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F.(2011)。Exploring online game players' flow experiences and positive affect。Turkish Online Journal of Educational Technology,10(1),106-114。 | 44. | Sung, Han-Yu、Hwang, Gwo-Jen(2013)。A collaborative game-based learning approach to improving students' learning performance in science courses。Computers and Education,63,43-51。 | 45. | Hwang, Gwo-Jen、Yang, Li-Hsueh、Wang, Sheng-Yuan(2013)。A concept map-embedded educational computer game for improving students' learning performance in natural science courses。Computers & Education,69,121-130。 | 會議論文1. | Lewis, J.(2009)。How does motivation relate to the experience of flow?。The 2nd Victorian Sport Psychology Conference。 | 2. | Repenning, A.、Lewis, C.(2005)。Playing a game: The ecology of designing, building and testing games as educational activities。ED-MEDIA: World Conference on Educational Multimedia, Hypermedia & Telecommunications。Montreal。 | 研究報告1. | Morales, H. L.(2007)。Bye Bye Mouse! A Research Evaluation on Improving Typing Skills to Sixth Grade Students by Disabling the Mouse。New York:Iona College。 | 學位論文1. | Lai, S. L.(2007)。The effects of drilled-and-practice-based and game-based English typing for English typing speed and attitude(碩士論文)。國立交通大學,Hsinchu。 | 圖書1. | Csikszentmihalyi, Mihaly(1991)。Flow: the Psychology of optimal experience。New York:Harper Perennial。 | 2. | Csíkszentmihályi, Mihály(1997)。Finding Flow: The Psychology of Engagement with Everyday Life。Basic Books。 | 3. | Gee, J. P.(2003)。What video games have to teach us about learning and literacy。Pal grave。 | 圖書論文1. | Lin, C. H.、Liu, E. Z. F.(2009)。A comparison between drill-based and game-based typing software。Transactions on Edutainment。Springer-Verlag Berlin Heidelberg。 | |
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