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題名:電腦遊戲在體育教學上的運用
書刊名:大專體育
作者:楊小瑩陳五洲 引用關係
出版日期:2009
卷期:102
頁次:頁150-158
主題關鍵詞:人機介面運動遊戲Wii
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:28
  • 點閱點閱:34
期刊論文
1.Green, C.、Bavelier, D.(2003)。Action video game modifies visual selective attention。Nature,423,534-537。  new window
2.Klein, J. D.、Freytag, E.(1991)。Effects of using an instructional game on motivation and performance。Journal of Educational Research,84(5),303-308。  new window
3.黃世明(20050600)。多模人機互動技術初探。電腦與通訊,112,58-63。  延伸查詢new window
4.Bolt, R. A.(1980)。Put-that-there: Voice and gesture at the graphics interface。SIGGRAPH Computer Graphics,14(3),262-270。  new window
5.Bobick, A.、Intille, S.、Davis, J.、Baird, F.、Pinhanez, C.、Campbell, L.、Wilson, A.(199908)。The KidsRoom: A perceptually-based interactive and immersive story environment。PRESENCE: Teleoperators and Virtual Environments,8(4),367-391。  new window
6.Day, E. A.、Winfred, A., Jr.、Gettman, D.(2001)。Knowledge structures and the acquisition of a complex skll。Joumal of Applied Psychology,86(5),1022-1033。  new window
7.Malone, T. W.(1981)。Toeard atheory in intrinsically motivating instruvtion。Cognitive Science,4,333-369。  new window
8.Ko, S.(2002)。An empirical analysis of children’s thinking and learning using a computer game context。Educational Psychology,22,219-233。  new window
9.吳聲毅、林鳳釵(20040700)。Yes or No?線上遊戲經驗之相關議題研究。資訊社會研究,7,235-253。new window  延伸查詢new window
10.Wren, C. R.、Azarbayejani, A.、Darrell, T.、Pentland, A. P.(1997)。Pfinder: Real-time tracking of the human body。IEEE Transactions on Pattern Analysis and Machine Intelligence,19(7),780-785。  new window
11.陳念慈(19960100)。越玩越聰明--電腦遊戲啟發兒童心智的效益分析。新幼教,9,15-18。  延伸查詢new window
12.陳怡安(20020700)。線上遊戲的魅力。資訊社會研究,3,183-214。new window  延伸查詢new window
13.李傳房、郭辰嘉(2004)。高齡者使用小型觸控式螢幕之研究。設計學報,9(4),45-55。new window  延伸查詢new window
14.呂孟育、黃財尉(20060600)。國小高年級學生在網路遊戲與學習上的自我效能效究。科學教育研究與發展季刊,43,43-61。  延伸查詢new window
15.Mohagheghi, A. A.、Anson, J. G.(2002)。Amplitude and target diameter in motor programming of discrete, rapid aimed movements: Fitts and Peterson (1964) and Klapp (1975) revisited。Acta psychological,109,113-136。  new window
學位論文
1.馮淑芬(2005)。青少年線上遊戲人物角色扮演認同之研究(碩士論文)。國立臺灣師範大學,臺北市。  延伸查詢new window
2.邱文淇。以視覺為主的遊戲空間輔助全身性學習(碩士論文)。國立中央大學。  延伸查詢new window
3.侯宗賢。電腦遊戲對於智能障礙學童手眼協調學習影響之研究(碩士論文)。國立體育大學。  延伸查詢new window
4.薛世杰(2002)。國中男、女生的網路遊戲使用時間與使用動機、自我效能、人格特質、學業成就、人際關係之相關研究(碩士論文)。屏東師範學院。  延伸查詢new window
圖書
1.教育部體育大辭典編定委員會(1996)。體育大辭典。臺北市:臺北商務。  延伸查詢new window
2.Weinberg, Robert S.、Gould, Daniel、簡曜輝、季力康、卓俊伶、洪聰敏、黃英哲、黃崇儒、廖主民、盧俊宏(2002)。競技與健身運動心理學。臺北:臺灣運動心理學會。  延伸查詢new window
3.Gee, James Paul(2003)。What video games have to teach us about learning and literacy?。Palgrave Macmillan。  new window
其他
1.Balkin, A.(20070411)。New study finds video games can cause pathological addiction,http://www.ny1.com/ny1/content/index.jsp?stid=101&aid=68627。  new window
圖書論文
1.Bobick, A.、Intille, S.、Davis, J.、Baird, F.、Pinhanez, C.、Campbell, L.、Wilson, A.(1996)。The KidsRoom: A perceptually-based interactive and immersive story environment。MIT Media Lab Perceptual Computer Section Technical Report。  new window
2.Brogmus, G. E.(1997)。Effects of Age and Sex on Speed and Accuracy of Hand Movements: And the Refinements they Suggest for Fitts' Law。Designing for an aging population。Santa Monica, CA:Human Factors and Ergonomics Society。  new window
3.Demming, G.(2004)。Sony Eyetoy (TM): Developing mental models for 3-D interaction in a 2-D gaming environment。Leture Notes in Computer Science。Springer, Rotorua, New Zealand。  new window
 
 
 
 
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