DOI
stands for Digital Object Identifier
(
D
igital
O
bject
I
dentifier
)
,
and is the unique identifier for objects on the internet. It can be used to create persistent link and to cite articles.
Using DOI as a persistent link
To create a persistent link
「
https://doi.org/
」
before a DOI.
For instance, if the DOI of an article is
10.5297/ser.1201.002
, you can link persistently to the article by entering the following link in your browser:
https://doi.org/
10.5297/ser.1201.002
。
The DOI link will always direct you to the most updated article page no matter how the publisher changes the document's position, avoiding errors when engaging in important research.
Cite a document with DOI
When citing a document with a DOI, the DOI permanent URL should always be presented (if using APA or Chicago format, present https://doi.org/DOI number). If using a citation format that does not specify DOI, the DOI permanent URL should still be presented as a priority.
DOIs allow accurate citations, improve academic contents connections, and allow users to gain better experience across different platforms. Currently, there are more than 70 million DOIs registered for academic contents. If you want to understand more about DOI, please visit airiti DOI Registration ( doi.airiti.com ) 。
ACI:
Data Source: Academic Citation Index (ACI)
As Taiwan's largest Citation Index, we currently have on record all Humanities, and Sociology journals that were published in Taiwan. The number of periodicals that are published on a regular basis total around 400 different types. If periodicals that were added to the collection but then halted are counted as well, the number of periodicals total over 500 types. Every year we announce the recorded periodicals' impact factor, etc. to the public, and allow scholars utilize our materials to carry out academic research for free.
Impact Factor: The statistic indicating the average number of times a journal's articles published in the past two years have been cited in the counting year.
Formula: (Number of cites in counting year to articles published in the span of two years ) ÷ (Number of articles published in the span of two years)
Example: The impact factor in 2010 (determined in 2011)
In 2009, Journal A published 15 articles, and these 15 articles were cited 20 times in 2010.
In 2008, Journal A published 16 articles, and these 16 articles were cited 30 times in 2010.
→
→2010's Impact Factor = (20+30) ÷ (15+16) = 1.61
=(20+30)÷(15+16)≒1.61
What is "Preprint"?
To provide readers with the forefront academic information, articles that have been accepted for publication in journals and published online before the printed version are known as "preprint articles", which increase the article's exposure. Preprint articles do not have volume, page numbers, or publication dates yet, but can be identified by their DOI number. The DOI number is a digital identification number for literature. Both preprint and officially published articles will be assigned a DOI number. Through database integration, readers can easily follow the complete publication process of the article by clicking on the DOI link 「 https://doi.org/DOI Number 」
How to cite Preprint Articles?
You can use the year it was published onlineand DOI link of the preprint article to cite the literature.
Here is an example of a citation (based on APA 7th edition, which may vary depending on different citation format standards):
Author name (year of online preprint article). Article title. Journal name. https://doi.org/DOI Number
蔡福興(Fu-Hsing Tsai) ; 游光昭(Kuang-Chao Yu) ; 蕭顯勝(Hsien-Sheng Hsiao)
教育科學研究期刊 ; 55卷2期 (2010 / 06 / 01) , P167 - 206
繁體中文
數位遊戲式學習 ; 學習行為 ; 學習成效 ; 學習遷移 ; digital game-based learning ; learning behavior ; learning effectiveness ; learning transfer


- 林素卿(2009)。潛在課程之研究:以一所公辦民營學校爲例。教育科學研究期刊,54(1),179-208。
連結: - 蔡福興、游光昭、蕭顯勝(2008)。從新學習遷栘觀點發掘數位遊戲式學習之價值。課程與教學季刊,11(4),237-278。
連結: - Squire, K.(2005). Game-based learning Present and future of state of the field. Retrieved August 20, 2007, from http://www.masie.com/xlearn/Game-Based_Learning.pdf
- Klawe, M.(2000).The effective design and use of educational computer games. Retrieved June 3, 2008, from http://www.learninglab.org.uk/asp/videodetails.asp?ses.http://www.learninglab.org.uk/asp/videodetails.asp?ses=&videoID=2
- Aldrich, C.(2004).Simulations and the future of learning.New York:Pfeiffer.
- 李若薇(2014)。數位遊戲融入教學設計之研究 ─ 以高中公民「經濟與永續發展」主題為例。淡江大學教育科技學系數位學習碩士在職專班學位論文。2014。1-81。
- 蔡淑慧(2013)。數位模擬遊戲融入合作學習對國中生節奏學習成效與動機影響之研究。淡江大學教育科技學系數位學習碩士在職專班學位論文。2013。1-190。
- 黃靚芬(2012)。競賽式數位遊戲融入教學對小學生社會領域學習成效影響之研究。淡江大學教育科技學系數位學習碩士在職專班學位論文。2012。1-119。
- 廖珮雯(2016)。數位遊戲評量對於國小低年級學生在英文科單字識字學習上動機的行動研究。中原大學教育研究所學位論文。2016。1-48。
- 黃怡婷(2013)。數位遊戲式學習應用在二元一次方程式學習之研究。屏東科技大學技職教育研究所學位論文。2013。1-159。