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G.(2002)。Ensuring High Quality Thinking and Scaffolding Learning in an Online World。The 19th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education。Auckland:ASCILITE。261-270。 | 3. | Klawe, M. M.(1999)。Computer games, education and interfaces: The E-GEMS project(會議日期: 1999, September),36-39。 | 4. | Magnussen, R.、Misfeldt, M.(2004)。Player transformation of educational multiplayer games。The Other Players conference,(會議日期: 2004, December 6-8)。 | 研究報告1. | Dempsey, J. V.、Rasmussen, K.、Lucassen, B.(1996)。The instructional gaming literature: Implications and 99 sources。College of Education, University of South Alabama。 | 2. | Shaffer, D. W.、Squire, K. R.、Halverson, R.、Gee, J. P.(2005)。Video games and the future of learning。 | 學位論文1. | 黃寶彰(2003)。六、七年級學童數學學習困難部分之研究(碩士論文)。屏東師範學院。 延伸查詢 | 2. | 任欣垚(2011)。數位學習環境融入體驗式學習策略與先備知識對國小學生質因數概念學習之影響(碩士論文)。國立臺灣師範大學。 延伸查詢 | 3. | 陳見發(2012)。九年一貫課程國小學童因數學習表現及迷思概念之探討(碩士論文)。國立屏東教育大學。 延伸查詢 | 圖書1. | Khan, S.、王亦穹(2013)。可汗學院的教育奇蹟。臺北市:圓神。 延伸查詢 | 2. | Beck, J. C.、Wade, M.(2004)。Got Game: how the gamer generation is reshaping business forever。Boston, MA:Harvard Business School Press。 | 3. | Bowen, D. E.(2006)。Implementation of mastery learning in online undergraduate math courses: A comparative analysis of student satisfaction, retention rates, and academic achievement。 | 4. | Delialioglu, O.(2005)。Investigation of Source of Motivation in a Hybrid Course。Association for Educational Communications and Technology。 | 5. | Kim, K. 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