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題名:運用虛擬實境與數位遊戲學習於國小學生的鄉土文化教學:以學習成效和鄉土認同觀點之實證研究
書刊名:教育傳播與科技研究
作者:葉承峰楊晰勛
作者(外文):Yeh, Cheng FengYang, Hsi Hsun
出版日期:2021
卷期:126
頁次:頁1-19
主題關鍵詞:鄉土認同鄉土課程虛擬實境學習數位遊戲式學習學習成效Local cultural identityLocal culture coursesVirtual reality learningDigital game learningLearning effectiveness
原始連結:連回原系統網址new window
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  • 共同引用共同引用:8
  • 點閱點閱:6
期刊論文
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3.Csikszentmihalyi, M.(1975)。Play and intrinsic rewards。Journal of Humanistic Psychology,15(3),41-63。  new window
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5.Hwang, G.-J.、Chang, H.-F.(2011)。A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students。Computers & Education,56(4),1023-1031。  new window
6.Kim, Y. S.、Merriam, S. B.(2010)。Situated Learning and Identity Development in a Korean Older Adults' Computer Classroom。Adult Education Quarterly,60(5),438-455。  new window
7.Girard, C.、Ecalle, J.、Magnan, A.(2012)。Serious games as new educational tools: How effective are they? A meta-analysis of recent studies。Journal of Computer Assisted Learning,29(3),207-219。  new window
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11.Gibson, V.、Douglas, M.(2013)。Criticality: The experience of developing an interactive educational tool based on board games。Nurse Education Today,33(12),1612-1616。  new window
12.Shih, J.-L.、Jheng, S.-C.、Tseng, J.-J.(2015)。A simulated learning environment of history games for enhancing players' cultural awareness。Interactive Learning Environments,23(2),191-211。  new window
13.Festinger, Leon(1954)。A theory of social comparison processes。Human Relations,7(2),117-140。  new window
14.傅文全、盧秀琴(20030900)。國小實施「鄉土教學活動」之研究:以新莊運動公園為例。國立臺北師範學院學報. 數理科技教育類,16(2),135-160。new window  延伸查詢new window
15.傅聖紋(20160200)。偏鄉教育也能過得很精彩--以野柳國小的海洋教育為例。臺灣教育評論月刊,5(2),43-44。  延伸查詢new window
16.Chen, C.-P.、Shih, J.-L.、Ma, Y.-C.(2014)。Using instructional pervasive game for school children's cultural learning。Educational Technology & Society,17(2),169-182。  new window
17.Liu, T.-Y.、Tan, T.-H.、Chu, Y.-L.(2009)。Outdoor natural science learning with an RFID-supported immersive ubiquitous learning environment。Educational Technology and Society,12(4),161-175。  new window
18.陳慧萍、吳宗立(20071200)。國小社會領域教師鄉土認同與鄉土教學實踐關係之研究--以臺南市為例。社會科教育研究,12,245-275。  延伸查詢new window
19.Vlachopoulos, D.、Makri, A.(2017)。The effect of games and simulations on higher education: A systematic literature review。International Journal of Educational Technology in Higher Education,14(1),1-33。  new window
20.Huang, Ta-ko、Yang, Chi-hsun、Hsieh, Yu-hsin、Wang, Jen-chyan、Hung, Chun-cheng(20180400)。Augmented Reality (AR) and Virtual Reality (VR) Applied in Dentistry。The Kaohsiung Journal of Medical Sciences,34(4),243-248。  new window
21.Passig, D.、Tzuriel, D.、Eshel-Kedmi, G.(2016)。Improving children's cognitive modifiability by dynamic assessment in 3D Immersive Virtual Reality environments。Computers & Education,95,296-308。  new window
22.黃國禎、付慶科(20171000)。遊戲式學習的發展與應用:近20年的文獻探討與趨勢預測。教育研究月刊,282,4-25。new window  延伸查詢new window
23.Waite, S.、Bølling, M.、Bentsen, P.(2015)。Comparing apples and pears? A conceptual framework for understanding forms of outdoor learning through comparison of English Forest Schools and Danish udeskole。Environmental Education Research,22,868-892。  new window
24.Van Dijk-Wesselius, J. E.、Van den Berg, A. E.、Maas, J.、Hovinga, D.(2020)。Green schoolyards as outdoor learning environments: Barriers and solutions as experienced by primary school teachers。Frontiers in Psychology,10。  new window
25.Svobodová, H.、Mísařová, D.、Durna, R.、Hofmann, E.(2020)。Geography outdoor education from the perspective of Czech teachers, pupils and parents。Journal of Geography,119,32-41。  new window
26.Shih, J.-L.、Hwang, G.-J.、Chuang, C.-W.、Cheng, J.-J.(2010)。Using a mobile learning system for field investigative learning about the local history and geography of southern Taiwan。International Journal of Mobile Learning and Organisation,4,360-377。  new window
27.Pho, A.、Dinscore, A.(2015)。Game-based learning。Tips and Trends,2015(Spring),1-5。  new window
28.Lin, Y.-T.、Tseng, Y.-M.、Lee, Y.-S.、Wang, T.-C.、Tsai, S.-I.、Yi, Y.-J.(2018)。Development of a SoLoMo game-based application for supporting local cultural learning in Taiwan。Educational Technology & Society,21(4),115-128。  new window
29.Lin, H. C.-S.、Yu, S. J.、Sun, J. C.-Y.、Jong, M. S. Y.(2021)。Engaging university students in a library guide through wearable spherical video-based virtual reality: Effects on situational interest and cognitive load。Interactive Learning Environments,29(8),1272-1287。  new window
30.Hwang, G.-J.、Chang, S.-C.、Chen, P.-Y.、Chen, X.-Y.(2018)。Effects of integrating an active learning-promoting mechanism into location-based real-world learning environments on students' learning performances and behaviors。Educational Technology Research and Development,66,451-474。  new window
31.Huang, B.、Hwang, G.-J.、Hew, K. F.、Warning, P.(2019)。Effects of gamification on students' online interactive patterns and peer-feedback。Distance Education,40,350-379。  new window
32.Haddad, N. A.(2014)。Heritage multimedia and children edutainment: Assessment and recommendations。Advances in Multimedia,2014。  new window
33.Fåhræus, E. R.(2004)。Distance education students moving towards collaborative learning: A field study of Australian distance education students and systems。Journal of Educational Technology and Society,7(2),129-140。  new window
34.Edwards-Jones, A.、Waite, S.、Passy, R.(2016)。Falling into LINE: School strategies for overcoming challenges associated with learning in natural environments (LINE)。Education 3-13,46,49-63。  new window
35.Chang, S.-C.、Hsu, T.-C.、Chen, Y.-N.、Jong, M. S.-Y.(2020)。The effects of spherical video-based virtual reality implementation on students' natural science learning effectiveness。Interactive Learning Environments,28(7),915-929。  new window
36.趙貞怡、張堙森、葉怡芯、林彥宏(20201200)。擴增實境桌遊在國小高年級社會領域教學之設計本位研究:以清領時期為例。教育傳播與科技研究,124,1-16。new window  延伸查詢new window
37.楊懷恩、陳哲銘、劉柏含、賴奕欣、趙婉容(20180600)。比哨的獵人學校:太魯閣族狩獵文化的數位遊戲式學習。地理學報,89,43-60。new window  延伸查詢new window
38.楊時芬、歐陽誾(20201200)。PaGamO線上遊戲平臺對不同成就之七年級學生數學學習態度與學習成就之影響。教育傳播與科技研究,124,17-36。new window  延伸查詢new window
39.楊政源(20161200)。郭漢辰《剝離人》中的疏離意象探析。慈惠學報,12,138-151。new window  延伸查詢new window
40.陳志洪、李佳穎、齊珮芸(20200800)。擴增實境輔助拼圖學習系統對學習成效、學習動機與學習興趣之影響。教育傳播與科技研究,123,21-38。new window  延伸查詢new window
41.王怡萱、余佳蓁(20201200)。探討應用數位遊戲教材輔助音樂節奏學習之成效。教育傳播與科技研究,124,37-51。new window  延伸查詢new window
42.Prensky, Marc(2003)。Digital game-based learning。Computers in Entertainment,1(1),21-24。  new window
會議論文
1.Hwang, G. J.、Wu, P. H.、Zhuang, Y. Y.、Kuo, W. L.、Huang, Y. M.(2010)。An investigation on students' cognitive load and learning achievements for participating in a local culture mobile learning activity。The 6th IEEE International Conference on Wireless, Mobile, and Ubiquitous Technologies in Education。Los Alamitos, CA:IEEE Computer Society。27-33。  new window
2.Jung, T.、Tom Dieck, M. C.、Lee, H.、Chung, N.(2016)。Effects of virtual reality and augmented reality on visitor experiences in museum。Information and Communication Technologies in Tourism 2016,(會議日期: February 2-5, 2016)。Springer。621-635。  new window
3.Chang, S.-C.、Hwang, G. J.(2014)。Effects of in-field mobile game-based learning activities on students local culture identity。2014 IIAI 3rd International Conference on Advanced Applied Informatics。IEEE Computer Society。297-300。  new window
研究報告
1.內政部統計處(20170121)。105年底人口結構分析。  延伸查詢new window
圖書
1.Cohen, Jacob E.(1988)。Statistical Power Analysis for the Behavioral Sciences。Lawrence Erlbaum Associates。  new window
其他
1.Collins, M. A.,Dorph, R.,Foreman, J.,Pande, A.,Strang, C.,Young, A.(2020)。A field at risk: The impact of COVID-19 on environmental and outdoor science education,https://www.lawrencehallofscience.org/sites/default/files/EE_A_Field_at_Risk_Policy_Brief.pdf。  new window
2.聯合國教科文組織(2020)。新冠肺炎疫情對教育的影響,https://zh.unesco.org/covid19/educationresponse。  延伸查詢new window
3.雲林縣斗六市公所。認識斗六:歷史尋跡,https://dl.yunlin.gov.tw/cp.aspx?n=2797。  延伸查詢new window
圖書論文
1.Relan, A.、Gillani, B. B.(1997)。Web-based instruction and the traditional classroom: Similarities and differences。Web-based instruction。Educational Technology Publications。  new window
2.Hwang, G.-J.、Shih, J.-L.(2015)。Experiences of using a blended mobile learning approach to connect classroom and in-field learning activities in a local culture course。Seamless learning in the age of mobile connectivity。Springer。  new window
3.施如齡、鄭家家(2014)。GPS導入史地步道行動學習系統對學習者鄉土學習及認同感之影響。未來教室、行動與無所不在學習。高等教育。  延伸查詢new window
 
 
 
 
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