:::

詳目顯示

回上一頁
題名:小學生玩家展現的電玩實踐社群知識--以數學自由擬題為例
書刊名:科學教育學刊
作者:張鐵懷陳斐卿 引用關係
作者(外文):Chang, Tieh-huaiChen, Fei-ching
出版日期:2016
卷期:24:1
頁次:頁31-55
主題關鍵詞:自由擬題電玩世代電玩實踐社群知識電玩轉移現象數位原民Free problem-posingGames generationGames' community of practiceGame transfer phenomenaDigital native
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(5) 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:4
  • 共同引用共同引用:61
  • 點閱點閱:28
期刊論文
1.Khoo, A.(2012)。Video games as moral educators?。Asia Pacific Journal of Education,32(4),416-429。  new window
2.Anderson, C. A.、Dill, K. E.(2000)。Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life。Journal of Personality and Social Psychology,78(4),772-790。  new window
3.English, L. D.(1998)。Children's problem posing within formal and informal contexts。Journal for Research in Mathematics Education,29(1),83-106。  new window
4.Silver, Edward A.(1994)。On mathematical problem posing。For the Learning of Mathematics,14(1),19-28。  new window
5.Rogoff, Barbara(1994)。Developing understanding of the idea of communities of learners。Mind, Culture & Activity,1(4),209-229。  new window
6.山本大介(2014)。ゲームデザイン特別編《原点回帰》。ファミ通,16,17-20。  延伸查詢new window
7.李長潔(20130100)。逾越的愉悅--《零》系列電玩遊戲的空間閱讀。傳播研究與實踐,3(1),167-203。new window  延伸查詢new window
8.張玉佩(20130600)。穿梭虛擬世界的遊戲少年:他/她們的社會資本之累積與轉換。中華傳播學刊,23,195-227。new window  延伸查詢new window
9.陳弦希(20031000)。電玩世界中的潛在課程探究--權力。課程與教學,6(4),61-84+186。new window  延伸查詢new window
10.鄭凱元(20110700)。線上遊戲與數位世界的實在與價值。新聞學研究,108,41-50。new window  延伸查詢new window
11.Buendia-Garcia, F.、Garcia-Martmez, S.、Navarrete-Ibanez, E. M.、Cervello-Donderis, M. J.(2013)。Designing serious games for getting transferable skills in training settings。Interaction Design andArchitecture(s) Journal,19,47-62。  new window
12.Chang, S. M.、Lin, Sunny S. J.(2014)。Team knowledge with motivation in a successful MMORPG game team: A case study。Computers & Education,73,129-140。  new window
13.Chuang, T. Y.、Chen, W. F.(2009)。Effect of computer-based video games on children: An experimental study。Educational Technology and Society,12(2),1-10。  new window
14.Ellerton, N. F.(2013)。Engaging pre-service middle-school teacher-education students in mathematical problem posing: Development of an active learning framework。Educational Studies in Mathematics,83(1),87-101。  new window
15.Green, C. S.、Bavelier, D.(2003)。Action video game modifies visual selective attention。Nature,423(6939),534-537。  new window
16.Kebritchi, M.、Hirumi, A.、Bai, H.(2010)。The effects of modem mathematics computer games on mathematics achievement and class motivation。Computers and Education,55(2),427-443。  new window
17.Levina, N.、Vaast, E.(2006)。Turning a community into a market: A practice perspective on information technology use in boundary spanning。Journal of Management Information Systems,22(4),13-37。  new window
18.Ortiz de Gortari, A. B.、Aronsson, K.、Griffiths, M. D.(2011)。Game transfer phenomena in video game playing: A qualitative interview study。International Journal of Cyber Behavior, Psychology and Learning,7(3),15-33。  new window
19.Ortiz de Gortari, A. B.、Griffiths, M. D.(2014)。Automatic mental processes, automatic actions and behaviours in game transfer phenomena。International Journal of Mental Health and Addiction,12(4),432-452。  new window
20.Ortiz de Gortari, A. B.、Griffiths, M. D.(2014)。Altered visual perception in game transer phenomena: An empirical self-report study。International Journal of Human-Computer Inter- action,30(2),95-105。  new window
21.Rogoff, B.、Mistry, J.、Göncü, A.、Mosier, C.、Chavajay, P.、Heath, S. B.(1993)。Guided participation in cultural activity by toddlers and caregivers。Monographs of the Society for Research in Child Development,55(8),1-179。  new window
22.Shonin, E.、Van Gordon, W.、Griffiths, M. D.(2013)。Buddhist philosophy for the treatment of problem gambling。Journal of Behavioural Addictions,2(2),63-71。  new window
23.Stickgold, R.、Malia, A.、Maguire, D.、Roddenberry, D.、O'Connor, M.(2000)。Replaying the game: Hypnagogic images in normals and amnesics。Science,290,350-353。  new window
24.Ticha, M.、Hospesova, A.(2013)。Developing teachers' subject didactic competence through problem posing。Educational Studies in Mathematics,53(1),133-143。  new window
25.林鶴玲(20110700)。從玩家到研究者、從研究者到玩家:遊戲經驗與遊戲文化研究。新聞學研究,108,19-25。new window  延伸查詢new window
26.Perkins, D. N.、Salomon, G.(2012)。Knowledge to go: A motivational and dispositional view of transfer。Educational Psychologist,47(3),248-258。  new window
27.Silver, E. A.、Cai, J.(2005)。Assessing students, mathematical problem posing。Teaching Children Mathematics,12(3),129-135。  new window
28.許世璋、徐家凡(20120200)。池南自然教育中心一日型方案「天空之翼」對於六年級生環境素養之成效分析。科學教育學刊,20(1),69-94。new window  延伸查詢new window
29.劉曼麗、侯淑芬(20060400)。整數數感融入國小四年級數學科教學之研究。科學教育學刊,14(2),121-147。new window  延伸查詢new window
30.張玉佩(20110600)。線上遊戲之閱聽人愉悅經驗探索。中華傳播學刊,19,61-95。new window  延伸查詢new window
31.陳斐卿、江家瑋、張鐵懷、黃佩岑、單維彰(20150600)。數學自由擬題之設計與評量--一個合作的取徑。科學教育學刊,23(2),185-211。new window  延伸查詢new window
32.張玉佩(20090100)。遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合。新聞學研究,98,1-45。new window  延伸查詢new window
會議論文
1.Young, K. S.(1996)。Internet addiction:The emergence of a new clinical disorder。The 104th annual conference of the American Psychological Association。Toronto, Ontario。  new window
圖書
1.孫春在(2013)。遊戲式數位學習。臺北市:高等教育出版社。new window  延伸查詢new window
2.教育部(2013)。普通高級中學必修科目「基礎化學」課程綱要。臺北市:教育部。  延伸查詢new window
3.Bennerstedt, U.(2013)。Knowledge at play. Studies of games as members' matters。Goteborg:Acta Universitatis Gothoburgensis。  new window
4.Creswell, J. W.(1998)。Qualitative inquiry and research design。Sage。  new window
5.Gee, J. P.(2003)。What video games have to teach us about learning and literacy。New York:Palgrave/St. Martin's。  new window
6.Kapp, K. M.(2007)。Gadgets, games and gizmos for learning: Tools and techniques for transferring know-how from boomers to gamers。New York:Wiley。  new window
7.Selfe, C. L.(1999)。Technology and literacy in the twenty-first century: The importance of paying attention。Carbondale, IL:Southern Illinois University Press。  new window
8.Ulicsak, M.(2010)。Games in education: Serious-games review。Bristol, UK:Futurelab。  new window
9.Williamson, B.(2009)。Computer games, schools and young people: A report for educators on using games for learning。Bristol:Futurelab。  new window
10.國家教育研究院(2012)。九年一貫數學部編本教科書國小數學課本。新北市:國家教育研究院。  延伸查詢new window
11.教育部(2008)。國民中小學九年一貫課程綱要數學學習領域。台北:教育部。  延伸查詢new window
12.Bransford, J. D.、Brown, A. L.、Cocking, R. R.、Committee on Developments in the Science of Learning、National Research Council(2000)。How people learn: Brain, mind, experience, and school。National Academy Press。  new window
13.Egenfeldt-Nielsen, S.、Smith, J. H.、Tosca, S. P.(2008)。Understanding video games: The essential introduction。Routledge。  new window
14.Kohler, C.(2005)。Power-up: How Japanese video games gave the world an extra life。Indianapolis, IN:Brady Games。  new window
15.Geertz, Clifford(1973)。The interpretation of cultures。New York:Harper & Row。  new window
16.Prensky, Marc(2001)。Digital game-based learning。New York, NY:McGraw-Hill。  new window
17.Wenger, Etienne(1998)。Communities of Practice: Learning, Meaning, and Identity。Cambridge University Press。  new window
18.Lave, Jean、Wenger, Etienne(1991)。Situated learning: Legitimate Peripheral Participation。Cambridge University Press。  new window
其他
1.大學考試人學中心(2013)。「103指考試題研討會」數學科試題分析,http://www.ceec.edu.tw/103DRSEA03DRSENews/103Drse_031031.htm, 2015/11/30。  延伸查詢new window
2.大學考試入學中心(2013)。「103學測試題研討會」數學科試題分析,http://www.ceec.edu.tw/l 03SAT/103 Sat%E8%A9%A6%E9%A1 %8C%E7%A0%94%E8%A8%8E%E6%9C%83%E7%B0%A1%E5%A0%B1/103%E5%AD%B8%E6%B8%AC%E8%A9%A6%E9%Al%8C%E7%A0%94%E8%A8%8E%E6%9C%83.htm, 2015/11/30。  new window
3.柯舜智(20100100)。傳播研究轉向:瞭解電玩遊戲 [評Simon Egenfeldt-Nielsen, Jonas Heide Smith and Susana Pajars Tosca (2008). Understanding Video Games: The Essential Introduction]。new window  new window
4.梁世佑(2012)。轉型的動漫理論與強勢角色雛型:論《動物化的後現代》之後,http://blog.xuite.net/tuyu/MIYU/snapshot-view/63817112, 2015/11/25。  延伸查詢new window
5.國立交通大學通識教育中心數位動畫文創學程(2015)。2015交通大學電玩藝術與數位視覺科技課程期末考題,http://www.u-acg.com/archives/3922, 2015/11/25。  延伸查詢new window
6.Angelio(2014)。請MadHead正視消費者權益,https://www.ptt.cc/bbs/ToS/M.l404802331.A.31D.html, 2015/11/25。  new window
7.Yee, N.(2002)。Understanding MMORPG addiction,http://www.nickyee.com/hub/addiction/addiction.pdf, 2015/11/25。  new window
圖書論文
1.梁世佑(2015)。導讀:在遊戲幻境與學術實相之間。幻境與實相:電子遊戲的理路與內涵。新竹市:國立交通大學出版社。  延伸查詢new window
2.Ortiz de Gortari, A. B.、Griffiths, M. D.(2012)。An introduction to game transfer phenomena in video game playing。Video game play and consciousness。New York:Nova。  new window
3.Rogoff, B.、Matusov, E.、White, C.(1996)。Models of teaching and learning: Participation in a community of learners。The handbook of education and human development: New models of learning, teaching, and schooling。Blackwell。  new window
4.Stoyanova, E.、Ellerton, N. F.(1996)。A framework for research into students' problem posing in school mathematics。Technology in mathematics education。Melbourne:Mathematics Education Research Group of Australasia。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關著作
 
QR Code
QRCODE