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題名:以遊會友桌遊處遇團體研究--南區老人之家為例
書刊名:社會發展研究學刊
作者:楊秋燕陳明琡沈金蘭郭俊巖 引用關係
作者(外文):Yang, Chiu-yanChen, Ming-shuShen, Jin-lanKuo, Chun-yen
出版日期:2017
卷期:19
頁次:頁78-111
主題關鍵詞:桌上遊戲處遇團體工作長期照顧Board gamesGroupwork treatmentLong-term care
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(8) 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:8
  • 共同引用共同引用:16
  • 點閱點閱:109
期刊論文
1.Dormann, C.、Biddle, R.(2006)。Humour in game-based learning。Learning, Media and Technology,31(4),411-424。  new window
2.Alexopoulos, G. S.、Abrams, R. C.、Young, R. C.、Shamoian, C. A.(1988)。Cornell scale for depression in dementia。Biological Psychiatry,23,271-284。  new window
3.Kane, L.(2004)。Educators, learners and active learning methodologies。International Journal of Lifelong Education,23(3),275-286。  new window
4.翁菁甫、林坤霈、詹鼎正(20140600)。老人憂鬱與認知功能障礙。內科學誌,25(3),158-164。  延伸查詢new window
5.Martin, John Levi(2003)。What is field theory?。The American Journal of Sociology,109(1),1-49。  new window
6.蔡至欣、賴玲玲(20110600)。虛擬社群的資訊分享行為。圖書資訊學刊,9(1),161-196。new window  延伸查詢new window
7.Chong, M. Y.、Chen, C. C.、Tsang, H. Y.、Yeh, T. L.、Chen, C. S.、Lee, Y. H.、Tang, T. C.、Lo, H. Y.(2001)。Community study of depression in old age in Taiwan: prevalence, life events and socio-demographic correlates。British Journal of Psychiatry,178,29-35。  new window
8.李鑑軒、林子銘、何靖遠(2010)。軟體產業創業家與資訊工作人員的生命流比較研究。電子商務學報,12(3),505-526。new window  延伸查詢new window
9.黃松林、李志明、楊秋燕、陳家進(2009)。懷舊處遇在失智老人服務之運用--臺灣屏東團體個案研究。The Journal of Nursing Research,17(2),112-119。  延伸查詢new window
10.楊純青、陳祥(2006)。網路心流經驗研究中之挑戰:從效度觀點進行檢視以遊會友桌遊處遇團體研究--南區老人之家為例。資訊社會研究,11,145-176。  延伸查詢new window
11.鄭小褀(2012)。「關懷失智、情深憶重」活動紀:圖書影片展及電影欣賞座談。國立成功大學圓書館館刊,21,91-96。  延伸查詢new window
12.Becker, C.、Glasscoff, M. A.(2005)。Linking lessons and learning: A technique to improve student preparation and engagement with subject materials。American Journal of Health Education,36(1),51-53。  new window
13.Cowley, B.、Charles, D.、Black, M.、Hickey, R.(2008)。Toward an understanding of flow in video games。ACM Comput. Entertain.,6(2),27。  new window
14.De Freitas, S.、Griffiths, M.(2008)。The convergence of gaming practices with other media forms: What potential for learning? A review of the literature。Learning, Media and Technology Education,33(1),11-20。  new window
15.Hyde, Joan、Perez, Rosa、Forester, Brent(2007)。Dementia and assisted living。The Gerontologist,47(suppl 1),51-67。  new window
16.Kafai, Y. B.(2006)。Playing and making games for learning: Instructionist and constructionist perspectives for game studies。Games and Culture,1(1),36-40。  new window
17.Levy, D. P.、Merenstein, B.(2005)。Working with stories: An active learning approach to theories of deviance。Teaching Sociology,33(1),66-73。  new window
18.O' Sullivan, D. W.、Cooper, C. L.(2003)。Evaluating active learning: A new initiative for a general chemistry curriculum。Journal of College Science Teaching,37(7),448-452。  new window
19.Singh, P.、Niranjan, I.(2012)。Using groupwork in the designing and playing of board games in occupational health and safety。Groupwork,22(3),65-82。  new window
20.Sivan, A.、Leung, R. B.、Woon, C. W.、Kember, D.(2000)。An implementation of active learning and its effect on the quality of student learning。Innovations in Education and Training International,37(4),381-389。  new window
21.Wright, J.、Forrest, G.(2007)。A social semiotic analysis of knowledge construction and games centered approaches to teaching。Physical Education and Sport Pedagogy,12(3),273-287。  new window
22.Csikszentmihalyi, M.(1975)。Play and intrinsic rewards。Journal of Humanistic Psychology,15(3),41-63。  new window
學位論文
1.紀珮羽(2016)。桌上遊戲應用於英語教學對國小六年級學生英語學習成效影響之研究(碩士論文)。國立臺中教育大學。  延伸查詢new window
2.馬志堅(2009)。地方文化意象應用在桌上遊戲的設計研究--以利嘉社區為例(碩士論文)。國立臺東大學。  延伸查詢new window
3.陳文烽(2013)。從思考風格探討--一般桌上遊戲與數位桌上遊戲的互動策略--以卡坦島為例(碩士論文)。國立交通大學。  延伸查詢new window
4.陳秋伶(2014)。桌上的遨遊與想像:臺灣桌遊的發展現況(碩士論文)。國立高雄應用科技大學,高雄市。  延伸查詢new window
5.劉依亭(2016)。桌上遊戲應用於國中腦性麻痺學生學習(碩士論文)。淡江大學。  延伸查詢new window
6.賴怡伶(2016)。桌上遊戲應用於需求幼兒社會互動技巧之行動研究(碩士論文)。國立屏東大學。  延伸查詢new window
7.賴嘉偉(2015)。桌遊深度玩家之動機、人際互動與人格特質之分析(碩士論文)。世新大學。  延伸查詢new window
圖書
1.曾華源、鄭維瑄、吳慧菁、簡美華、白倩如(2013)。社會個案工作。洪葉文化事業有限公司。  延伸查詢new window
2.Caillois, Roger、Barash, Meyer(2001)。Man, Play and Games。University of Illinois Press。  new window
3.Cohen, L.、Manion, L.、Morrison, K.(2006)。A Guide to Teaching Practice。London:Routledge Falmer。  new window
4.Csikszentmihalyi, M.、Csikszentmihalyi, I.(1990)。Flow: The Psychology of Optimal Experience。Harper and Row。  new window
5.Hooyman, N. R.、Kiyak, H. A.(2011)。Social Gerontology: A Multidisciplinary Perspective。NewYork:Pearson。  new window
6.Korczyn, A. D.、Halperin, I.(2009)。Depression and Dementia。Tel-Aviv:Sourasky Medical Center, Department of Neurology。  new window
7.Mars den, J. P.(2005)。Humanistic design of assisted living。Baltimore:Johns Hopkins University Press。  new window
8.Pahl, K.、Rosswell, J.(2005)。Literacy and Education: Understanding the new literacy studies in the classroom。London:Paul Chapman Publishing。  new window
其他
1.台灣失智症協會(2017)。105-150年臺灣地區失智症人口推計報告:線上論壇,http://www.tada2002.org.tw/tada_know_02.html。  延伸查詢new window
2.侯致遠,賈馥茜(2017)。遊戲,http://terms.naer.edu.tw/detail/1312709/?index=5______。  new window
3.Hardenberg, Anders(2005)。The Psychology Behind Games,http://www.garnasutra.com/features/20050426/hejdenberg一01 .shtml。  new window
圖書論文
1.郭俊巖、黃松林、蔡英德、劉國有、詹吟菁(2017)。遠離老化、追求活躍:在地實踐的觀點。106年度科技部整合型多年期計畫書。  延伸查詢new window
 
 
 
 
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