期刊論文1. | Gobeil, J.、Phillips, F.(2001)。Relating case presentation style and level of student knowledge to fact acquisition and application in accounting case analyses。Issues in Accounting Education,16(2),205-222。 |
2. | Van Merriënboer, Jeroen J. G.、Sweller, John(2005)。Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions。Educational Psychology Review,17(2),147-177。 |
3. | Moreno, R.(2006)。When worked examples don't work: Is cognitive load theory at an impasse?。Learning and Instruction,16(2),170-188。 |
4. | 羅寶鳳(20151000)。補救教學問題何在?。師友月刊,580,a2+1-4。 延伸查詢 |
5. | Chang, S. C.、Hwang, G. J.(2017)。Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach。Interactive Learning Environments,25(5),667-681。 |
6. | 趙曉美(20150400)。補救教學vs.有效教學。臺灣教育評論月刊,4(4),21-25。 延伸查詢 |
7. | Goh, Edmund、Scerri, Madalyn(2016)。"I Study Accounting Because I Have To": An Exploratory Study of Hospitality Students' Attitudes Toward Accounting Education。Journal of Hospitality & Tourism Education,28(2),85-94。 |
8. | Mayer, R. E.、Lee, H.、Peebles, A.(2014)。Multimedia learning in a second language: A cognitive load perspective。Applied Cognitive Psychology,28(5),653-660。 |
9. | 田麗珠、邱垂昌、廖錦文(20180100)。結合多媒體與概念圖教材設計對認知學習效果之研究:以認知負荷為中介變項。數位學習科技期刊,10(1),95-126。 延伸查詢 |
10. | Yang, J. C.、Lin, M. Y. D.、Chen, S. Y.(2018)。Effects of anxiety levels on learning performance and gaming performance in digital game-based learning。Journal of Computer Assisted Learning,34(3),324-334。 |
11. | Sung, Han-Yu、Hwang, Gwo-Jen(2018)。Facilitating Effective Digital Game-Based Learning Behaviors and Learning Performances of Students Based on a Collaborative Knowledge Construction Strategy。Interactive Learning Environments,26(1),118-134。 |
12. | Sun, Zhiru、Xie, Kui、Anderman, Lynley H.(2018)。The role of self-regulated learning in students' success in flipped undergraduate math courses。The Internet and Higher Education,36,41-53。 |
13. | 藍偉瑩(20190800)。學習歷程檔案的理想如何實踐?。臺灣教育評論月刊,8(8),28-30。 延伸查詢 |
14. | 張慧琳、王金國(20191200)。UbD逆向設計結合六層次閱讀認知能力提問教學對國中一年級學生閱讀理解學習成效影響之研究。教育理論與實踐學刊,40,77-105。 延伸查詢 |
15. | Xu, Zhihong、Wijekumar, Kausalai (Kay)、Ramirez, Gilbert、Hu, Xueyan、Irey, Robin(2019)。The effectiveness of intelligent tutoring systems on K-12 students' reading comprehension: A meta-analysis。British Journal of Educational Technology,50(6),3119-3137。 |
16. | 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。 延伸查詢 |
17. | Shadiev, R.、Yang, M.(2020)。Review of studies on technology-enhanced language learning and teaching。Sustainability,12(2),(524)1-(524)22。 |
18. | Huang, J.、Kerdphol, S.、Inthong, W.(2018)。Comparing the Effectiveness of Rote Learning and Meaningful Learning on English Vocabulary Memorization for 7th Grade Students at Padoongrasdra School。Humanities and Social Sciences Journal of Graduate School, Pibulsongkram Rajabhat University,13(1),295-304。 |
19. | Lai, Chien-Hung、Jong, Bin-Shyan、Hsia, Yen-Teh、Lin, Tsong-Wuu(2021)。Association questions on knowledge retention。Educational Assessment, Evaluation and Accountability,33(2),375-390。 |
20. | Lai, C. H.、Lee, T. P.、Jong, B. S.、Hsia Y. T.(2014)。Using SPRT+ to Reduce Measure Time on Student Learning Efficiency by Pre-defined Student's Confidence Indicator。International Journal of Emerging Technologies in Learning,9(3),55-58。 |
21. | Sweller, John、van Merrienboer, Jeroen J. G.、Paas, Fred G. W. C.(1998)。Cognitive architecture and instructional design。Educational Psychology Review,10(3),251-296。 |
22. | 盧宏益(20201200)。數理統計創新教學:資訊科技融入與數位學習網站實作之教學實踐歷程。大學教學實務與研究學刊,4(2),97-121。 延伸查詢 |
23. | Vasalou, A.、Khaled, R.、Holmes, W.、Gooch. D.(2017)。Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play。Computers & Education,114,175-192。 |
24. | 何盈潔、楊凱翔(20220100)。結合機器學習技術之數位遊戲式學習模式對國小學生數學學習之影響。數位學習科技期刊,14(1),79-101。 延伸查詢 |
25. | 翁兆言、翁楊絲茜、詹雅晴、張晶貽(20170600)。探究互動科技結合提問式閱讀策略對學習成效與興趣之影響--以中學生國語文學習為例。人文社會學報. 國立臺灣科技大學,13(2),117-137。 延伸查詢 |
26. | 黃欣怡、蔡舒婷、何湘涵、何振珮、王齡誼、陳怡珊(2021)。教學式桌遊運用於藥師在職教育訓練之建置及前導性研究。臺灣臨床藥學雜誌,29(1),10-19。 延伸查詢 |
27. | 劉小篔(20201200)。微積分課程創新教學改進--以化工系107-108學年度學生為例。明志科技大學通識教育學報,8,87-132。 延伸查詢 |
28. | 蔡文榮、陳雅屏(20161200)。互動式電子白板的使用差異對國小生英語學習動機與學習成就之影響。彰化師大教育學報,30,31-58。 延伸查詢 |
29. | 顏春煌(20200700)。以圖型理論(Graph Theory)為基礎評估學習內容內在認知負荷(Intrinsic Cognitive Load)的分析式方法。管理與資訊學報,25,119-142。 延伸查詢 |
30. | Bynu, Hyunjung、Lee, Jung、Cerreto, Frank A.(2014)。Relative effects of three questioning strategies in ill-structured, small group problem solving。Instructional Science,42(2),229-250。 |
31. | Ho, Shin-Jia、Hsu, Yu-Shan、Lai, Chien-Hung、Chen, Fong-Han、Yang, Ming-Hour(2022)。Applying Game-Based Experiential Learning to Comprehensive Sustainable Development-Based Education。Sustainability,14(3),(1172)1-(1172)20。 |
32. | Huang, K.、Chen, C. H.、Wu, W. S.、Chen, W. Y.(2015)。Interactivity of question prompts and feedback on secondary students' science knowledge acquisition and cognitive load。Journal of Educational Technology & Society,18(4),159-171。 |
33. | Jong, B. S.、Lai, C. H.、Hsia, Y. T.、Lin, T. W.、Lu, C. Y.(2013)。Using game-based cooperative learning to improve learning motivation: A study of online game use in an operating systems course。IEEE Transactions on Education,56(2),183-190。 |
34. | Lai, Chien-Hung、Lin, Yu-Chang、Jong, Bin-Shyan、Hsia, Yen-Teh(2014)。Adding social elements to game-based learning。International Journal of Emerging Technologies in Learning,9(3),12-15。 |
35. | Lai, Chien-Hung、Jong, Bin-Shyan、Hsia, Yen-Teh、Lin, Tsong-Wuu(2020)。Applying Concept Map to Game-Base Concept Assessment。International Journal of Interactive Mobile Technologies,14(6),159-170。 |
36. | Law, V.、Chen, C. H.(2016)。Promoting science learning in game-based learning with question prompts and feedback。Computers & Education,103,134-143。 |
37. | López-Pernas, S.、Gordillo, A.、Barra, E.、Quemada, J.(2019)。Analyzing learning effectiveness and students' perceptions of an educational escape room in a programming course in higher education。IEEE Access,7,184221-184234。 |
38. | Pol, H. J.、Harskamp, E. G.、Suhre, C. J.、Goedhart, M. J.(2009)。How indirect supportive digital help during and after solving physics problems can improve problem-solving abilities。Computers & Education,53(1),34-50。 |
39. | Tsai, P. S.、Tsai, C. C.(2013)。College students' experience of online argumentation: Conceptions, approaches and the conditions of using question prompts。The Internet and Higher Education,17,38-47。 |
40. | Zhang, Lishan、VanLehn, Kurt(2021)。Evaluation of auto-generated distractors in multiple choice questions from a semantic network。Interactive Learning Environments,29(6),1019-1036。 |
41. | 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。 |
42. | Hwang, Gwo-Jen、Hsu, Ting-Chia、Lai, Chiu-Lin、Hsueh, Ching-Jung(2017)。Interaction of problem-based gaming and learning anxiety in language students, English listening performance and progressive behavioral patterns。Computers & Education,106,26-42。 |