:::

詳目顯示

回上一頁
題名:Learning to Paraphrase: The Effects of Gamified Learning within Web-based Learning Management System on EFL Academic Writing
書刊名:僑光學報
作者:林佳靜
作者(外文):Lin, Chia-ching
出版日期:2021
卷期:44
頁次:頁55-74
主題關鍵詞:科技接受度心流體驗遊戲化學習Google教室改寫Acceptance of technologyFlow stateGamified learningGoogle ClassroomParaphrase
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(0) 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:0
  • 共同引用共同引用:3
  • 點閱點閱:3
期刊論文
1.Helms-Park, R.、Radia, P.、Stapleton, P.(2007)。A preliminary assessment of Google scholar as a source of EAP students' research materials。The Internet and Higher Education,10(1),65-76。  new window
2.Chik, Alice(2011)。Learner Autonomy Development through Digital Gameplay。Journal of Digital Culture and Education,3(1),30-45。  new window
3.Admiraal, Wilfried、Huizenga, Jantina、Akkerman, Sanne、Ten Dam, Geertten(2011)。The concept of flow in collaborative game-based learning。Computers in Human Behavior,27(3),1185-1194。  new window
4.Lee, B. C.、Yoon, J. O.、Lee, I.(2009)。Learners' Acceptance of E-Learning in South Korea: Theories and Results。Computers & Education,53(4),1320-1329。  new window
5.Oblinger, D. G.(2004)。The next generation of educational engagement。Journal of Interactive Media in Education,2004(1)。  new window
6.Huang, Y.-M.、Huang, Y.-M.、Huang, S.-H.、Lin, Y.-T.(2012)。A ubiquitous English vocabulary learning system: Evidence of active/passive attitudes vs. usefulness/ease-of-use。Computers & Education,58(1),273-282。  new window
7.Ellis, Gary D.、Voelkl, Judith E.、Morris, Catherine(1994)。Measurement and analysis issues with explanation of variance in daily experience using the flow model。Journal of Leisure Research,26(4),337-356。  new window
8.Squire, K.、Jenkins, H.(2003)。Harnessing the power of games in education。In Sight,3,5-33。  new window
9.Tan, G. W. H.、Ooi, K. B.、Leong, L. Y.、Lin, B.(2014)。Predicting the drivers of behavioral intention to use mobile learning: A hybrid SEM-neural networks approach。Computers in Human Behavior,36,198-213。  new window
10.Csikszentmihalyi, M.(1990)。Literacy and intrinsic motivation。Daedalus,119(2),115-140。  new window
11.Lu, T. L.、Liao, P. S.(2012)。Interpretation students' experience of anxiety and flow。Compilation and Translation Review,5(2),83-115。  new window
12.Reinders, H.、Wattana, S.(2014)。Can I say something? The effects of digital game play on willingness to communicate。Language Learning and Technology,18(2),101-123。  new window
13.Gao, L.、Bai, X.(2014)。An empirical study on continuance intention of mobile social networking services: Integrating the IS success model, network externalities and flow theory。Asia Pacific Journal of Marketing and Logistics,26(2),168-189。  new window
14.Su, C. H.、Cheng, C. H.(2015)。A mobile gamification learning system for improving the learning motivation and achievements。Journal of Computer Assisted Learning,31(3),268-286。  new window
15.Koufaris, Marios(2002)。Applying the technology acceptance model and flow theory to online consumer behavior。Information Systems Research,13(2),205-223。  new window
16.Keller, John M.(1987)。Development and use of the ARCS model of instructional design。Journal of Instructional Development,10(3),2-10。  new window
17.Cotos, E.、Link, S.、Huffman, S.(2017)。Effects of DDL technology on genre learning。Language Learning & Technology,21(3),104-130。  new window
18.Escobar-Rodriguez, T.、Monge-Lozano, P.(2012)。The acceptance of Moodle technology by business administration students。Computers & Education,58(4),1085-1093。  new window
19.Han, S.、Shin, J.-A.(2017)。Teaching Google search techniques in an L2 academic writing context。Language Learning & Technology,21(3),172-194。  new window
20.Hulland, John S.(1999)。Use of partial least squares (PLS) in strategic management research: A review of four recent studies。Strategic Management Journal,20(2),195-204。  new window
21.Lonn, S.、Teasley, S. D.(2009)。Saving time or innovating practice: Investigating perceptions and uses of learning management systems。Computers and Education,53(3),686-694。  new window
22.Sandberg, J.、Maris, M.、Hoogendoom, P.(2014)。The added value of a gaming context and intelligent adaptation for a mobile learning application for vocabulary learning。Computers & Education,76,119-130。  new window
23.Allen, L. K.、Crossley, S. A.、Snow, E. L.、McNamara, D. S.(2014)。L2 Writing Practice: Game Enjoyment as a Key to Engagement。Language Learning & Technology,18(2),124-150。  new window
24.Al-Maroof, R. A. S.、Al-Emran, M.(2018)。Students Acceptance of Google Classroom: An Exploratory Study using PLS-SEM Approach。iJET,13(6),112-123。  new window
25.Azhar, K. A.、Iqbal, N.(2018)。Effectiveness of Google Classroom: Teachers' Perceptions。Prizren Social Science Journal,2(2),52-66。  new window
26.Bikowski, D.、Casal, J. E.(2018)。Interactive digital textbooks and engagement: A learning strategies framework。Language Learning & Technology,22(1),119-136。  new window
27.Bikowski, D.、Vithanage, R.(2016)。Effects of web-based collaborative writing on individual L2 writing development。Language Learning & Technology,20(1),79-99。  new window
28.Brezina, V.(2012)。Use of Google Scholar in corpus-driven EAP research。Journal of English for Academic Purposes,11(4),319-331。  new window
29.Godwin-Jones, R.(2009)。Emerging Technologies: Personal Learning Environments。Language Learning & Technology,13(2),3-9。  new window
30.Heggart, K.、Yoo, J.(2018)。Getting the Most from Google Classroom: A Pedagogical Framework for Tertiary Educators。Australian Journal of Teacher Education,43(3),140-153。  new window
31.Huang, Y. M.(2019)。Exploring students' acceptance of educational computer games from the perspective of learning strategy。Australasian Journal of Educational Technology,35(3),132-149。  new window
32.Kiili, K.(2006)。Evaluations of an experiential gaming model。Human Technology,2(2),187-201。  new window
33.Klubal, L.、Kostolanyova, K.、Gybas, V.(2018)。Gamification in LMS Courses。ICTE Journal,7(2),46-50。  new window
34.Laflen, A.、Smith, M.(2017)。Responding to student writing online: Tracking student interactions with instructor feedback in a Learning Management System。Assessing Writing,31,39-52。  new window
35.Magalhães, P.、Ferreira, D.、Cunha, J.、Rosário, P.(2020)。Online vs traditional homework: A systematic review on the benefits to students' performance。Computers & Education,152。  new window
36.Pardamean, B.、Suparyanto, T.、Kurniawan, R.(2013)。Assessment of graph theory e-learning utilizing learning management system。Journal of Theoretical and Applied Information Technology,55(3),353-358。  new window
37.Ramadhani, R.、Umam, R.、Abdurrahman, A.、Syazali, M.(2019)。The Effect of Flipped-Problem Based Learning Model Integrated with LMS-Google Classroom for Senior High School Students。Journal for the Education of Gifted Young Scientists,7(2),137-158。  new window
38.Purdy, J. A.(2007)。Getting educational about digital games in learning。Corporative University Journal,1,3-6。  new window
39.Psycharis, S.、Chalatzoglidis, G.、Michail, K.(2013)。Moodle as a learning environment in promoting conceptual understanding for secondary school students。Eurasia Journal of Mathematics, Science & Technology Education,9(1),11-21。  new window
40.Shaharanee, I. N. M.、Jamil, J. M.、Rodzi, S. S. M.(2016)。The Application of Google Classroom as a Tool for Teaching and Learning。Journal of Telecommunication, Electronic and Computer Engineering,8(10),5-8。  new window
41.Spaeth, A. D.、Black, R. S.(2012)。Google Docs as a Form of Collaborative Learning。Journal of Chemical Education,89(8),1078-1079。  new window
42.Su, C. C.(2011)。A Study of Flow in ESL Classrooms through Free Online Games。Hwa Kang English Journal,17(1),95-123。  new window
43.Suwantarathip, O.、Wichadee, S.(2014)。The Effects of Collaborative Writing Activity Using Google Docs on Students' Writing Abilities。TOJET: The Turkish Online Journal of Educational Technology,13(2),148-156。  new window
44.王志宏、曹勝雄、何雪霞、陳細鈿(20180900)。Recreation Specialization, Recreationist-Environment Fit, and Flow Experience of Cyclists。戶外遊憩研究,31(3),33-59。new window  延伸查詢new window
45.Zhou, T.(2013)。The effect of flow experience on user adoption of mobile TV。Behavior & Information Technology,32(3),263-272。  new window
46.Wang, Q.、Woo, H. L.、Quek, C. L.、Yang, Y.、Liu, M.(2012)。Using the Facebook group as a learning management system: An exploratory study。British Journal of Educational Technology,43(3),428-438。  new window
47.Park, Sung Youl(2009)。An analysis of the technology acceptance model in understanding university students' behavioral intention to use e-learning。Educational Technology & Society,12(3),150-162。  new window
48.Hair, Joseph F. Jr.、Ringle, Christian M.、Sarstedt, Marko(2013)。Partial least squares structural equation modeling: Rigorous applications, better results and higher acceptance。Long Range Planning,46(1/2),1-12。  new window
49.Davis, Fred D.、Bagozzi, Richard P.、Warshaw, Paul R.(1989)。User acceptance of computer technology: A comparison of two theoretical models。Management Science,35(8),982-1003。  new window
50.Davis, Fred D.(1989)。Perceived Usefulness, Perceived Ease of Use, & User Acceptance of Information Technology。MIS Quarterly,13(3),319-340。  new window
51.Fornell, Claes、Larcker, David F.(1981)。Evaluating Structural Equation Models with Unobservable Variables and Measurement Error。Journal of Marketing Research,18(1),39-50。  new window
52.Weaver, D.、Spratt, C.、Nair, C. S.(2008)。Academic and student use of a learning management system: Implications for quality。Australasian Journal of Educational Technology,24(1),30-41。  new window
53.Yamada, K.(2003)。What prevents ESL/EFL writers from avoiding plagiarism? Analyses of 10 North-American college websites。System,31(2),247-258。  new window
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。  new window
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。  new window
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。  new window
4.Denny, P.(2013)。The effect of virtual achievements on student engagement。The SIGCHI Conference on Human Factors in Computing Systems,763-772。  new window
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。  new window
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。  new window
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 。  new window
8.Wijaya, A.(2016)。Analysis of Factors Affecting the Use of Google Classroom to Support Lectures。The 5th ICIBA 2016,61-68。  new window
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。  new window
圖書
1.Werbach, Kevin、Hunter, Dan(2012)。For the win: How game thinking can revolutionize your business。Wharton Digital Press。  new window
2.Ellis, Rod(2008)。The study of second language acquisition。Oxford University Press。  new window
3.Gee, J. P.(2007)。What video games have to teach us about learning and literacy。New York:Palgrave Macmillan。  new window
4.Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。  new window
5.Krashen, Stephen D.(1982)。Principles and Practice in Second Language Acquisition。Pergamon Press。  new window
6.Csikszentmihalyi, Mihaly(1990)。Flow: The psychology of optimal experience。Harper & Row。  new window
7.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
8.Csikszentmihalyi, M.(1997)。Finding flow: The psychology of engagement with everyday life。Basic Books。  new window
9.Hair, Joseph F. Jr.、Black, William C.、Babin, Barry J.、Anderson, Rolph E.、Tatham, Ronald L.(2006)。Multivariate Data Analysis。Prentice-Hall。  new window
10.Cohen, Jacob E.(1988)。Statistical Power Analysis for the Behavioral Sciences。Lawrence Erlbaum Associates。  new window
其他
1.Pelling, N.(2011)。The (short) prehistory of "gamification"... Funding Startups (& other impossibilities),https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/。  new window
圖書論文
1.Rottava, L.、Dos Santos, S. S.(2016)。Grammatical Metaphor-- a window to understand rewriting in academic contexts。Challenging Boundaries in Linguistics: Systemic Functional Perspectives。Peter Lang Verlag。  new window
2.Csikszentmihalyi, Mihaly(1988)。The Flow Experience and its Significance for Human Psychology。Optimal Experience: Psychological Studies of Flow in Consciousness。Cambridge University Press。  new window
3.Chin, W. W.、Newsted, P. R.(1999)。Structural Equation Modeling Analysis with Small Samples Using Partial Least Squares。Statistical Strategies for Small Sample Research。Sage。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
QR Code
QRCODE