STEAM理論融入高中科技實作活動設計--以手機號角音箱設計為例 Designed of STEAM-Based Technology Learning Activities in Senior High School:Phone Passive Speaker
組織政治知覺對組織依附影響之研究--以情緒智力為調節變項 The Study of Impact of the Perceptions of Organizational Politics for Organizationl Attachment–Using Emotional Intelligence as Moderator
生活科技實作教學中的概念性與程序性知識:以機構玩具為例 Conceptual and Procedural Knowledge in Technology hands-on activity: A Case Study of Automata Toys