |
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2015-07 |
Associated and dissociated neural substrates of aesthetic judgment and aesthetic emotion during the appreciation of everyday designed products |
article |
(794) |
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2015-04 |
幼兒英語學習的家庭教育環境、父母效能與學習熱情之路徑模式 |
article |
(411) |
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2015-02 |
How Stress Influences Creativity in Game-based Situations: Analysis of Stress Hormone, Negative Emotions, and Working Memory |
article |
(990) |
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2014-05 |
Aptitude-treatment interactions during creativity training in blended learning: How meaning-making, self-regulation, and knowledge management influence creativity |
article |
(764) |
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2014 |
An evaluation agent system for enhancing wikipedia management |
article |
(871) |
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2013-02 |
Towards a Neural Circuit Model of Verbal Humor Processing: An fMRI Study of the Neural Substrates of Incongruity Detection and resolution |
article |
(1257) |
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2013 |
數位學習正向個人特質之量表發展:知識管理、自我調整學習與意義建構 |
article |
(1015) |
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2013 |
How gratitude influences well-being: A structural equation modeling approach |
article |
(1328) |
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2012-09 |
From Knowledge Sharing to Knowledge Creation: A Blended Knowledge-Management Model for Improving University students' creativity |
article |
(1366) |
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