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題名:國小高年級社會科歷史3D遊戲之開發與使用性評估:大航海時代的臺灣
書刊名:教育科技與學習
作者:曾靖芸陳政煥詹子琳楊子駖黃天麒
作者(外文):Tseng, Ching-yunChen, Cheng-huanZhan, Zi-linYang, Zi-lingHuang, Tien-chi
出版日期:2020
卷期:15
頁次:頁27-46
主題關鍵詞:數位遊戲式學習歷史教育遊戲遊戲化PBLDigital game-based learningHistory education gamePBL gamification
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(0) 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:23
  • 點閱點閱:10
期刊論文
1.Mayer, R. E.、Johnson, C. I.(2010)。Adding instructional features that promote learning in a game-like environment。Journal of Educational Computing Research,42(3),241-265。  new window
2.Kiili, K.(2005)。Digital game-based learning: Towards an experiential gaming model。The Internet and Higher Education,8(1),13-24。  new window
3.高博銓(20160200)。數位時代學童學習的挑戰。臺灣教育評論月刊,5(2),64-70。  延伸查詢new window
4.吳青青、趙貞怡(20130700)。國小「網路安全課程」電腦教學遊戲教材之建置與研究。教育科技與學習,1(2),251-276。new window  延伸查詢new window
5.黃淑賢、游子宜、施如齡(20180700)。性別對於科技融入立體書的歷史學習成效與心流之研究。數位學習科技期刊,10(3),77-102。new window  延伸查詢new window
6.Robertson, J.、Howells, C.(2008)。Computer game design: Opportunities for successful learning。Computers & Education,50(2),559-578。  new window
7.孫天虹(20070700)。歷史教育與電子遊戲。史轍,3,181-195。new window  延伸查詢new window
8.林昱廷、林長信、施如齡、曾家俊(20171000)。歷史文化學習之數位體感遊戲開發與成效評估。數位學習科技期刊,9(4),109-131。new window  延伸查詢new window
9.楊雅雯(20170900)。玩中學--數位遊戲式學習。臺灣教育評論月刊,6(9),300-302。  延伸查詢new window
10.Plass, J. L.、Homer, B. D.、Kinzer, C. K.(2015)。Foundations of game-based learning。Educational Psychologist,50(4),258-283。  new window
11.張基成、林冠佑(20160900)。從傳統數位學習到遊戲式數位學習--學習成效、心流體驗與認知負荷。科學教育學刊,24(3),221-248。new window  延伸查詢new window
12.賴婷鈴、彭素貞(20151200)。教育遊戲輔助國中七年級學生提升歷史學習成效之初探。教育傳播與科技研究,112,41-49。new window  延伸查詢new window
13.李辰(2018)。海權視角下清代台灣問題的研究與思考。軍事歷史,2018(6),47-50。  延伸查詢new window
14.Cózar-Gutiérrez, R.、Sáez-López, J. M.(2016)。Game-based learning and gamification in initial teacher training in the social sciences: An experiment with MinecraftEdu。International Journal of Educational Technology in Higher Education,13。  new window
15.Chen, C.-H.、Chiu, C.-H.(2016)。Employing intergroup competition in multitouch design-based learning to foster student engagement, learning achievement, and creativity。Computers & Education,103,99-113。  new window
16.Debevc, M.、Bele, J. L.(2008)。Usability testing of e-learning content as used in two learning management systems。European Journal of Open, Distance and E-learning,11(1)。  new window
17.Gao, M.、Kortum, P.、Oswald, F.(2018)。Psychometric evaluation of the USE (usefulness, satisfaction, and ease of use) questionnaire for reliability and validity。Proceedings of the human factors and ergonomics society annual meeting,62(1),1414-1418。  new window
18.Hariyanto, D.、Triyono, M. B.、Köhler, T.(2020)。Usability evaluation of personalized adaptive e-learning system using USE questionnaire。Knowledge Management & E-Learning: An International Journal,12(1),85-105。  new window
19.Lund, A. M.(2001)。Measuring usability with the USE questionnaire。Usability Interface,8(2),3-6。  new window
20.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。new window  延伸查詢new window
會議論文
1.施如齡、施竣詔(2006)。行動學習數位遊戲之認知層次分類探討。兩岸教育科技應用學術研討會。  延伸查詢new window
圖書
1.Kirriemuir, J.、McFarlane, A.(2004)。Literature review in games and learning。Nesta Futurelabs。  new window
2.Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。  new window
單篇論文
1.Hogle, Jan G.(1996)。Considering games as cognitive tools: In search of effective "edutainment",Department of Instructional Technology, University of Georgia。,https://files.eric.ed.gov/fulltext/ED425737.pdf,(ED425737)。  new window
其他
1.De Freitas, S.(2006)。Learning in immersive worlds: a review of game-based learning,https://researchrepository.murdoch.edu.au/id/eprint/35774/1/gamingreport_v3.pdf。  new window
圖書論文
1.Chen, C.-H.、Chen, Y.-X.、Chow, Y.-H.、Pan, S.-H.(2020)。Investigating and Predicting the Usability of an E-Book System for University Students: The Role of Prior Knowledge。Cognitive Cities。Springer。  new window
2.Hamari, J.、Koivisto, J.(2013)。Social motivations to use gamification: An empirical study of gamifying exercise。ECIS 2013 Completed Research。  new window
 
 
 
 
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