by Chih-Hung Wu (吳智鴻)
<aside> ❤️ 撰寫要點: (1 ~ 1.5 page) 給讀者了解,這個領域目前進展簡介、有什麼待解決問題、說明你研究貢獻(解決目前尚未解決之問題)。
**包含以下三個重點
其他重點:
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Introduction: (Prof. Huang) 大方向->小方向
(1) 說明這個主題很重要
例如: 行動支付在過去十年中蓬勃發展(paper a, paper b, paper c)
(2) 說明這個主題被應用的理論
例如: 行動裝置被用A理論研究 (paper a), B理論(paper b), C理論 (paper c) .....
(3) 說明這個主題(或理論)被應用的議題
例如: 這個理論被應用在電子商務 (paper a), 供應鏈管理(paper b), 行動支付 (paper c) .....
範例:
With the rapid development of digital media in recent years, many textbooks have been equipped with the features of entertainment-oriented media. The gamification design idea has been integrated with new scientific technologies to facilitate teaching. In this way, the application of games in digital learning has been increased and the creative application of learning materials has been restarted. In particular, the application of augmented reality gamification in STEM education has been reinforced with each passing day.
通常大家不清楚Gap的來源以及那些是屬於Gap。以下是常見的幾種Gap。
(1) 說明有哪些變數被研究過了,那些是待解決的問題?
例如那些變數尚未被研究過?
(2) 研究**(假設關係**)尚未有定論?