王智弘(2009)。網路諮商、網路成癮與網路心理健康。臺北市:學富文化。
王智弘、林清文、劉淑慧、楊淳斐、蕭宜綾(2008):臺灣地區網路諮商服務發展之調查研究。教育心理學報,39(3),395-412 。王智弘、楊淳斐(2006)。一次單元諮商模式的概念與應用。輔導季刊,42(1),1-11。吳麗雲(2002)。人際歷程取向團體諮商(上)以不安全依附類型大學生人際困擾輔導為例。諮商與輔導,198,29-33。
林清文(2008)。教育心理學:策略內容學習的學習策略教學模式。教育研究月刊,173,124-126。施如齡 (2009)。台灣鄉土史地之「遊戲與行動」數位學習整合系統開發與成效研究。行政院國家科學委員會,計畫編號:NSC98-2511-S024-006-MY2。
施如齡、陳俊豪(2009)。探討「仙劍奇俠傳」系列數位遊戲對玩家之中國文化教育成效。台灣數位學習發展研討會(TWELF, 2009),2009年9月25日。台南:臺南大學。
施如齡、曾家俊、莊茜雯(2010)。台灣清末數位虛擬導覽系統。The 14th Global Chinese Conference on Computers in Education (GCCCE, 2010). Jun.1-4. Singapore.
范瓊方、吳武烈(譯)(2002),Brooke, Stephanie L著,治療師之藝術治療評估標引:專業評估工具(A therapist''s guide to art therapy assessments)。臺北:五南。
張春興(2001)。教育心理學。台北市:東華。
郭修廷(2002)。表達性黏土創作在兒童情緒與社會諮商上的應用。諮商與輔導,196,8-11。
陸雅青等譯(2008)。藝術治療:心理專業者實務手冊。台北,學富文化。
黃政傑、林佩璇(1996)。合作學習。台北:五南。
廖炳煌(2008)。探索教育課程目標與內容之研究。未出版碩士論文,國立臺灣師範大學,台北市。
蔡居澤(1995)。探索教育與心療活動之探討。公民訓育學報,4,409-432。薛雅明 徐玉瓊 (2005)。自我調整學習策略與學習者控制在超媒體互動環境之應用研究,嘉南學報,3,345-360。謝智謀、王貞懿、莊欣瑋(2007)。體驗教育-從150 個遊戲中學習。臺北市:亞洲體驗教育學會。
簡幸如(2005)。數位遊戲設計之教學模式建構。國立中央大學學習與教學研究所碩士論文,未出版,桃園縣。
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice Hall.
Bracken, B. A. (1996). Handbook of self-concept: Development, social, and clinical considerations. New York: Wiley.
Bruner, J. S. (1960). The process of education. NY: Vintage Book.
Beauchamp, G., & Kennewell, S. (2010). Interactivity in the classroom and its impact on learning. Computers & Education, 54(2), 759–766.
Becker, K. (2007). Digital game-based learning once removed: teaching teachers. British Journal of Educational Technology, 38(3), 478-488.
Childress, C. A., & Asamen, J. K. (1998). The emerging relationship of psychology and the internet: Proposed guideline for conducting internet intervention research. Ethics & Behavior, 8, 19-35.
Clark, D. B., Nelson, B. C., Chang, H. Y., Garza, M. M., Slack, K. & D’Angelo, C. M. (2011). Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States. Computers & Education, 57 (3), 2178-2195.
Chen, M. P., & Lee, C. Y. (2009). A computer game as a context for non-routine mathematical problem solving: The effects of type of question prompt and level of prior knowledge. Computers & Education ,52(3), 530–542.
Coller, B. D., & Scott, M. J. (2009). Effectiveness of using a video game to teach a course in mechanical engineering. Computers & Education, 53(3), 900–912.
Charles, D., Charles, T., McNeill, M., Bustard, D. and Black, M.(2011). Game-based feedback for educational multi-user. British Journal of Educational Technology ,42, 638–654.
Dalley, T. (1984). Art as therapy: An introduction to the use of art as a therapeutic technique. London: Tavistock.
De Corte, E. (2003). Transfer as the productive use of acquired knowledge, skills, and motivations. Current Directions in Psychological Science, 12, 142-146.
Durkin, K., & Barber, B. (2002). Not so doomed: computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23, 373-392.
DiSessa, A., & Wagner, J. (2005). What Coordination Has to Say about Transfer. In J. P. Mestre (Ed.), Transfer of Learning from a Modern Multidisciplinary Perspective. Greenwich, CT: Information Age Publishing Inc.
Egan, G. (2007). The skilled helper: A problem-management and opportunity-development approach to helping. Belmont: Thomson .
Elliot, R., Watson, J. C., Goldman, R. N., &; Greenberg, L. S. (2004). Learning emotion-focused therapy the process-experiential approach to change. 唐子俊、廖秀娟譯(2009)︰有效學習情緖焦點治療 : 改變的歷程經驗治療。台北︰心理。
Ellis, A. & Maclaren,C. (1998). Rational Emotive Behavior Therapy: A Therapist’s Guide/理情行為治療(劉小菁譯/2002)。 臺北:張老師。
Ellis, A.K. (2002). Teaching and Learning Elementary Social Studies. Boston: Allyn and Bacon, Inc.
Erikson, E. H. (1968). Identity: Youth and crisis. New York: W. W. Norton.
Gass, M. A. (1990). Transfer of learning in adventure education. In J. Miles & S. Priest (Eds.), Adventure education. State College, PA: Venture Publishing.
Gredler, M. E. (1996). Educational games and simulations: a technology in search of a (research) paradigm. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology. New York: Simon & Schuster Macmillan.
Gerber, S., & Scott, L. (2011). Gamers and gaming context: Relationships to critical thinking. British Journal of Educational Technology, 42(5), 842-849.
Hämäläinen, R. (2006). Designing and evaluating collaboration in a virtual game environment for vocational learning. Computers & Education, 50 (1), 98-109.
Hatton, N. & Smith, D. (1995) Reflection in teacher education: towards definition and implementation. Teaching and Teacher Education, 11, 33-51.
Hwang, G. J., Tsai, C. C., & Yang, S. J. H. (2008). Criteria, Strategies and Research Issues of Context-Aware Ubiquitous Learning. Educational Technology & Society, 11(2), 81-91.
Houssart, J., & Sams, C. (2008). Developing mathematical reasoning through games of strategy played against the computer. International Journal for Technology in Mathematics Education, 15(2), 59–71.
Huizinga, J. (1938). Homo Ludens —A Study of the Play Element in Culture. Boston :The Beacon Press.
Hwang, G. J., Wu, P. H., and Chen, C. C. (2012). An online game approach for improving students'' learning performance in web-based problem-solving activities. Computers & Education, Vol. 59, No. 4, 1246-1256.
Itin, C.M.(1999).Reasserting the philosophy of experiential education as a vehicle for change in the 21st century. The Journal of Experiential Education,22(2),91-98.
Johnson, D. W. , Johnson, R. T. , & Smith, K. A. (1998). Cooperative learning returns to college: What evidence is there that it works? Change, 30(4), 10.
Johnson, D. W., & Johnson, R. T. (1987). Learning together and alone: Cooperative,competitive, and individualistic learning (2th ed.). Englewood Cliffs: NJ: Prentice-Hall.
Johnson, D. W., & Johnson, R. T. (1990). Cooperative learning and achievement. In S. Sharan (Ed.), Cooperative learning: Theory and research (pp.23-37). Westport, CT: Praeger.
Jesse, S. (2008). The art of game design: A book of lenses. MA:Morgan Kaufmann.
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55(2), 427-443.
Katt, S. D. (1997). An investingation of clients’ perceptions of important elements across time in psychotherapy. UMI company.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8, 13-24.
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51(4), 1729-1743.
Kim, M.C. & Hannafin, M. J.(2011). Scaffolding problem solving in technology-enhanced learning environments (TELEs): Bridging research and theory with practice. Computers & Education, 56(2), 403-417.
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs. NJ: Prentice-Hall.
Kraft, R. J. & Sakofs, M. (1985). The theory of experiential education. Boulder, CO: Association for Experiential Education.
Kraiger, K., Ford, J. K., & Salas, E. (1993) Application of cognitive, skilled-based, and affective theories of learning outcomes to new methods of training evaluation. Journal of Applied Psychology, 78, 311-328.
Kramer, E. (1971). Art as therapy with children. New York: Schocken Books Press.
López, J. M. C., & Cáceres, M. J. M. (2010). Virtual games in social science education. Computers & Education, 55(3), 1336-1345.
Macaulay, C., & Cree, V. E. (1999). Transfer of learning: Concept and process. Social Work Education, 18(2), 184-194.
Malchiodi, C. A. (2007). Handbook of Art Therapy. NY: The Guilford Press.
Mann, B. D., Eidelson, B. M., Fukuchi, S.G., Nissman, S.A., Robertson, S., & Jardines, L. (2002). The development of an interactive game-based tool for learning surgical management algorithms via computer. The American Journal of Surgery, 183(3), 305-308.
Mauger, P. A., & Adkinson, D. R. (1993). Interpersonal Behavior Survey manual. Los Angeles, CA. Western Psychological Services, Inc.
Moreno, J. L. & Moreno, Z. T. (1975). Psychodrama third volume: Action therapy and principles of practice. New York: Beacon House.。
Nanjappa, A. (2001). Educational games: learners as creators. NY:The University of Memphis.
Naumburg, M. (1955). Art as symbolic speech. Journal of Aesthetics and Art Criticism, 12, 435-450.
Nelson, B. C., Erlandson, B., & Denham, A. (2011). Global channels of evidence for learning and assessment in complex game environments. British Journal of Educational Technology, 42(1), 88-100.
Perkins, D, & Salomon, G. (1994). Transfer of learning. In T. Husen & T. N. Postelwhite (Eds.) International encyclopedia of education (pp. 6452-6457). Oxford, UK: Elsevier.
Price, C. (2008). Unreal PowerPoint™: Immersing PowerPoint presentations in a virtual computer game engine world. Computers in Human Behavior, 24( 6), 2486-2495.
Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498-505.
Paraskeva, F., Mysirlaki, S., Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, Vol. 54, pp.498–505.
Perry, D. G., Kusel, S. J., & Perry, L. C. (1988). Victims of peer aggression. Developmental Psychology, 24, 807-814.
Petranek, C. F., Corey, S., & Black, R. (1992) Three levels of learning in simulations: participating, debriefing, and journal writing. Simulation & Gaming, 23(2), 174-185.
Piaget, J. (1962). Play, dreams and imitation in childhood. NY: Norton.
Prensky, M. (2001). Digital game-based Learning. New York: McGraw-Hill.
Salen, K., & Zimmerman, E. (2004). Rules of Play. Cambridge, MA, The MIT Press.
Schön, D.(1983). The refective practitioner: How professionals think in action. New York: Basic Books.
Slavin, R. E. (1990). Synthesis of research on cooperative learning, Educationa Leadership, 48(2), 71-82.
Sleek, S. (1995). Online Therapy Services Raise Ethical Questions: The Internet Offers Psychology New Opportunities, ftp://Hostname:www.apa.org , Directory: monitor, nov95, File:online.html.
Sullivan, H. S. (2001). The interpersonal theory of psychiatry. Great Britain: Routledge.
Teyber,E.(2000). Edward Teyber,Interpersonal Process in Psychotherapy-A Relation Approach)
Tüzüna, H., Yılmaz-Soylua, M., Karakuşb, T., İnalb, Y., & Kizilkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Compters & Education, 52(1), 68-77.
van de Boom, G., Paas, F., & van Merriënboer, J. G. (2007). Effects of elicited reflections combined with tutor or peer feedback on self-regulated learning and learning outcomes. Learning & Instruction, 17(5), 532-548.
Wright, J. (2002). Online counseling: Learning from writing therapy. British Journal of Guidance & Counseling, 30, 285-298.
Wong, L. H. , Looi, C. K. (2011). What seams do we remove in mobile-assisted seamless learning? A critical review of the literature. Computers & Education, 57(4), 2364-2381.
Yalom, Irvin D. (2003). 團體心理治療的理論與實務(The theory and practice of group psychotherapy 4th ed) (方紫薇、馬宗潔等譯)。臺北市:桂冠圖書(原著出版於1995)。
Zimmerman, B. J., & Schunk, D. H. (Eds.). (2001). Self-regulated learning and academic achievement: Theoretical perspectives. Mahwah, NJ: Lawrence Erlbaum Associates.