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Students' Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment。Journal of Educational Computing Research,57(8),1879-1909。 | 9. | Yeh, Yu-chu、Chang, Han-Lin、Chen, Szu-Yu(2019)。Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students。Computers & Education,132,63-75。 | 10. | Bemacki, Matthew L.、Chavez, Michelle M.、Uesbeck, P. Merlin(2020)。Predicting achievement and providing support before STEM majors begin to fail。Computers & Education,158。 | 11. | Breien, Fredrik S.、Wasson, Barbara(2021)。Narrative categorization in digital game-based learning: Engagement, motivation & learning。British Journal of Educational Technology,52(1),91-111。 | 12. | Brezovszky, Boglárka、McMullen, Jake、Veermans, Koen、Hannula-Sormunen, Minna M.、Rodríguez-Aflecht, Gabriela、Pongsakdi, Nonmanut、Laakkonen, Eero、Lehtinen, Erno(2019)。Effects of a mathematics game-based learning environment on primary school students' adaptive number knowledge。Computers & Education,128,63-74。 | 13. | Chang, Ching-Yi、Hwang, Gwo-Jen(2019)。Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016。International Journal of Mobile Learning and Organisation,13(1),68-90。 | 14. | Chen, Ching-Huei、Shih, Chun-Chao、Law, Victor(2020)。The effects of competition in digital gamebased learning (DGBL): A meta-analysis。Educational Technology Research and Development,68(4),1855-1873。 | 15. | Chen, Xieling、Xie, Haoran、Hwang, Gwo-Jen(2020)。A multi-perspective study on artificial intelligence in education: Grants, conferences, journals, software tools, institutions, and researchers。Computers and Education: Artificial Intelligence,1,(100005)1-(100005)11。 | 16. | Golbayani, Parisa、Florescu, Ionuţ、Chatterjee, Rupak(2020)。A comparative study of forecasting corporate credit ratings using neural networks, support vector machines, and decision trees。The North American Journal of Economics and Finance,54(1)。 | 17. | Gomes, Cristiano M. A.、Almeida, Leandro S.(2017)。Advocating the Broad Use of the Decision Tree Method in Education。Practical Assessment, Research, and Evaluation,22,(10)1-(10)10。 | 18. | Gottipati, Swapna、Shankararaman, Venky、Lin, Jeff Rongsheng(2018)。Text analytics approach to extract course improvement suggestions from students' feedback。Research and Practice in Technology Enhanced Learning,13,(6)1-(6)19。 | 19. | Hamoud, Alaa Khalaf、Hashim, Ali Salah、Awadh, Wid Aqeel(2018)。Predicting Student Performance in Higher Education Institutions Using Decision Tree Analysis。International Journal of Interactive Multimedia and Artificial Intelligence,5(2),26-31。 | 20. | Hooshyar, Danial、Malva, Liina、Yang, Yeongwook、Pedaste, Margus、Wang, Minhong、Lim, Heuiseok(2021)。An adaptive educational computer game: Effects on students' knowledge and learning attitude in computational thinking。Computers in Human Behavior,114。 | 21. | Hussein, Mahmood H.、Ow, Siew Hock、Cheong, Loh Sau、Thong, Meow-Keong、Ebrahim, Nader Ale(2019)。Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review。IEEE Access,7,62465-62478。 | 22. | Jagušt, Tomislav、Botički, Ivica、So, Hyo-Jeong(2018)。Examining competitive, collaborative and adaptive gamification in young learners' math learning。Computers & Education,125(1),444-457。 | 23. | Kizilcec, René F.、Saltarelli, Andrew J.、Reich, Justin、Cohen, Geoffrey L.(2017)。Closing global achievement gaps in MOOCs。Science,355(6322),251-252。 | 24. | Korkmaz, Ceren、Correia, Ana-Paula(2019)。A review of research on machine learning in educational technology。Educational Media International,56(3),250-267。 | 25. | Koulinas, Georgios、Paraschos, Panagiotis、Koulouriotis, Dimitrios(2020)。A Decision Trees-based knowledge mining approach for controlling a complex production system。Procedia Manufacturing,51,1439-1445。 | 26. | Ku, D. T.、Huang, Y.-H.、Hus, S.-C.(2015)。The effects of GBL and learning styles on Chinese idiom by using TUI device。Journal of Computer Assisted Learning,31(6),505-515。 | 27. | Lee, JuneHyuck、Noh, Sang Do、Kim, Hyun-Jung、Kang, Yong-Shin(2018)。Implementation of Cyber-Physical Production Systems for Quality Prediction and Operation Control in Metal Casting。Sensors,18(5),(1428)1-(1428)17。 | 28. | Liao, Chin-Wen、Chen, Ching-Huei、Shih, Sie-Jhih(2019)。The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment。Computers & Education,133(1),43-55。 | 29. | Martin, Wendy、Silander, Megan、Rutter, Sarah(2019)。Digital games as sources for science analogies: Learning about energy through play。Computers & Education,130,1-12。 | 30. | Park, Juneyoung、Kim, Seunghyun、Kim, Auk、Yi, Mun Y.(2019)。Learning to be better at the game: Performance vs. completion contingent reward for game-based learning。Computers & Education,139,1-15。 | 31. | Pliakos, Konstantinos、Joo, Seang-Hwane、Park, Jung Yeon、Cornillie, Frederik、Vens, Celine、Van den Noortgate, Wim(2019)。Integrating machine learning into item response theory for addressing the cold start problem in adaptive learning systems。Computers & Education,137,91-103。 | 32. | Qiu, Yongtao、Sawhney, Rapinder、Zhang, Chaoyang、Chen, Shao、Zhang, Tao、Lisar, Vahid Ganji、Jiang, Kaibo、Ji, Weixi(2019)。Data mining-based disturbances prediction for job shop scheduling。Advances in Mechanical Engineering,11(3),1-14。 | 33. | Rezapour, Mahdi、Molan, Amirarsalan Mehrara、Ksaibati, Khaled(2020)。Analyzing injury severity of motorcycle at-fault crashes using machine learning techniques, decision tree and logistic regression models。International Journal of Transportation Science and Technology,9(2),89-99。 | 34. | Rodríguez-Cuadrado, Javier、Delgado-Gómez, David、Laria, Juan C.、Rodríguez-Cuadrado, Sara(2020)。Merged Tree-CAT: A fast method for building precise computerized adaptive tests based on decision trees。Expert Systems with Applications,143。 | 35. | Santamaría-Bonfil, Guillermo、Ibáñez, María Blanca、Pérez-Ramírez, Miguel、Arroyo-Figueroa, Gustavo、Martínez-Álvarez, Francisco(2020)。Learning analytics for student modeling in virtual reality training systems: Lineworkers case。Computers & Education,151。 | 36. | Schroeder, Noah L.、Chiou, Erin K.、Craig, Scotty D.(2021)。Trust influences perceptions of virtual humans, but not necessarily learning。Computers & Education,160。 | 37. | Somasundaram, M.、Mohamed Junaid, K. A.、Mangadu, Srinivasan(2020)。Artificial intelligence (AI) enabled intelligent quality management system (IQMS) for personalized learning path。Procedia Computer Science,172,438-442。 | 38. | Sun, Chuen-Tsai、Chen, Li-Xian、Chu, Hsiu-Mei(2018)。Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play。Computers & Education,119,95-111。 | 39. | Sun, Liping、Ruokamo, Heli、Siklander, Pirkko、Li, Baoping、Devlin, Keith(2021)。Primary school students' perceptions of scaffolding in digital game-based learning in mathematics。Learning, Culture and Social Interaction,28(4)。 | 40. | Tempelaar, Dirk T.、Rienties, Bart、Giesbers, Bas(2015)。In search for the most informative data for feedback generation: Learning analytics in a data-rich context。Computers in Human Behavior,47,157-167。 | 41. | Vrel, Jean-Patrick、Oulmane, Samy、Boukobza, Adrien、Burgun, Anita、Tsopra, Rosy(2021)。A COVID-19 Decision Support System for Phone Call Triage, Designed by and for Medical Students。Studies in Health Technology and Informatics,281,525-529。 | 42. | Yan, Jianjian、Zhang, Zhongnan、Lin, Kunhui、Yang, Fan、Luo, Xiongbiao(20200621)。A hybrid scheme-based one-vs-all decision trees for multi-class classification tasks。Knowledge-Based Systems,198。 | 43. | Yang, Kai-Hsiang、Chen, Hsiao-Hua(2021)。What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning。Interactive Learning Environments。 | 44. | Yang, Kai-Hsiang、Lu, Bou-Chuan(2021)。Towards the successful game-based learning: Detection and feedback to misconceptions is the key。Computers & Education,160。 | 45. | Baradwaj, Brijesh Kumar、Pal, Saurabh(2011)。Mining Educational Data to Analyze Students Performance。International Journal of Advanced Computer Science and Applications,2(6),63-69。 | 46. | 張安緹、陳鴻仁(20181000)。即時適性英語字彙遊戲學習系統教學之學習成效與學習動機分析。數位學習科技期刊,10(4),31-58。 延伸查詢 | 47. | Prensky, Marc(2003)。Digital game-based learning。Computers in Entertainment,1(1),21-24。 | 48. | 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。 | 49. | 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。 | 研究報告1. | Pintrich, P. 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