教學大綱 Syllabus

科目名稱:新媒體與資訊科技

Course Name: New Media and Information Technology

修別:選

Type of Credit: Elective

3.0

學分數

Credit(s)

30

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

This graduate-level course explores the dynamic intersections of new media, emerging technologies, and their impact on learning, communication, and human interaction. Students will critically engage with topics including smart classrooms, AI and chatbots, mobile devices, virtual worlds, online communities, digital storytelling, eye-tracking techniques, video games, digital curation, and digital ethics. The course also features invited talks and a field trip to EdTech Taiwan 2025, giving students opportunities to connect theoretical insights with real-world practices. In addition to seminar discussions and critical readings, students will explore and observe the functionality of new technologies to deepen their understanding of how they influence education, human behavior, and social interaction.

核心能力分析圖 Core Competence Analysis Chart

能力項目說明


    課程目標與學習成效Course Objectives & Learning Outcomes

    • Analyze theoretical and practical perspectives on how new media and technologies shape educational, cultural, and social contexts.
    • Evaluate the potentials and challenges of tools such as AI, chatbots, virtual worlds, video games, and eye-tracking in supporting learning and communication.
    • Apply digital storytelling, curation, and interactive design techniques to critically examine and create technology-supported experiences.
    • Reflect on ethical, cultural, and behavioral implications of adopting new technologies in classrooms and communities.
    • Engage with current trends in educational technology through invited talks and field experiences.

    每周課程進度與作業要求 Course Schedule & Requirements

    Week

    Topic

    Content and Reading Assignment

    Teaching Activities and Homework

    1 (9/4)

    Orientation

    Course overview

    Kick-off big questions

    L/D

    2 (9/11)

    Smart Classroom

    Assigned reading:

    [2-1][2-2]

    L/D/C

    3 (9/18)

    AI & Chatbots

    Assigned readings:

    [3-1][3-2][3-3]

    L/D/C

    4 (9/25)

    Mobile devices

    Assigned readings:

    [4-1][4-2][4-3]

    L/D/C

    5 (10/2)

    Virtual Worlds

    Assigned readings:

    [5-1] [5-2]

    L/D/C

    6 (10/09)

    Online Communities

    Assigned readings:

    [6-1] [6-2][6-3]

    L/D/C

    7 (10/16)

    Digital Storytelling

    Assigned readings:

    [7-1][7-2][7-3]

    L/D/C

    8 (10/23)

    Eye-tracking

    techniques

    Assigned readings:

    [8-1][8-2]

    L/D/C

    9 (10/30)

    Invited Talk

    10 (11/6)

    Video Games

    Assigned readings:
    [10-1] [10-2]

    L/D/C

    11 (11/13)

    Fieldtrip: Exploring EdTech Taiwan 2025

    12 (11/20)

    EdTech Taiwan 2025 Roundtable

    Student selected cases

    C/D

    13 (11/27)

    Digital curation

    Assigned readings

    [13-1] [13-2]

    L/D/C

    14 (12/5)

    Digital ethics

    Assigned readings

    [14-1][14-2]

    L/D/C

    15

    (12/12)

    Final Presentation

    Group A (1-3)

     

     

    16

    (12/19)

    Final Presentation

    Group B (4-6)

     

     

     

     

    授課方式Teaching Approach

    20%

    講述 Lecture

    25%

    討論 Discussion

    20%

    小組活動 Group activity

    10%

    數位學習 E-learning

    25%

    其他: Others: 文獻導讀

    評量工具與策略、評分標準成效Evaluation Criteria

    • Participation (10%)
    • Group-led discussions (20%)
    • Class engagement (20%)
    • Ed Tech case report (10%)
    • Final report (30%)
    • Peer review (10%)

    指定/參考書目Textbook & References

    Weekly Assigned Readings:
    (All readings will be downloadable through the online learning portal)

    [2-1] Dimitriadou, E., & Lanitis, A. (2023). A critical evaluation, challenges, and future perspectives of using artificial intelligence and emerging technologies in smart classrooms. Smart Learning Environments, 10, Article 12.

    [2-2] Kerimbayev, N., Adamova, K., Shadiev, R., & Altinay, Z. (2025). Intelligent educational technologies in individual learning: A systematic literature review. Smart Learning Environments, 12, Article 1. https://doi.org/10.1186/s40561-024-00360-3

    [3-1] Salih, S., Husain, O., Hamdan, M., Abdelsalam, S., Elshafie, H., Hashim, E. A., & Motwakel, A. (2025). Transforming education with AI: A systematic review of ChatGPT’s role in learning, academic practices, and institutional adoption. Results in Engineering, 25, Article 103837.

    [3-2] Xia, H. (2025). The impact of human–chatbot interaction on interpersonal communication intentions. Communication Research, 52(1), 3–23. https://doi.org/10.1177/00936502221103588

    [3-3] Laymouna, M. (2024). Roles, users, benefits, and limitations of chatbots in healthcare: A systematic review. Journal of Medical Internet Research, 26(1), e56930. https://doi.org/10.2196/56930

    [4-1] Zheng, L., & Zheng, G. (2022). Influencing factors on the success of mobile learning: A systematic review and meta-analysis. Education and Information Technologies, 27(3), 2951–2975. https://doi.org/10.1007/s10639-020-10338-8

    [4-2] Eom, S. (2023). The effects of the use of mobile devices on the e-learning process and perceived learning outcomes in university online education. E-Learning and Digital Media. Advance online publication. https://doi.org/10.1177/20427530221107775

    [5-1] Davis, D. Z., & Chansiri, K. (2019). Digital identities – overcoming visual bias through virtual embodiment. Information, Communication & Society, 22(4), 491–505.

    [5-2] Triberti, S., & Durosini, I. (2023). What Is the Psychological Role of the Virtual Self in Online Worlds? A Scoping Review. Multimodal Technologies and Interaction, 7(12), 109.

    [6-1] Yilmaz, R. M., & Keser, H. (2022). Student‑teachers’ sense of belonging in collaborative online learning. Education and Information Technologies, 27, 4501–4522.

    [6-2] Jeong, H., & Hmelo‑Silver, C. E. (2021). CSCL affordances for building community and social presence. In Computer‑Supported Collaborative Learning: An Overview. ScienceDirect Topics.

    [6-3] ResearchGate Study (2021). CSCL and social creativity: A case study of fashion design. Research in Social Creativity, 7(1), 23–40.

    [7-1] Harahap, T. R., Nasution, B., Nasution, F., & Harahap, A. N. (2023). Digital Narratives: The Evolution of Storytelling Techniques in the Age of Social Media. International Journal of Educational Research Excellence, 3(2). https://doi.org/10.55299/ijere.v3i2.1004

    [7-2] West, C. H., Rieger, K. L., Kenny, A., Chooniedass, R., Mitchell, K. M., Klippenstein, A. W., Zaborniak, A.-R., Demczuk, L., & Scott, S. D. (2022). Digital Storytelling as a Method in Health Research: A Systematic Review. Qualitative Health Research, 32(13), 1975–1990. https://doi.org/10.1177/16094069221111118

     

    [8-1] Deng, R., & Gao, Y. (2023). A review of eye tracking research on video-based learning. Education and Information Technologies, 28(6), 7671–7702. https://doi.org/10.1007/s10639-022-11486-7

    [8-2] Busjahn, T., Schulte, C., Sharif, B., Bednarik, R., & Begel, A. (2014). Eye tracking in computing education. Proceedings of the Tenth Annual Conference on International Computing Education Research (ICER '14), 3–10. https://doi.org/10.1145/2632320.2632344

     

    [10-1] Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028

    [10-2] Nagle, F., Wolf, M., & York, J. (2018). Digital game elements, user experience and learning: A conceptual framework. Education and Information Technologies, 23(3), 1051–1064. https://doi.org/10.1007/s10639-018-9730-6

    [13-1]Becker, C., Maemura, E., & Moles, N. (2020). The Design and Use of Assessment Frameworks in Digital Curation. Journal of the Association for Information Science and Technology, 71(1), 55–68. https://doi.org/10.1002/asi.24209

    [13-2] O'Carroll, A., & MacLoughlin, D. (2018). Digital curation on a small island: A study of professional education in Ireland. Digital Library Perspectives, 34(1), 2–13. https://doi.org/10.1080/23257962.2018.1425135

    [14-1] Ashok, M., Madan, R., Joha, A., & Sivarajah, U. (2022). Ethical framework for Artificial Intelligence and Digital technologies. International Journal of Information Management, 62, Article 102433. https://doi.org/10.1016/j.ijinfomgt.2021.102433

    [14-2] Feng, Y. (2023). Media ethics in the digital world: Emerging technology concerns and COVID-19 lessons. Journal of Media Ethics, 38(1), 60–63.​

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    本課程可否使用生成式AI工具Course Policies on the Use of Generative AI Tools

    完全開放使用 Completely Permitted to Use

    課程相關連結Course Related Links

    
                

    課程附件Course Attachments

    課程進行中,使用智慧型手機、平板等隨身設備 To Use Smart Devices During the Class

    No

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