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Analyses of 10 North-American college websites。System,31(2),247-258。 | 會議論文1. | de Sousa Borges, S.、Durelli, V. H. S.、Reis, H. M.、Isotani, S.(2014)。A systematic mapping on gamification applied to education。The 29th Annual ACM Symposium on Applied Computing,216-222。 | 2. | Aldiab, A.、Chowdhury, H.、Kootsookos, A.、Alam, F.、Allhibi, H.(2018)。Utilization of Learning Management Systems (LMSs) in higher education system: A case review for Saudi Arabia。2nd International Conference on Energy and Power,731-737。 | 3. | Chiou, W. C.、Lin, C. C.、Perng, C.、Tsai, J. T.(2009)。E-learning usability measurement: Using technology acceptance model and usability test。The 10th Asia Pacific Industrial Engineering & Management Systems Conference。 | 4. | Denny, P.(2013)。The effect of virtual achievements on student engagement。The SIGCHI Conference on Human Factors in Computing Systems,763-772。 | 5. | Dughila, P.、Adrian, A.、Aurelia, G.(2013)。Blended learning textile chemistry using Moodle virtual learning environment。9th International Scientific Conference: eLearning and software for Education,350-355。 | 6. | Kakasevski, G.、Mihajlov, M.、Arsenovski, S.、Chungurski, S.(2008)。Evaluating usability in learning management system moodle。ITI 2008-- 30th International Conference on Information Technology Interfaces,613-618。 | 7. | Megawati, F.、Astutik, Y.(2019)。EFL Learning Media: Perspective on E-Learning through Google Classroom。The 1st International Conference on Emerging Media, and Social Science,7-8 December 2018 。 | 8. | Wijaya, A.(2016)。Analysis of Factors Affecting the Use of Google Classroom to Support Lectures。The 5th ICIBA 2016,61-68。 | 學位論文1. | Renteria, L. A. H.(2017)。Gamified Layer for Google Classroom to Improve the User Experience and Engagement of Students with ADHD(碩士論文)。University of Skövde。 | 圖書1. | Werbach, Kevin、Hunter, Dan(2012)。For the win: How game thinking can revolutionize your business。Wharton Digital Press。 | 2. | Ellis, Rod(2008)。The study of second language acquisition。Oxford University Press。 | 3. | Gee, J. P.(2007)。What video games have to teach us about learning and literacy。New York:Palgrave Macmillan。 | 4. | Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。 | 5. | Krashen, Stephen D.(1982)。Principles and Practice in Second Language Acquisition。Pergamon Press。 | 6. | Csikszentmihalyi, Mihaly(1990)。Flow: The psychology of optimal experience。Harper & Row。 | 7. | Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。 | 8. | Csikszentmihalyi, M.(1997)。Finding flow: The psychology of engagement with everyday life。Basic Books。 | 9. | Hair, Joseph F. 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R.(1999)。Structural Equation Modeling Analysis with Small Samples Using Partial Least Squares。Statistical Strategies for Small Sample Research。Sage。 | |