top of page
地球投影
EN5723701
數位教材編輯與製作
Digital Instructional Materials Editing and Production

從數位設計,到智慧創作;從教材製作,到教學創新。

From Digital Design to Intelligent Creation; From Instructional Materials to Teaching Innovation.

EMI 課程|AI 應用|電腦實作|沉浸式科技|遊戲化學習

EMI Course|AI Applications|Hands-on Computer Practice|Immersive Technologies|Game-Based Learning

課程介紹

  • 數位教材結合文字、圖像、聲音、動畫、互動設計與人工智慧等技術,突破傳統教材的呈現方式,提供更具互動性、個人化與沉浸感的學習體驗。

  • 本課程從數位教學設計出發,帶領學生探索數位教材的設計原則、製作流程與教育應用,並進一步運用 AI、AR、VR、MR、遊戲設計與動畫等技術,發展不同類型的數位學習內容。

  • 課程強調「做中學」與實務操作,學生將透過情境學習、翻轉教學與遊戲化學習等主題,實際完成數位教材的企劃、設計、製作與應用,從教材設計逐步建立數位教學實務能力。

  • 同時,課程也鼓勵學生將人工智慧與沉浸式科技融入教材設計,從學習者需求與教育問題出發,思考數位教材如何提升學習動機、互動性與學習成效,進一步探索教育科技與數位學習的創新可能。

Course Overview

  • Digital instructional materials integrate text, images, sound, animation, interactive design, and artificial intelligence to move beyond traditional approaches to teaching materials and provide more interactive, personalized, and immersive learning experiences.

  • This course explores the principles, production processes, and educational applications of digital instructional design. Students are introduced to AI, AR, VR, MR, game design, animation, and other technologies to develop a variety of digital learning materials and experiences.

  • The course emphasizes learning by doing and hands-on practice. Through projects focusing on situational learning, flipped learning, and game-based learning, students engage in the planning, design, production, and application of digital instructional materials, gradually developing practical skills in digital teaching and instructional design.

  • Students are also encouraged to integrate AI and immersive technologies into instructional design, starting from learners’ needs and educational challenges to explore how digital materials can enhance learning motivation, interactivity, and learning outcomes, while investigating new possibilities in educational technology and digital learning.

課程獲獎與肯定
Course Awards & Recognition

本課程持續獲得教學相關獎項肯定,展現課程在問題導向學習、創新教學、數位教材設計與製作,以及 EMI 教學實踐上的持續投入與成果。

The course has received recognition through teaching-related awards, demonstrating its sustained commitment to problem-based learning, innovative teaching, digital instructional materials design and production, and EMI teaching practice.

🏆 107 年第二學期|2019 Spring Semester

問題導向學習 PBL 教學獎勵
Problem-Based Learning (PBL) Teaching Award

Class Video

🏆 108 年第二學期|2020 Spring Semester

創新教學獎勵
Innovative Teaching Award 

Class Video

🏆 110 年第一學期|2022 Fall Semester

創新教學獎勵(PBL 課程)
Innovative Teaching Award (PBL Course)

Class Video

🏆 111 年第二學期|2023 Spring Semester

創新教學獎勵(PBL 課程)

Innovative Teaching Award (PBL Course)

Class Video

🏆112 年第二學期|2024 Spring Semester

優化 EMI 教學技巧獎勵

EMI Teaching Skills Enhancement Award

Class Video

🏆113 年第一學期|2024 Fall Semester

優化 EMI 教學技巧獎勵

EMI Teaching Skills Enhancement Award

Class Video

🏆114 年第一學期|2025 Fall Semester

優化 EMI 教學技巧獎勵

EMI Teaching Skills Enhancement Award

Class Video

學生作品、相關出版及研究發表
Student Projects, Related Publications & Research Presentations

許多學生透過數位教材的企劃、設計與實作,將課堂中的學習成果進一步發展為數位教材作品、教學方案及相關研究。課程鼓勵學生從實際的教材製作與教育應用出發,探索 AI、AR、VR、MR、遊戲化學習與互動設計在教學上的可能性,並透過作品實踐、案例分析與研究發表,將數位教材的創作經驗轉化為具體的教育成果與專業實踐。

Many students have further developed their learning outcomes through the planning, design, and production of digital instructional materials into digital learning projects, teaching plans, and related research. The course encourages students to explore the educational applications of AI, AR, VR, MR, game-based learning, and interactive design through hands-on material development and instructional practice. Through project-based practice, case analysis, and research presentations, students transform their experiences in digital instructional material production into meaningful educational outcomes and professional practice.

🏆 學生作品獲獎

Student Works & Awards

  • 世紀迷案!質因數分解的密碼 教案作品 (獲獎者:莫德駿)

  • The Century Mystery! The Code of Prime Factorization – Lesson Plan Project (Award Recipient: De-Jun Mo)
    • Teacher Lesson Plan Award

    • 教師組教案獎

  • TWELF2024 最佳論文獎

  • TWELF 2024 Best Paper Award
    • 分組合作學習對於混成教學學習成效之影響——以臺中市某市立國小六年級學生為例

    • The Impact of Group Cooperative Learning on Learning Outcomes in Blended Learning: A Case Study of Sixth-Grade Students in Taichung City

📚 期刊研究成果

Journal Publications

🌎 國際期刊

International Journal Publications

  1. Hsu, T. Y., Liang, H. Y., Tang, J. T., & Yeh, J. Y. (2026). An Extended Reality Game-Based Learning Environment to Engage Family Groups in Museum Visits. Library Hi Tech (SSCI). DOI: 10.1108/LHT-09-2025-0220.

  2. ​Tang, J. T., Mo, D., & Lan, W. C. (2025). Exploring the Integration of Cooperative Learning in Blended Teaching Environments. Education and Information Technologies (SSCI), 30, 26931–26959. DOI: 10.1007/s10639-025-13791-3

  3. Tang, J. T., Mo, D., & Lan, W. C. (2025). Enhancing Self-Directed Learning in Science Education: The Impact of Puzzle-Solving Games and Video-Based Materials on Understanding the Origin of Electricity. Research in Science & Technological Education (SSCI), 44(2), 691–712. DOI: 10.1080/02635143.2025.2543267

  4. Tang, J. T., & Hong, J. C. (2024). Navigating Self-Regulated Online Teaching: Educators' Response to the COVID-19 Pandemic. E-Learning and Digital Media (ESCI). DOI: 10.1177/20427530241289457.

  5. Tang, J. T., & Mo, D. (2024). The Transactional Distance in the Space of the Distance Learning under Post-pandemic: A Case Study of a Middle School in Northern Taiwan Using Gather to Build an Online Puzzle-Solving Activity. Interactive Learning Environments (SSCI), 32(4), 1500–1517. DOI: 10.1080/10494820.2022.2121731

📖 中文期刊 (Chinese Journals)​

1.湯梓辰、莫德駿(2026)。小組共同操作學習對於混成教學之參與態度、學習成效、及互動方式之影響-以台中市某市立國小六年級學生為例。《教育科技與學習》,21,2026。

Tang, J. T., & Mo, D. (2026). The effects of collaborative hands-on learning on participation attitudes, learning outcomes, and interaction patterns in blended learning: A case study of sixth-grade students in a public elementary school in Taichung City. Educational Technology and Learning, 21. [English translation]

2. 湯梓辰、莫德駿(2025)。以線上解謎與影片教學探討國中電學概念的學習成效及比較研究。《科學教育月刊》,483,33–47。

Tang, J. T., & Mo, D. (2025). A comparative study of the learning outcomes of junior high school students on electricity concepts through online puzzle-solving and video tutorials. Science Education Monthly, 483, 30–44. [English translation]

3. 湯梓辰、莫德駿(2022)。後疫情時代下遠距教學課程之空間互動性距離。《台灣教育雙月刊》,736,38–46。 DOI: 10.6395/TER

Tang, J. T., & Mo, D. (2022). Exploring transactional distance in distance learning courses in the post-pandemic era. Taiwan Education Review, 736, 38–46. [English translation]

🎓 研討會發表

Conference Presentations

🌎 國際研討會

International Conferences

  1. Tsai, Y. J., & Tang, J. T. (2026, May). The Comparison of the Impact of Contextual Learning on Learning Outcomes, Motivation, and Technology Acceptance in Beauty and Skincare Education. Global Chinese Conference on Computers in Education (GCCCE), Hong Kong, China.

  2. Sung, C. H., & Tang, J. T. (2026, May). A Study on the Impact of Gamified Teaching on UV Awareness and Learning Motivation in Elementary Students. Global Chinese Conference on Computers in Education (GCCCE), Hong Kong, China.

  3. Tang, J. T., & Chen, P. (2025, November). FindFuture: A Gamified Approach to Career Exploration for Elementary Students. The 21st Asian Academic Society for Vocational Education and Training (AASVET) International Conference, Tsukuba, Japan.

  4. Tang, J. T., & Hung, C. K. (2025, November). Gamified Learning in Professional Core Courses of Vocational Education: A Case Study of Calculus in the College of Engineering. The 21st Asian Academic Society for Vocational Education and Training (AASVET) International Conference, Tsukuba, Japan.

  5. Tang, J. T., & Hung, C. K. (2025, November). Integrating Game-Based Learning into the Professional Core Curriculum of Vocational Education: A Case Study on Statistical Analysis Methods in the College of Humanities and Social Sciences. The 21st Asian Academic Society for Vocational Education and Training (AASVET) International Conference, Tsukuba, Japan.

  6. Hung, C. K., & Tang, J. T. (2025, November). A Study on the Learning Effectiveness of a Gather Town-Based Contextual Puzzle Game Incorporating Scaffolding Theory on Junior High School. The Asian Conference on Education (ACE2025), Tokyo, Japan.

  7. Mo, D., & Tang, J. T. (2025, April). The Impact of Group Cooperative Learning on the Participation Attitude, Learning Outcomes, and Interaction Method of Blended Teaching. Eighteenth International Conference on e-Learning & Innovative Pedagogies, Changhua City, Taiwan.​

  8. ​Mo, D., & Tang, J. T. (2024, November). Investigating the Impact of Cooperative Group Learning on Blended Teaching and Learning Outcomes: A Case Study of Sixth-Grade Students in an Elementary School. Proceedings of the 32nd International Conference on Computers in Education (ICCE2024), Asia-Pacific Society for Computers in Education, Manila, Philippines.

📖 國內研討會

Domestic Conferences

1. 洪晨凱、湯梓辰(2025年3月)。 情境解密遊戲融入海洋教育之研究計畫:運用學習成效、科技接受度模型、心流模型──以新北市某國中為例。台灣數位學習發展2025研討會(TAIWAN E-LEARNING FORUM, TWELF 2025),國立嘉義大學蘭潭校區,嘉義。

Hung, C. K., & Tang, J. T. (2025, March). A research project on integrating contextual puzzle games into marine education: Applying learning outcomes, the Technology Acceptance Model, and flow theory—a case study of a junior high school in New Taipei City. Taiwan E-Learning Forum (TWELF 2025), National Chiayi University, Chiayi. [English translation]

2. 莫德駿、湯梓辰(2024年3月)。 分組合作學習對於混成教學之學習成效影響──以台中市某市立國小六年級學生為例。台灣數位學習發展2024研討會(TAIWAN E-LEARNING FORUM, TWELF 2024),東海大學,台中。(最佳論文獎)

Mo, D., & Tang, J. T. (2024, March). The impact of group cooperative learning on learning outcomes in blended learning: A case study of sixth-grade students in Taichung City. Taiwan E-Learning Forum (TWELF 2024), Tunghai University, Taichung. (Best Paper Award) [English translation]

3. 莫德駿、湯梓辰(2023年12月)。 教案:世紀迷案!質因數分解的密碼。2023年台灣教育傳播暨科技學會年會(TAECT 2023),淡江大學,台北。(教師組教案獎)

Mo, D., & Tang, J. T. (2023, December). Lesson Plan: The Century Mystery! The Code of Prime Factorization. Annual Conference of the Taiwan Association for Educational Communications and Technology (TAECT 2023), Tamkang University, Taipei. (Teacher Lesson Plan Award) [English translation]

4. 湯梓辰、莫德駿(2023年3月)。 比較線上解謎與影片之學習──以「電的起源」為教學主題。台灣數位學習發展2023研討會(TWELF 2023),墾丁福華渡假飯店,屏東。

Tang, J. T., & Mo, D. (2023, March). A comparison of learning through online puzzle-solving and video-based instruction: Using “The Origins of Electricity” as the instructional topic. Taiwan E-Learning Forum (TWELF 2023), Howard Beach Resort Kenting, Pingtung. [English translation]

5. 莫德駿、湯梓辰(2023年3月)。 探討後疫情時代遠距教學空間之互動性距離。台灣數位學習發展2023研討會(TWELF 2023),墾丁福華渡假飯店,屏東。

Mo, D., & Tang, J. T. (2023, March). Exploring transactional distance in distance learning environments in the post-pandemic era. Taiwan E-Learning Forum (TWELF 2023), Howard Beach Resort Kenting, Pingtung. [English translation]

6. 莫德駿、湯梓辰(2021年11月)。後疫情時代下遠距教學空間的互動性距離──以新北市一所國中為例。2021亞洲青年教育發展論壇──後疫情時代的數位學習,國立臺灣師範大學,台北。

Mo, D., & Tang, J. T. (2021, November). Transactional distance in distance learning environments in the post-pandemic era: A case study of a junior high school in New Taipei City. 2021 Asian Youth Education Development Forum: Digital Learning in the Post-Pandemic Era, National Taiwan Normal University, Taipei. [English translation]

©2026 by 湯梓辰 教授 個人網站 Professor Tang, Joni T. personal website..

R.png
  • Soundcloud
  • Facebook
  • Instagram
R.jpg
bottom of page