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題名:我的寵物打字:心流式打字遊戲的設計與評估
書刊名:數位學習科技期刊
作者:劉中琪廖長彥 引用關係陳德懷 引用關係
作者(外文):Liu, Ellen Chung-chiLiao, Calvin Chang-yanChan, Tak-wai
出版日期:2013
卷期:5:2
頁次:頁27-44
主題關鍵詞:中文輸入心流經驗打字遊戲遊戲式學習Chinese inputFlow theoryTyping gameGame-based learning
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(2) 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:2
  • 共同引用共同引用:9
  • 點閱點閱:45
期刊論文
1.Kiili, K.(2005)。Digital game-based learning: Towards an experiential gaming model。The Internet and Higher Education,8(1),13-24。  new window
2.Liao, C. C. Y.、Chen, Z. H.、Cheng, H. N. H.、Chen, F. C.、Chan, T. W.(2011)。MyMini-Pet: A handheld pet-nurturing game to engage students in arithmetic practices。Journal of Computer Assisted Learning,27(1),76-89。  new window
3.Wolfe, E. W.、Manalo, J. R.(2004)。Composition medium comparability in a direct writing assessment of non-native English speakers。Language Learning and Technology,8(1),53-65。  new window
4.于富雲、鄭守杰、杜明璋、陳德懷(20031000)。網路同儕互評與評量標準來源對批判思考能力之影響。南師學報. 教育類,37(2),1-21。new window  延伸查詢new window
5.Trevino, Linda Klebe、Webster, Jane(1992)。Flow in Computer-Mediated Communication: Electronic Mail and Voice Mail Evaluation and Impacts。Communication Research,19(5),539-573。  new window
6.Webster, Jane、Trevino, Linda Klebe、Ryan, Lisa(1993)。The dimensionality and correlates of flow in human-computer interactions。Computers in Human Behavior,9(4),411-426。  new window
7.Prensky, Marc(2001)。Digital Natives, Digital Immigrants。On the Horizon,9(5),1-6。  new window
8.Robinson, M.(2008)。Digital nature and digital nurture: libraries, learning and the digital native。Library Management,29(1/2),67-76。  new window
會議論文
1.吳妘萱、廖長彥、陳德懷(2012)。在一對一數位教室環境下發展悅趣化學習課程以促進學生的資訊素養:以中文打字為例。全球華人計算機教育應用大會。屏東縣。  延伸查詢new window
2.林順喜、魏仲良(2009)。一個速度更快的中文輸入法--師大大師輸入法。中華民國九十八年全國計算機會議。臺北市。  延伸查詢new window
3.劉中琪、廖長彥、官佳瑩、陳德懷(2012)。心流式打字遊戲對學童中文打字學習的實踐與發展。第八屆臺灣數位學習發展研討會。臺南市。  延伸查詢new window
4.Lai, J. T. C.、Li, Y.、Anderson, R.(200510)。Donuts: A Chinese input technique using pressure-sensitive marking menus。UIST 2005, the Eighteenth Annual ACM Symposium on User Interface Software and Technology。Washington, DC.。  new window
5.Liu, E. C. C.、Liao, C. C. Y.、Chan, T. W.(2012)。Designing a typing game with Chinese words to sustain flow experience of children。20th International Conference on Computers in Education。Nanyang Walk, Singapore。  new window
6.Paras, B.、Bizzocchi, J.(200506)。Game, motivation, and effective learning: An integrated model for educational game design。DIGRA conference 2005。Vancouver, British Columbia, Canada.。  new window
7.Bayne, Siân、Ross, J.(2007)。The 'digital native' and digital immigrant: A dangerous opposition。Annual Conference of the Society for Research into Higher Education。University of Edinburgh。  new window
8.Chen, Z.、Lee, K. F.(2000)。A New Statistical Approach To Chinese Pinyin Input。38th Annual Meeting on Association for Computational Linguistics。Stroudsburg, PA.。  new window
圖書
1.Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。  new window
2.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
其他
1.教育部國民教育司(2012)。97年國民中小學九年一貫課程綱要(100學年度實施),http://140.111.34.54/EJE/content.aspx?site_content_sn=15326#top, 2012/07/26。  延伸查詢new window
2.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
圖書論文
1.Cheng, H. N.、Deng, Y. C.、Chang, S. B.、Chan, T. W.(2007)。EduBingo: Design of multi-level challenges of a digital classroom game。The first IEEE international workshop on digital game and intelligent toy enhanced learning。Los Alamitos, CA:the IEEE Computer Society。  new window
2.Wu, W.、Cheng, H. N. H.、Chiang, M. C.、Deng, Y. C.、Chou, C. Y.、Tsai, C. C.、Chan, T. W.(2007)。AnswerMatching: A competitive learning game with uneven chance tactic。The first IEEE international workshop on digital game and intelligent toy enhanced learning。Los Alamitos, CA:the IEEE Computer Society。  new window
 
 
 
 
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