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題名:結合《第二人生》(Second Life)的大學英語教學
書刊名:教育研究月刊
作者:蔡承恩陳劍涵 引用關係
出版日期:2011
卷期:204
頁次:頁15-27
主題關鍵詞:大學英語教學數位遊戲教學
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:5
  • 點閱點閱:37
期刊論文
1.Stevens, V.(2006)。Second life in education and language learning。Journal of Teaching English as A Second or Foreign language,10(3),1-4。  new window
2.Avison, D. E.、Lau, F.、Myers, M. D.、Nielsen, P. A.(1999)。Action Research。Communications of the ACM,42(1),94-97。  new window
3.Wagner, E. D.(1994)。In support of a functional definition of interaction。American Journal of Distance Education,8(2),6-29。  new window
4.Chuang, T.-Y.、Chen, W.-F.(2009)。Effect of computer-based video games on children: An experimental study。Educational Technology and Society,12(2),1-10。  new window
5.Van Eck, R.(2006)。Digital game-based learning: It's not just the digital natives who are restless。EDUCAUSE Review,41(2),55-63。  new window
6.Egbert, J.(2003)。A study of flow theory in the foreign language classroom。The Modern Language Journal,87(4),499-518。  new window
7.蔡姿娟(20040700)。合作學習教學法對高三學生英語閱讀理解及態度之效益研究。國民教育研究學報,13,261-283。new window  延伸查詢new window
8.徐新逸、吳芳瑜(2010)。Second Life在大學虛擬校園之運用。教育研究月刊,193,99-312。new window  延伸查詢new window
9.Bullard, L. G.、Felder, R. M.(2007)。A studentcentered approach to teaching material and energy balances 2: Course delivery and assessment。Journal of Chemical Engineering Education,,41(3),167-176。  new window
10.Burgess, M. L.、Slate, J. R.、Rojas-LeBouef, A.、LaPrairie, K.(2009)。Teaching and learning in Second Life: Using the community of inquiry (Col) model to support online instruction with graduate students in instructional technology。The Internet and Higher Education,13,84-88。  new window
11.Peterson, M.(2006)。Learner interaction management in an avatar and chat-based virtual world。Computer Assisted Language Learning,19(1),79-103。  new window
12.Slavin, R. E.(1980)。Cooperative learning。Review of Educational Research,50(2),315-342。  new window
學位論文
1.吳佳佳(2007)。數位遊戲式學習系統融入英語學習活動之設計與評估(碩士論文)。國立中央大學,桃園市。  延伸查詢new window
圖書
1.Csikszentmihalyi, M.(1991)。Flow: The Psychology of Optimal Experience。New York:HarperCollins。  new window
2.Egbert, J.(2005)。CALL essentials: Principles and practices in CALL classrooms。Alexandria, VA:Teachers of English to Speakers of Other Languages (TESOL), Inc.。  new window
3.Dörnyei, Zoltán(2005)。The psychology of the language learner: Individual differences in second language acquisition。Lawrence Erlbaum Associates, Inc.。  new window
4.Bjork, S.、Holopainen, J.(2005)。Patterns in game design。Hingham, MA。  new window
5.Dipietro, M.、Ferdig, R. E.、Boyer, J.、Black, E. W.(2007)。Towards a framework for understanding electronic educational gaming。Learning and teaching with electronic games。Chesapeake, USA。  new window
6.Prensky, M.(2005)。Computer games and learning: Digital game-based learning。Handbook of computer game studies。Cambridge, MA:Massachusetts Institute of Technology Press。  new window
7.Egbert, J.(2005)。Flow as a model for CALL research。CALL research perspectives。Mahwah, NJ:Lawrence Erlbaum Associate Press。  new window
其他
1.湯雅雯(2009)。開心教室有知識,中大桃花源偷菜變偷書。  延伸查詢new window
2.朱芳瑤(2010)。就是這Young-Second Life風吹台致理六打造虛擬校園 20110317。  延伸查詢new window
3.Maclsaac, D.(1995)。An Introduction to action research,http://www.phy.nau.edu/~danmac/actionrsch.html, 20100310。  new window
 
 
 
 
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