|
Agarwal, R., & Karahanna, E. (2000). Time flies when you’re having fun: Cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24 (4), 665-694. Alavi, M. (1994). Computer-Mediated Collaborative Learning: AnEmpiri cal Evaluation. MIS Quarterly 18(2), 150-74. Ang, C. S., Zaphiris, P. & Mahmood, S. (2007). A model of cognitive loads in massively multiplayer online role playing games. Interacting with Computers, 19, 167–179. Asgari, M. (2005). A three-factor model of motivation and game design. Digital Games Research Conference (DIGRA), Vancouver, British Columbia, Canada. Ashcraft, M. H. & Faust, M. W. (1994). Mathematics anxiety and mental arithmetic performance: an exploratory investigation. Cognition & Emotion, 8,97–125. Ausubel, D. P.(1963). Psychology of meaningful verbal learning: An introduction to school learning. New York: Grune & Stratton. Ayag˘, Z. (2005). A fuzzy AHP-based simulation approach to concept evaluation in a NPD environment. IIE Transactions, 37, 827–842. Bagozzi, R. P. & Yi, Y. (1988). On the evaluation of structural equation models. Journal of Academy of Marketing Science, 16(1), 74-94. Bekdemir, M. (2010). The pre-service teachers' mathematics anxiety related to depth of negative experiences in mathematics classroom while they were students. Educational Studies in Mathematics, 75, 311–328. Belanich, J., Daragh, E. S. & Kara, L. O. (2004). Instructional characteristics and motivational features of a PC-based game. U.S. Army Research Institute for the Behavioral and Social Sciences. Bilsel, R. U., Büyüközkan, G., & Ruan, D. (2006).A fuzzy preference-ranking model for a quality evaluation of hospital web sites. International Journal of Intelligent Systems, 21, 1181–1197. Bollen, K.A., Long, J.S., (1993). Testing Structural Equations Models. Thousand Oaks, Sage Bontis, N. & Serenko, A. (2009). A causal model of human capital antecedents and consequents in the financial services industry. Journal of Intellectual Capital, 10 (1): 53-69. Bontis, N., (1998). Intellectual capital: an exploratory study that develops measures and models. Management Decision, 36 (2): 63-76. Bruggen, J. M. V., Kirschner, P. A. & Jochems, W. M. G. (2002). External representation of argumentation in CSCL and the management of cognitive load. Learning and Instruction, 12(1), 121-138. Brünken, R., Plass, J. L. & Leutner, D. (2003). Direct measurement of cognitive load in multimedia learning. Educational Psychologist, 38(1), 53-61. Caine, R. N. & Caine, G. (1994). Making Connections: teaching and the human brain. Alexandria, VA: The Association for Supervision and Curriculum Development. Chang, C. C. (2007). The e-hospital website measure architecture approach:Integrating internal and external customers’ needs in information delivery services. Asian Journal of Health and Information Sciences, 2(1–4), 116–131. Chang, S. L. & Ley, K. (2006). A learning strategy to compensate forcognitive overload in online learning: learner use of printed online materials. Journal of Interactive Online Learning, 5(1), 104-117. Chang, Wen-Chih., Wang, Te-Hua., Lin, Freya H. & Yang, Hsuan-Che. (2009). Game-Based learning with ubiquitous technologies. IEEE Internet Computing, 13(4),26-33 Chang, Wen-Chih., Wang, Te-Hua., Lin, Freya H., Yang, Hsuan-Che. (2009). Game-Based Learning with Ubiquitous Technologies. IEEE Internet Computing, 13(4),26-33 Chen, C. T. (2000). Extensions of the TOPSIS for group decision-making under fuzzy environment. Fuzzy Sets and Systems, 114, 1–9. Chen, M., Tzeng, G., Tang, T. (2005), Fuzzy MCDM Approach for Evaluation of Expatriate Assignments, International Journal of Information Technology and Decision Making,Vol.4, No.2 , pp. 277-296. Chen, S. J., & Hwang, C. L.(1992). In Fuzzy multiple attribute decision-making methods and application. Lecture notes in economics and mathematical systems. New York:Springer. Cheng, J.H., Chen, C.W., Lee, C.Y.(2006), Using Fuzzy Analytical Hierarchy Process for Multi-criteria Evaluation Model of High-Yield Bonds Investment, IEEE International Conference on Fuzzy Systems, pp. 1049-1056. Chin, W. W. (2010). How to write up and report PLS analyses. In Handbook of Partial Least Squares: concepts, methods and application. Esposito Vinzi, V.; Chin, W.W., Henseler, J., Wang, H. (Eds.), Springer, Germany, 645-689. Chin, W. W., and Newsted, P. R. (1999). Structural Equation Modeling analysis with Small Samples Using Partial Least Squares. In Rick Hoyle (Ed.), Statistical Strategies for Small Sample Research, Sage Publications. Chin,W.W., Peterson, R. A. & Brown, S.P. (2008). Structural equation modeling: some practical reminders. Journal of Marketing Theory and Practice, 16 (4), 287–298. Chinn, S. (2009). Mathematics anxiety in secondary students in England. Dyslexia, 15,61–68. Choi, D. H., Kim, J., & Kim, S. H. (2007). ERP training with a web-based electronic learning system: The flow theory perspective. International Journal of Human-Computer Studies, 65(3), 223-243. Cool, K. O. & Schendel, D., (1988). Performance differences among strategic group members. Strategic Management Journal, 9, 207-233. Credé, M. & Phillips, L. A. (2011). A meta-analytic review of the motivated strategies for learning questionnaire. Learning and Individual Differences, 21(4), 337-346. Csikszentmihalyi, M. (1975).Beyond boredom and anxiety. San Francisco: Jossey-Bass. Csikszentmihalyi, M. (1990). Finding Flow: the psychology of optimal experience. New York: Harper Perennial. Csikszentmihalyi, M., & Kleiber, D. A. (1991). Leisure and self- actualization, In B. L. Driver, P. J. Brown & G. L. Peterson (Eds.), Benefits of leisure (pp.91-02). State College, PA: Venture Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. DeLeeuw, K. E. & Mayer, R. E. (2008). A comparison of three measures of cognitive load: evidence for separable measures of intrinsic, extraneous, and germane load. Journal of Educational Psychology, 100(1), 223-234. Deterding, S. (2011b). Situated motivational affordances of game elements: A conceptual model.Presented at Gamification: Using Game Design Elements in Non-Gaming Contexts, a workshop at CHI 2011. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf Dickey, M. D. (2005). Engaging by design: how engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53, 67–83. Dickey, M. D. (2005).Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development,vol 54(3), 67-83. Dickey, M. D. (2007). Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55, 253–273. Dondi, C., & Moretti, M. (2007).A methodological proposal for learning games selection and quality assessment. British Journal of Educational Technology, vol.38(3), 502–512. Duncan, T. G. & McKeachie, W. (2005). The making of the motivated strategies for learning questionnaire. Educational Psychologist, 40(2), 117-128. Fornell, C. & Bookstein, F. L. (1982). Two structural equations models: LISREL and PLS applied to consumer exit-voice theory. Journal of Marketing Research, 19(4), 440-452. Fornell, C. & Larcker, D. F., (1981). Evaluating structural equations models with unobservable variables and measurement error. Journal of Marketing Research, 18(1),39-50. Fornell, C., Lorange, P. & Roos, J., (1990). The cooperative venture formation process: a latent variable structural modeling approach. Management Science, 36(10),1246-1255. Frederickson K.,(1989). Anxiety transmission in the patient with myocardial infarction, Heart & Lung : the Journal of Critical Care ,18(6),617-622 Garris, R., Ahlers, R. & Driskell, J. E., (2002). Games, motivation, and learning: a research and practice model. Simulation & Gaming, 33(4), 441-467. Garris, R., Ahlers, R., & Driskell, J. E. (2002).Games, motivation. And learning: a research and practice model. Simulation & Gaming, 33(4), 441–467. Gee, J. P. (2005). Learning by design: good video games as learning machines. E-Learning, 2, 5–16 Gerjets, P. & Scheiter, K. (2003). Goal configurations and processing strategies as moderators between instructional design and cognitive load: evidence from hypertext-based instruction. Educational Psychologist, 38(1), 33-41. Gligoric, Z., Beljic, C., & Simeunovic, V. (2010). Shaft location selection at deep multiple orebody deposit by using fuzzy TOPSIS method and network optimization. Expert Systems with Applications, 37, 1408–1418. Hair, J. F., Black, B., Babin, B., Anderson, R. E. & Tatham, R. L. (1992). Multivariate Data Analysis (6th ed.). New York: Macmillan. Hair, J., Ringle, C. M & Sarstedt, M., (2011). PLS-SEM : indeed a silver bullet. Journal of Marketing Theory and Practice, 19 (2), 139–151. Hays, R. T. (2005). The Effectiveness of Instructional Games: a literature review and discussion. Orlando, Florida: Naval Air Warfare Center Training Systems Division. Hembree, R. (1990). The nature, effects, and relief of mathematics anxiety. Journal for Research in Mathematics Education, 21, 33–46. Ho, H. -Z., Senturk, D., Lam, A. G., Zimmer, J. M., Hong, S., Okamoto, Y. et al. (2000). The affective and cognitive dimensions ofmath anxiety: a cross-national study. Journal for Research in Mathematics Education, 31, 362–379. Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. The Journal of Marketing, 50-68. Hsieh, T., Lu, S., Tzeng, G. (2004), Fuzzy MCDM Approach for Planning and Design Tenders Selection in Public Office Buildings, International Journal of Project Management,Vol.22, No.7, pp. 573-584. Hsu, C. L., & Lu, H. P. (2003).Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853-868. Huang Y.M., Chiu P.S., Liu T.C., Chen T.S.(2011).The design and implementation of a meaningful learning-based evaluation method for ubiquitous learning. Computers & Education 57 291–2302 Huang, M. H. (2003). Designing website attributes to induce experiential encounters. Computers in Human Behavior, 19 (4), 425-442. Huang, Y. M., Lin, Y. T. & Cheng, S. C. (2010). Effectiveness of a mobile plant learning system in a science curriculum in Taiwanese elementary education. Computers & Education, 54(1), 47–58. Huang, Y.-M., Jeng, Y.-L. & Huang, T.-C. (2009). An educational mobile blogging system for supporting collaborative learning. Educational Technology & Society, 12 (2), 163–175. Hulland, J. (1999). Use of partial least squares (PLS) in strategic management research: a review of four recent studies. Strategic Management Journal, 20(2), 195-204. Hwang, C., & Yoon, K. (1981). Multiple attribute decision making: methods and application. New York: Springer. Ishikawa, A., Amagasa, M., Shiga, T., Tomizawa, G., Tatsuta, R., & Mieno, H. (1993).The max–min Delphi method and fuzzy Delphi method via fuzzy integration.Fuzzy Sets and Systems, 55, 241–253. Jansson, B., &Najstrom, M. (2009). Is pre-attentive bias predictive of auto-nomicreactivity in response to a stressor? Journal of Anxiety Disorders, 23(3), 374-380. Jonassen, D. H.(1995).Supporting communities of learners with technology: a vision for integrating technology with learning in schools. Educational Technology, 35(4), 60–63. Karoulis,A.,& Demetriadis, S. (2005).The motivational factor in educational games. Interaction between learner's internal and external representations in multimedia environments, Research report, Kaleidoscope NoE JEIRP, D21-02-01-F, 296-312. Karppinen, P. (2005). Meaningful learning with digital and online videos: theoretical perspectives. Association for the Advancement of Computing in Education Journal, 13(3),233–250. Kasvi, J. J. J. (2000). Not just fun and games—internet games as a training medium. In P. Kymäläinen & L. Seppänen (eds.), Cosiga - Learning with Computerised Simulation Games (pp. 23–34). Espoo: HUT. Keller, J. M. (1983). Motivational design of instruction. In C. M. Reigeluth (ed.), Instructional Design Theories and Models: an overview of their current status (pp. 386–434). Hillsdale, NJ: Lawrence Erlbaum Associates. Keller, J. M. (1983). Motivational design of instruction. In C. M. Reigeluth (Ed.),Instructional-design theories and models: An overview of their current status.Hillsdale, NJ: Lawrence Erlbaum Associates. Keller, J. M. (1983).Motivational design of instruction. In C. M. Reigeluth (Eds.), Instructional-design theories and models: An overview of their current status (pp. 386-434). Hillsdale, NJ: Lawrence Erlbaum Associates. Keller, J. M. (1987). Development and use of the ARCS model of motivational design. Journal of Instructional Development, 10(3), 2 – 10. Kelly, M. M., Tyrka, A. R., Anderson, G. M., Price, L. H., & Carpenter, L. L. (2008).Sex differences in emotional and physiological responses to the Trier SocialStress Test.Journal of Behavior Therapy and Experimental Psychiatry, 39(1), 87-98. Krinzinger, H., Kaufmann, L. & Willmes, K. (2009). Math anxiety and math ability in early primary school years. Journal of Psychoeducational Assessment, 27, 206–225. Laarhoven, P. J. M., & Pedrycz, W.(1983). A fuzzy extension of Sati’s priority, theory .Fuzzy Sets and System, 11, 229–241. Laidra, K., Pullmann, H. & Allik, J. (2007). Personality and intelligence as predictors of academic achievement: a cross-sectional study from elementary to secondary school. Personality and Individual Differences, 42(3), 441-451. Land, S. M. & Hannafin, M. J. (1996). A conceptual framework for the development of theories-in-action with open-ended learning environments. Educational Technology Research and Development, 44(3), 37-53. Lee, J. J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2). Liu, Han‐Chin & Su, I. (2011). Learning residential electrical wiring through computer simulation: The impact of computer‐based learning environments on student achievement and cognitive load. British Journal of Educational Technology, 42(4), 598-607. Ma, X. (1999). A meta-analysis of the relationship between anxiety toward mathematics and achievement in mathematics. Journal for Research in Mathematics Education, 30,520–540. Mahmood, S & Khatoon, T. (2011). Development and validation of the mathematics anxiety scale for secondary and senior secondary. British Journal of Arts and Social Sciences, 2 (2),169-179. McFarlane, A., Sparrowhawk, A., & Heald, Y.(2002). Report on the educational use of games: An exploration by TEEM of the contribution which games can make to the education. Cambridge shire, UK. McGrenere, J. L. (1996). Design: Educational Electronic Multi-Player Games, a Literature Review. University of the British Columbia. Mead, N. R., (2009). Software engineering education: how far we’ve come and how far we have to go. Journal of Systems and Software, 82 (4), 571–575. Mead, N.R., (2009). Software engineering education: how far we’ve come and how far we have to go. Journal of Systems and Software 82 (4), 571–575. Medalie, J. H., & Goldbourt, U. (1976). Angina pectoris among 10,000 men: II. Psychosocial and other risk factors as evidenced by a multivariate analysis of a five year incidence study. The American journal of medicine, 60(6), 910-921.. Medina Q., Melchor & Chaparro P., Julián (2008). The impact of the human element in the information systems quality for decision making and user satisfaction. Journal of Computer Information Systems, 48 (2), 44-53. Michael Pressley, C. M. (1995). Advanced educational psychology for educators, researchers, and policymakers. New York, NY: HarperCollins Publishers. Moreno-Ger, P., Burgos, D., Sierra, J. L. & Fernández-Manjón, B. (2008). Educational game design for online education. Computers in Human Behavior, 24, 2530–2540 Munn, N. L., Fernald, D. L., & Fernald, P. S. (1969). Introduction to psychology. Boston: Hougmton Miffin Co. Negoita, C. V.(1985).Expert systems and fuzzy systems. Menlo Park, CA: Benjamin/Cummings. Noorderhaben, N. (1995).Strategic decision making. UK: Addison-Wesley. Manoliadis, O., Tsolas, I., Nakou, A., Sustainable Construdtion and Drivers of Change in Greece: a Delphi Study, Construction Management & Economics, Vol. 4, 2006, pp. 113-120. Oblinger, D,. G. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, vol.2004 (8) , 1–18. Pavlou, P. A. and Fygenson, M. (2006). Understanding and predicting electronic commerce adoption: an extension of the theory of planned behavior. MIS Quarterly, 30(1):115–143. Peterson, E. R., Brown, G. T. L. & Irving, S. E. (2010). Secondary school students' conceptions of learning and their relationship to achievement. Learning and Individual Differences, 20(3), 167-176. Piccoli, G., Ahmad, R., & Lves, B. (2001). Web-based virtual learning environments: A research framework and a preliminary assessment of effectiveness in basic IT skills training. MIS Quarterly, 25, 401-426. Prensky M. (2003) Digital game-based learning. ACM Computers in Entertainment, 1, 21–24. Prensky, M. (2001). Digital game-based learning. McGraw-Hill, New York. Prensky, M. (2001). Fun, play, and games: What makes games engaging. In Digital Game-Based Learning, (pp. 11-16). New York, NY: McGraw Hill. Reigeluth, C. M. (Ed.). (1983). Instructional-design theories and models: An overview of their current status.Hillsdale, NJ: Lawrence Erlbaum Associates. Rendas,A.B., Fonseca, M., & Pinto, P. R. (2006).Toward meaningful learning in undergraduate medical education using concept maps in a PBL path physiology course. Advances in Physiology Education, 30(1), 23–29. Rick, S., & Weber, R. A.(2010). Meaningful learning and transfer of learning in games played repeatedly without feedback. Games and Economic Behavior, 68(2), 716–730. Rieber, L. & Noah, D. (2008). Games, simulations, and visual metaphors in education: Antagonism between enjoyment and learning. Educational Media International, 45, 77–92. Ringle, C. M., Wende, S. & Will, A. (2005). SmartPLS-version 2.0. Germany: University at Hamburg, available http://www.smartpls.de Rooji, S.W., (2009). Scaffold project-based learning with the project management body of knowledge. Computers & Education, 52 (1), 210–219. Rooji, S.W., (2009). Scaffold project-based learning with the projectmanagementbody of knowledge. Computers & Education 52 (1), 210–219. Rubinsten, O. & Tannock, R. (2010). Mathematics anxiety in children with developmental dyscalculia. Behavioral and Brain Functions, 6, 1–13. Sandberg, J., Maris, M. & de Geus, K. (2011). Mobile English learning: An evidence-based study with fifth graders. Computers & Education, 57(1), 1334-1347. Sandberg, K., Timmermans, B., Overgaard, M. & Cleeremans, A. (2010). Measuring consciousness: is one measure better than the other?. Consciousness and Cognition, 19, 1069–1078. Satty, T.L.(1980), The Analytic Hierarchy Process , MaGraw-Hill, New York. Schnotz, W. (2010). Reanalyzing the expertise reversal effect. Instructional Science, 38(3), 315-323. Schutte, J. G. (1997). Virtual Teaching in Higher Education: The new intellectual superhighway or just another traffic jam. CA: California State Univerity. Shapiro, A. M. & Niederhauser, D. S. (2004). Learning from hypertext: research issues and findings. In Handbook of Research on Educational Technology Research and Development (pp. 605-620). Mahwah, New Jersey: Lawrenece Erlbaum Associates. Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences. Computers in Human Behavior, 20, 403-422. Snaith, R. P., Baugh, S. J., Clayden, A. D., Husain, A., & Sipple, M. A. (1982). The clinical anxiety scale: an instrument derived from the Hamilton anxiety scale. British Journal of Psychiatry. 141: 518-523 Spielberger, C. D. (1989). State-Trait Anxiety Inventory: bibliography (2nd ed.). Palo Alto, CA: Consulting Psychologists Press. Spielberger, CD, Gorsuch, RC, Lushene, RE, Vagg, PR, Jacobs, GA (1983).Manual for the State-Trait Anxiety Inventory. Palo Alto: Consulting Psychologists Press Su, C.-H. and Cheng, C.-H. (2015), A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31: 268–286 Sweller, J., van Merrienboer, J., & Paas, F. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10, 251-296. van der Duim, L., Andersson, J. & Sinnema, M., (2007). Good practices for educational software engineering projects. In: Proceedings of the 29th International Conference on Software Engineering. van der Duim, L., Andersson, J., Sinnema, M., (2007). Good practices for educational software engineering projects. In: Proceedings of the 29th International Conference on Software Engineering. Van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28, 695–704. van Vliet, H., (2006). Reflections on software engineering education. IEEE Software 23 (3), 55–61. van Vliet, H., (2006). Reflections on software engineering education. IEEE Software, 23 (3), 55–61. Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research, 11(4), 342–365. von Wangenheim, C. G. ; Federal University of Santa Catarina, Florianopolis ; Shull, F..(2009). To Game or Not to Game?” Software, IEEE, 26, no. 2, p. 92-94. Von Wangenheim, C.G., Shull, F.(2009). To Game or Not to Game? IEEE Computer Society, 26(2), 92-94 Wang, T. C., & Chang, T. H. (2007). Application of TOPSIS in evaluating initial training aircraft under a fuzzy environment. Expert Systems with Applications, 33,870–880. Webster, J. & Martocchio, J. J. (1992). Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly, 16(2), 201–226. Wixom, B. H. & Watson, H. J., 2001. An empirical investigation of the factors affecting data warehousing success. MIS Quarterly, 25(1), 17-41. Wu, Wen-Hsiung, Chen, Wei-Fan, Wang, Tsung-Li, & Su, Chung-Ho. (2008). Developing and evaluating a game-based software engineering educational system. International Journal of Engineering Education, 24(4), 681-688. Wu, Wen-Hsiung,Chen, Wei-Fan,Wang, Tsung-Li,Su, Chung-Ho. (2008). Developing and evaluating a game-based software engineering educational system. International Journal of Engineering Education, Vol.24, No.4, pp.681-688 Yang, Z., Cai, S., Zhou, Z., & Zhou, N. (2005). Development and validation of an instrument to measure user perceived service quality of information presenting Web portals. Information and Management, 42, 575–589. Young, D. J. (1991). Creating a low-anxiety classroom environment: What does language anxiety research suggest? The Modern Language Journal, 75, 423-426. Zadeh, L. A. (1965). Fuzzy set. Information and Control, 8(3), 338–353. Zichermann, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O'Reilly Media. Zimmermann, H. J. (1985). Fuzzy set theory and its applications. Boston, MA: Kluwer.
|