powerpoint design的問題,透過圖書和論文來找解法和答案更準確安心。 我們找到下列懶人包和總整理

powerpoint design的問題,我們搜遍了碩博士論文和台灣出版的書籍,推薦寫的 Microeconomics 和的 Robotics Goes Mooc: Design都 可以從中找到所需的評價。

另外網站PresentationGO: Free PowerPoint templates and Google ...也說明:Wide collection of free PowerPoint templates and Google Slides themes. Download professional diagrams, charts and maps to create attractive presentations.

這兩本書分別來自 和所出版 。

國立高雄師範大學 諮商心理與復健諮商研究所 丁原郁所指導 王映舜的 手機遊戲玩家之人格特質、遊戲行為與基本需求滿意度相關研究:以寶可夢GO為例 (2021),提出powerpoint design關鍵因素是什麼,來自於手機遊戲、人格特質、遊戲行為、基本需求滿意度、寶可夢GO。

而第二篇論文亞洲大學 外國語文學系 陳謝鈞所指導 CYNTHIA AYU PURNOMO的 數位故事創作中教師回饋對高/低成就學生的影響:口語表達、情緒經驗、觀感 (2021),提出因為有 教師回饋、口語表現、情緒、個別化學習、數位故事創作的重點而找出了 powerpoint design的解答。

最後網站20488 results for powerpoint template in all - Adobe Stock則補充:Modern powerpoint presentation templates set. Use for modern keynote presentation background, brochure design,. Elements of infographics for presentations ...

接下來讓我們看這些論文和書籍都說些什麼吧:

除了powerpoint design,大家也想知道這些:

Microeconomics

為了解決powerpoint design的問題,作者 這樣論述:

Bowles and Halliday capture the intellectual excitement, analytical precision, and policy relevance of the new microeconomics that has emerged over the past decades. Drawing on themes of the classical economists from Smith through Marx and 20th century writers - including Hayek, Coase, and Arrow

- the authors use twenty-first century analytical methods to address enduring challenges in economics. The subtitle of the work - Competition, conflict, and coordination - signals their focus on how the institutions of a modern capitalist economy work, introducing students to recent developments in

the microeconomics of credit and labor markets with asymmetric information, a dynamic analysis of how firms compete going beyond price taking, as well as bargaining over the gains from exchange, social norms, and the exercise of power. The new benchmark model proposed by Bowles and Halliday is based

on an empirical approach to economic actors and problems. They start from the premise that contracts are incomplete, and that as a result market failures, rather than being a special case illustrated by environmental spillovers, are to be expected in markets for labor, credit, knowledge and through

out the economy. They explain how experiments show that human motivations include ethical as well as other-regarding preferences (rather than entirely self-interested) and explain why the technologies of knowledge-based economies are a source of winner-take-all rather than stable competition. The au

thors also consider the intrinsic limits of mechanism design and governmental interventions in the economy. Teaching recent developments in microeconomic theory allows the authors to provide students with the tools to analyze and engage in informed debate on the issues that concern them most: climat

e change, inequality, innovation, and epidemic spread. Tradeoffs are highlighted by providing models in which capitalism can be seen as an innovation machine that raises material living standards on average, while at the same time sustaining levels of inequality that many find to be unfair. Digital

formats and resourcesThis title is available for students and institutions to purchase in a variety of formats and is supported by online resources. The e-book offers a mobile experience and convenient access to a variety of features that offer extra learning support. It allows students to engage in

self-assessment activities, watch video material that further explains figures and mathematics, and offers the opportunity to work with interactive graphs to understand how the models work. Drawing on the authors’ decades of teaching the new microeconomics, this title is supported by a range of onl

ine resources for students and lecturers including multiple-choice-questions with instant feedback, further mathematical and discussion-based questions, a fully customizable test bank for lecturer use, PowerPoint slides to accompany each chapter, worksheets that can be assigned to the class, and ans

wers to the problems set in the book.

powerpoint design進入發燒排行的影片

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手機遊戲玩家之人格特質、遊戲行為與基本需求滿意度相關研究:以寶可夢GO為例

為了解決powerpoint design的問題,作者王映舜 這樣論述:

本研究旨在探討寶可夢GO 手機遊戲玩家之人格特質、遊戲行為與基本需求滿意度之間的關係,研究者採問卷調查法,使用「IPIP 五大人格量表簡版」、「遊戲行為量表」及「基本需求滿意度量表」為研究工具,透過立意取樣網路調查法獲得1686 份有效問卷。將調查資料以描述性統計方法、獨立樣本t 考驗、單因子變異數分析、積差相關分析、逐步迴歸分析及徑路分析統計方法進行分析。研究結果如下:一、 寶可夢GO 玩家人格特質之外向性、友善性及嚴謹性為中高程度、情緒穩定性及智性/想像性為中等程度;而遊戲行為之身體活動、社交互動及旅遊移動為中等程度;基本需求滿意度之生存需求、愛與歸屬需求、權力需求、自由需求及樂趣需求皆

為中高程度。二、 不同性別、年齡、教育程度及職業狀態在人格特質、遊戲行為及基本需求滿意度上有部分顯著差異。三、 寶可夢GO 玩家之人格特質、遊戲行為與基本需求滿意度彼此達顯著正相關四、 寶可夢GO 玩家之背景變項、人格特質與遊戲行為對於所有基本需求滿意度之聯合預測皆有顯著效果。五、 寶可夢GO 玩家之遊戲行為對人格特質之外向性、友善性及智性/想像性與生存需求滿意度、權力需求滿意度、自由需求滿意度與樂趣需求滿意度之間有中介效果。六、 寶可夢GO 玩家之遊戲行為對樂趣需求滿意度、生存需求滿意度、權力需求滿意度與自由需求滿意度有顯著正向影響。根據本研究結果,提出對手機遊戲公司、諮商輔導人員與未來研究

之建議。

Robotics Goes Mooc: Design

為了解決powerpoint design的問題,作者 這樣論述:

This book is part of the Springer MOOC & BOOK project, providing both a MOOC - offered through Federica Web Learning - and a Springer reference book based on the online course, combining the quality of a scientific essay with the communicative power of an online educational product. It provides a st

ate-of-the-art overview of various aspects of the rapidly developing field of robotics, which is vigorously engaged in the growing challenges of emerging new domains.Interacting, exploring and working with humans, the new generation of robots will increasingly touch people and their lives. The book

is strictly linked to the MOOC, and includes numerous examples and exercises in addition to those offered in the MOOC. Moreover, it features multimedia content, such as videos and augmented reality, which can be accessed via PC, tablet or any other mobile device. Students who buy the print book can

easily access this content through the Springer Multimedia App, optimized for cell phones and tablets. Readers simply scan the image with their cell phone or tablet and they are taken directly to the video, figure, photo, table, PowerPoint slide, etc. Moreover, this content can be shared via other a

pps, email, messengers, and more.The book, edited by an outstanding, internationally respected expert in the field, includes valuable contributions from more than 30 authors, making this innovative project an authoritative reference resource for senior graduate and PhD level students, as well as for

robotics researchers and scientists from related disciplines.This book focuses on Design. Bruno Siciliano received his doctorate degree in Electronic Engineering from the University of Naples, Italy, in 1987. He is a professor of Control and Robotics at the University of Naples Federico II. His r

esearch focuses on methodologies and technologies in industrial and service robotics, including force and visual control, cooperative robots, human-robot interaction, and aerial manipulation. He has co-authored 6 books and over 300 journal papers, conference papers and book chapters. He has delivere

d more than 20 keynote presentations and over 100 colloquia and seminars at institutions around the world. He is a fellow of IEEE, ASME and IFAC, and co-editor of the Springer Tracts in Advanced Robotics (STAR) series and the Springer Handbook of Robotics, which received the PROSE Award for Excellen

ce in Physical Sciences & Mathematics and was also the winner in the category Engineering & Technology. He has served on the editorial boards of prestigious journals, as well as chair or co-chair for numerous international conferences. Professor Siciliano is the past president of the IEEE Robotics a

nd Automation Society (RAS). He has been the recipient of several awards, including the IEEE RAS George Saridis Leadership Award in Robotics and Automation and the IEEE RAS Distinguished Service Award.

數位故事創作中教師回饋對高/低成就學生的影響:口語表達、情緒經驗、觀感

為了解決powerpoint design的問題,作者CYNTHIA AYU PURNOMO 這樣論述:

個別化學習在世界各地廣受歡迎,因為此學習模式滿足學習者的個別需求並改善他們的學習。因此,在學習中需要考慮社會、情感和認知方面的個別差異(Ellis,2004)。教師回饋為促進個別化學習的有效方法之一,因為是針對個別學習者的認知和情感差異所提供的個別化回饋,因此個別化回饋也被認為有助於以英語為外語的學習(EFL, English as a foreign language)。然而,很少研究透過教師回饋來探討個別化學習的重要性,尤其是口語能力。此外,只有少數研究探討學生的情緒和對回饋的看法如何影響他們的學習表現。另外,雖然數位故事創作有其優勢,但卻鮮少此議題的研究。因此,本研究旨在探討數位故事創

作中教師回饋對EFL學生的影響,特別聚焦高低成就學生之間的口語表達、情緒經驗、與觀感。本研究設計採用混合研究方法,從數位說故事的前後測和問卷調查(自陳式情緒經驗量表與教師回饋反思)中收集資料,研究對象為亞洲大學人文社會學院的56名大學生組成,包括幼兒教育、社會工作、外國語文等學系。受試者先進行故事書書評活動以作為前測,以此為依據將學生分為高低成就兩組。接著學生使用Book Creator進行故事創作,研究者每週於課堂中給予學生故事創作方面的回饋,學生於此學習活動的表現視為後測。接著學生完成情緒經驗量表和反思問卷以瞭解學生在數位故事創作過程中的情緒經驗和對教師回饋的觀感。此外,研究者亦自我省思以

驗證教師回饋的成效。研究結果顯示教師回饋顯著提升學生的口語表現,尤其是低成就學生。在情緒經驗方面,兩組學生皆體驗到正向情緒,尤其是高成就學生在數位故事創作中明顯感受到更多的正向情緒,兩組學生在負向情緒方面則無顯著差異,顯示兩組學生亦感受到如害怕等的負面情緒。學生反思結果顯示低成就學生比高成就學生更需要教師回饋,尤其是圖像選擇與安排方面的建議。研究者自我省思則指出教師回饋多聚焦於故事內容架構與圖像選擇,另外,教師正面鼓勵激勵學生有更好的表現。這項研究為未來個別化教師回饋與情感因素(如情緒與觀感)開啟研究契機。