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題名:性別對於科技融入立體書的歷史學習成效與心流之研究
書刊名:數位學習科技期刊
作者:黃淑賢游子宜施如齡 引用關係
作者(外文):Huang, Shu-hsienYu, Tzu-iShih, Ju-ling
出版日期:2018
卷期:10:3
頁次:頁77-102
主題關鍵詞:心流經驗立體書數位遊戲學習成效Flow experiencePop-up bookDigital game-based learningLearning achievement
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(3) 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:3
  • 共同引用共同引用:0
  • 點閱點閱:3
期刊論文
1.De Lisi, R.、Wolford, J. L.(2002)。Improving children's mental rotation accuracy with computer game playing。The Journal of Genetic Psychology,163(3),272-282。  new window
2.Mayer, R. E.、Mautone, P.、Prothero, W.(2002)。Pictorial aids for learning by doing in a multimedia geology simulation game。Journal of Education Psychology,94(1),171-185。  new window
3.Huang, Y.-M.、Huang, S.-H.、Wu, T.-T.(2014)。Embedding diagnostic mechanisms in a digital game for learning mathematics。Educational Technology Research and Development,62(2),187-207。  new window
4.Johnson, D. W.、Johnson, R. T.(1990)。Social skills for successful group work。Educational Leadership,47(4),29-33。  new window
5.Chang, Chi-Cheng、Liang, Chaoyun、Chou, Pao-Nan、Lin, Guan-You(2017)。Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness。Computers in Human Behavior,71,218-227。  new window
6.Su, Y.-S.、Chiang, W.-L.、Lee, C.-T. J.、Chang, H.-C.(2016)。The effect of flow experience on player loyalty in mobile game application。Computers in Human Behavior,63,240-248。  new window
7.Khan, A.、Pearce, G.(2015)。A study into the effects of a board game on flow in undergraduate business students。The International Journal of Management Education,13(3),193-201。  new window
8.Hou, H.-T.、Li, M.-C.(2014)。Evaluating multiple aspects of a digital educational problem-solving-based adventure game。Computers in Human Behavior,30,29-38。  new window
9.Chung, L.-Y.、Chang, R.-C.(2017)。The effect of gender on motivation and student achievement in digital game-based learning: A case study of a contented-based classroom。Eurasia Journal of Mathematics, Science and Technology Education,13(6),2309-2327。  new window
10.Han, J.、Kim, K.、Jung, K.、Lee, K. O.(2012)。RFID-Based digital board game platforms。Computing and Informatics,29(6+),1141-1158。  new window
11.Lowrie, T.、Jorgensen, R.(2011)。Gender differences in students' mathematics game playing。Computers & Education,57(4),2244-2248。  new window
12.Lowrie, T.、Diezmann, C. M.(2011)。Solving graphics tasks: Gender differences in middle-school students。Learning and Instruction,21(1),109-125。  new window
13.Mahadzir, N. N.、Phung, L. F.(2013)。The use of augmented reality pop-up book to increase motivation in English language learning for national primary school。Journal of Research & Method in Education,1(1),26-38。  new window
14.Novak, T. P.、Hoffman, D. L.(1997)。Measuring the flow experience among web users。Interval Research Corporation,31(1),1-35。  new window
15.Tsai, F.-H.(2017)。An investigation of gender differences in a game-based learning environment with different game modes。Eurasia Journal of Mathematics Science and Technology Education,13(7),3209-3226。  new window
16.Mayer, R. E.(2003)。The promise of multimedia learning: Using the same instructional design methods across different media。Learning and Instruction,13(2),125-139。  new window
17.Prensky, Marc(2003)。Digital game-based learning。Computers in Entertainment,1(1),21-24。  new window
18.Pearce, J. M.、Ainley, M.、Howard, S.(2005)。The ebb and flow of online learning。Computers in Human Behavior,21(5),745-771。  new window
會議論文
1.Chen, K.-C.、Wu, C.-J.、Chen, G.-D.(2011)。A digital board game based learning system for authentic learning。The 2011 11th IEEE International Conference on Advanced Learning Technologies。  new window
2.Vate-U-Lan, P.(2012)。An augmented reality 3D pop-up book: The development of a multimedia project for English language teaching。The IEEE International Conference on Multimedia and Expo。Melbourne。  new window
學位論文
1.賴淑雅(2004)。立體書設計與兒童創造力啟發之探討(碩士論文)。中原大學。  延伸查詢new window
2.柯文馨(2011)。臺灣民間故事應用於立體書創作之研究--以「虎姑婆」為例(碩士論文)。國立臺灣藝術大學。  延伸查詢new window
3.王毓嫻(2013)。立體書應用於國小唐詩學習態度之研究--以花蓮縣某國小二年級為例(碩士論文)。國立東華大學。  延伸查詢new window
4.陳沛亘(2016)。台灣熱門手機遊戲玩家的遊戲時間與心流研究(碩士論文)。國立交通大學。  延伸查詢new window
5.游文霓(2010)。立體書教學對國小三年級學童口腔保健學習成效之研究(碩士論文)。國立臺北教育大學。  延伸查詢new window
6.葉禮洋(2013)。恐龍獵人的收藏--空間立體書實驗創作(碩士論文)。國立雲林科技大學。  延伸查詢new window
圖書
1.余春蘭(1998)。兒童立體書之設計與製作。臺北:中國文化大學出版部。  延伸查詢new window
2.Jacob, E.(1999)。Cooperative learning in context: An educational innovation in everyday classrooms。New York:State University of New York Press。  new window
3.Csíkszentmihályi, Mihály(1997)。Finding Flow: The Psychology of Engagement with Everyday Life。Basic Books。  new window
4.Bakker, A. B.(2001)。Questionnaire for the assessment of work-related flow: The WOLF。Department of Social and Organizational Psychology, Utrecht University。  new window
5.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
圖書論文
1.Nakamura, J.、Csikszentmihalyi, M.(2009)。Flow theory and research。Oxford Handbook of Positive Psychology。Oxford University Press。  new window
 
 
 
 
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