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題名:遊戲化學習機制與模式的設計與成效初探--以某高職為例
書刊名:中山管理評論
作者:葉佩君郭建良 引用關係
作者(外文):Yeh, Pei-chunKuo, Chien-liang
出版日期:2018
卷期:26:3
頁次:頁415-452
主題關鍵詞:遊戲化服務設計教育應用可持續性系統開發GamificationService designApplication in educationSustainabilitySystem development
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(1) 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:1
  • 共同引用共同引用:18
  • 點閱點閱:15
期刊論文
1.Deterding, S.(2012)。Gamification: Designing for motivation。Interactions,19(4),14-17。  new window
2.Simões, Jorge、Redondo, Rebeca Díaz、Vilas, Ana Fernández(2013)。A social gamification framework for a K-6 learning platform。Computers in Human Behavior,29(2),345-353。  new window
3.Markus, M. L.、Benjamin, R. I.(1997)。The Magic Bullet Theory In IT-Enabled Transformation。Sloan Management Review,38(2),55-68。  new window
4.Attali, Y.、Arieli-Attali, M.(2015)。Gamification in assessment: Do points affect test performance?。Computers and Education,83,57-63。  new window
5.Domínguez, A.、Saenz-de-Navarrete, J.、De-Marcos, L.、Fernández-Sanz, L.、Pagés, C.、Martínez-Herráiz, J. J.(2013)。Gamifying learning experiences: Practical implications and outcomes。Computers and Education,63,380-392。  new window
6.Seaborn, Katie、Fels, Deborah I.(2015)。Gamification in theory and action: A survey。International Journal of Human-Computer Studies,74,14-31。  new window
7.吳明振、林雅幸、陳培基(20140600)。技職教育再造的挑戰與展望。中等教育,65(2),6-20。new window  延伸查詢new window
8.Hanus, M. D.、Fox, J.(2015)。Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance。Computers & Education,80,152-161。  new window
9.黃宇瑀(20140300)。從校園生態環境的轉變論述當前我國中等學校所面臨的挑戰與因應。中等教育,65(1),77-94。new window  延伸查詢new window
10.Bíró, G. I.(2014)。Didactics 2.0: A Pedagogical Analysis of Gamification Theory from a Comparative Perspective with a Special View to the Components of Learning。Procedia-social and Behavioral Sciences,141,148-151。  new window
11.Christy, K. R.、Fox, J.(2014)。Leaderboards in a Virtual Classroom: A Test of Stereotype Threat and Social Comparison Explanations for Women's Math Performance。Computers & Education,78,66-77。  new window
12.De-Marcos, L.、Domínguez, A.、Saenz-de-Navarrete, J.、Pagés, C.(2014)。An Empirical Study Comparing Gamification and Social Networking on e-learning。Computers & Education,75,82-91。  new window
13.De-Marcos, L.、Garcia-Lopez, E.、Garcia-Cabot, A.(2016)。On the Effectiveness of Game-like and Social Approaches in Learning: Comparing Educational Gaming, Gamification & Social Networking。Computers & Education,95,99-113。  new window
14.Filsecker, M.、Hickey, D. T.(2014)。A Multilevel Analysis of the Effects of External Rewards on Elementary Students' Motivation, Engagement and Learning in an Educational Game。Computers & Education,75,136-148。  new window
15.Hamari, J.(2013)。Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-to-peer Trading Service。Electronic Commerce Research and Applications,12(4),236-245。  new window
16.Hew, K. F.、Huang, B.、Chu, K. W. S.、Chiu, D. K.(2016)。Engaging Asian Students through Game Mechanics: Findings from Two Experiment Studies。Computers & Education,92,221-236。  new window
17.Keusch, F.、Zhang, C.(2017)。A Review of Issues in Gamified Surveys。Social Science Computer Review,35(2),147-166。  new window
18.Klapztein, S.、Cipolla, C.(2016)。From Game Design to Service Design A Framework to Gamify Services。Simulation & Gaming,47(5),566-598。  new window
19.Maican, C.、Lixandroiu, R.、Constantin, C.(2016)。Interactivia.ro--A Study of a Gamification Framework Using Zero-cost Tools。Computers in Human Behavior,61,186-197。  new window
20.Paiva, R.、Bittencourt, I. I.、Tenório, T.、Jaques, P.、Isotani, S.(2016)。What Do Students Do On-line? Modeling Students- Interactions to Improve Their Learning Experience。Computers in Human Behavior,64,769-781。  new window
21.Perryer, C.、Celestine, N. A.、Scott-Ladd, B.、Leighton, C.(2016)。Enhancing Workplace Motivation through Gamification: Transferrable Lessons from Pedagogy。The International Journal of Management Education,14(3),327-335。  new window
22.den Hertog, Pim(2000)。Knowledge-Intensive Business Services as Co-Producers of Innovation。International Journal of Innovation Management,4(4),491-528。  new window
會議論文
1.Hamari, J.、Koivisto, J.、Sarsa, H.(2014)。Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise。2014 47th Hawaii International Conference on System Science。Hawaii。  new window
2.Hamari, J.、Koivisto, J.(2013)。Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise。The 21st European Conference on Information Systems。Utrecht。  new window
3.Wu, P. H.、Kuo, C. L.(2015)。Does Gamification Work Well in Education Context? Meta-analysis Based on Current Gamifi-cation Studies。2015 International Conference on Innovation and Management。Sapporo。  new window
學位論文
1.施力瑋(2013)。遊戲式學習研究的現況、成果與課題(碩士論文)。國立臺灣師範大學。  延伸查詢new window
2.張人偉(2013)。探索社交媒體之遊戲化與社交性設計因素(博士論文)。國立交通大學。  延伸查詢new window
3.葉佩君(2015)。建立以遊戲化為本之學習機制成效初探--以某高職為例(碩士論文)。中國文化大學。  延伸查詢new window
圖書
1.井上明人、連宜萍(2013)。從思考、設計到行銷,都要玩遊戲!:Gamification遊戲化的時代。時報文化出版企業股份有限公司。  延伸查詢new window
2.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
3.財團法人資訊工業策進會(2011)。服務體驗工程方法:藍圖工具案例。台北:財團法人資訊工業策進會創新應用服務研究所。  延伸查詢new window
4.Dignan, A.、廖大賢(2012)。加入遊戲因子,解決各種問題:激發動機、改變行為、創造商機的祕密。台北:先覺出版。  延伸查詢new window
5.Zichermann, G.、Linder, J.(2013)。The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition。McGraw Hill Professional。  new window
其他
1.CONCUR。Gamification and Your Business,https://www.concur.com/newsroom/article/gamifying-your-business。  new window
 
 
 
 
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