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題名:日本語学習者が認識する拡張現実(AR)学習デジタルゲームの目新しさに関する調査
書刊名:台灣日語教育學報
作者:中澤一亮
作者(外文):Nakazawa, Kazuaki
出版日期:2020
卷期:35
頁次:頁82-111
主題關鍵詞:擴增實境遊戲行動學習載具輔助語言教學Augmented realityARARISDigital gameMobile-assisted language learningMALL拡張現実デジタルゲームモバイル支援型言語学習
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 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:0
  • 點閱點閱:2
期刊論文
1.Squire, K. D.、Jan, M.(2007)。Mad City Mystery: Developing Scientific Argumentation Skills with a Place-Based Augmented Reality Game on Handheld Computers。Journal of Science Education and Technology,16(1),5-29。  new window
2.Cheng, Kun-Hung、Tsai, Chin-Chung(2013)。Affordances of Augmented Reality in Science Learning: Suggestions for Future Research。Journal of Science Education & Technology,22(4),449-462。  new window
3.El Sayed, N. A. M.、Zayed, H. H.、Sharawy, M. I.(2011)。ARSC: Augmented reality student card--An augmented reality solution for the education field。Computers & Education,56(4),1045-1061。  new window
4.Benson, Phil(2013)。Learner Autonomy。TESOL Quarterly,47(4),839-843。  new window
5.Dunleavy, M.、Dede, C.、Mitchell, R.(2009)。Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning。Journal of Science Education and Technology,18(1),7-22。  new window
6.Wu, Hsin-Kai、Lee, Silvia Wen-Yu、Chang, Hsin-Yi、Liang, Jyh-Chong(2013)。Current status, opportunities and challenges of augmented reality in education。Computers & Education,62,41-49。  new window
7.Lin, H. C. K.、Hsieh, M. C.、Wang, C. H.、Sie, Z. Y.、Chang, S. H.(2011)。Establishment and usability evaluation of an interactive AR learning system on conservation of fish。The Turkish Online Journal of Educational Technology,10(4),181-187。  new window
8.Bacca, J.、Baldiris, S.、Fabregat, R.、Graf, S.、Kinshuk(2014)。Augmented reality trends in education: A systematic review of research and applications。Educational Technology & Society,17(4),133-149。  new window
9.Liu, Pei-Hsun Emma、Tsai, Ming-Kuan(2013)。Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study。British Journal of Educational Technology,44(1),E1-E4。  new window
10.Akçayır, Murat、Akçayır, Gökçe(2017)。Advantages and challenges associated with augmented reality for education: A systematic review of the literature。Educational Research Review,20,1-11。  new window
11.Davis, Fred D.(1993)。User acceptance of information technology: system characteristics, user perceptions and behavioral impacts。International Journal of Man-Machine Studies,38(3),475-487。  new window
12.Yoon, S. A.、Elinic, K.、Wang, J.、Steinmeier, C.、Tucker, S.(2012)。Using augmented reality and knowledge-building scaffolds to improve learning in a science museum。Computer-Supported Collaborative Learning,7,519-541。  new window
13.Slussareff, M.、Boháčková, P.(2016)。Students as game designers vs. 'just' players: Comparison of two different approaches to location-based games implementation into school curricula。Digital Education Review,29,284-297。  new window
14.Perry, B.(2015)。Gamifying French language learning: A case study examining a quest-based, augmented reality mobile learning-tool。Social and Behavioral Sciences,174,2308-2315。  new window
15.Napitupulu. D.、Kadarl, J. A.、Jati, R. K.(2017)。Validity Testing of Technology Acceptance Model Based on Factor Analysis Approach。Indonesian Journal of Electrical Engineering and Computer Science,5(3),697-704。  new window
16.Muñoz-Cristóbal, J. A.、Jorrín-Abellán, I. M.、Asensio-Perez, J. I.、Martinez-Mones, A.、Prieto, L. P.、Dimitriadis, Y.(2015)。Supporting teacher orchestration in ubiquitous learning environments: A study in primary education。IEEE Transactions on Learning Technologies,8(1),83-97。  new window
17.Hsiao, K.-F.、Chen, N.-S.、Huang, S.-Y.(2012)。Learning while exercising for science education in augmented reality among adolescents。Interactive Learning Environments,20(4),331-349。  new window
18.Godwin-Jones, R.(2016)。Augmented reality and language learning: From annotated vocabulary to vocabulary to place-based mobile games。Language Learning & Technology,20(3),9-19。  new window
19.下浦伸治(2014)。デジタルゲームと日本語教育--GPSゲーム/位置ゲームエディター『ARIS』の可能性。比較日本学教育研究センター研究年報,10,227-230。  延伸查詢new window
20.影山明宣、辻洋(2005)。TF/IDFアルゴリズムを用いた研究機関の特徴抽出法。電学論,125(5),713-719。  延伸查詢new window
會議論文
1.Radu, I.(2012)。Why should my students use AR? A comparative review of the educational impacts of augmented-reality。The IEEE International Symposium on Mixed and Augmented Reality。  new window
2.米本和弘(2017)。拡張現実を利用した日本語フィールドワークの試み。The 7th International Conference on Computer Assisted Systems For Teaching & Learning Japanese,116-121。  延伸查詢new window
3.中澤一亮(2019)。拡張現実(AR)学習教材が学習モチベーションに与える影響。2019年度台湾日本語文学会国際学術研討会。  延伸查詢new window
4.中澤一亮(2018)。拡張現実ゲームプラットフォーム『ARIS』の日本語教育における可能性。2018年台湾日本語教育国際シンポジウム。  延伸查詢new window
5.黃金堂(2019)。新しいメディアARで変わる外国語教材の革新について--『学ぼう五十音(拡張現実版)』を例として。2019年臺大日本語文創新國際學術研討會。  延伸查詢new window
圖書
1.Reinders, H.(2012)。Digital games in language learning and teaching。Palgrave Macmillan。  new window
2.Hayles, N. Katherine(2012)。How We Think: Digital Media and Contemporary Technogenesis。University of Chicago Press。  new window
3.Sykes, J. M.、Reinhardt, J.(2013)。Language at Play: Digital Games in Second and Foreign Language Teaching and Learning。Pearson。  new window
圖書論文
1.Sharples, M.(2009)。Methods for evaluating mobile learning。Researching Mobile Learning: Frameworks, Tools and Research Designs。Peter Lang Publishing Group。  new window
2.畑佐一味(2012)。テクノロジーと習得総論。第二言語 習得研究と言語教育。くろしお。  延伸查詢new window
 
 
 
 
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