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題名:探索博物館之謎--博物館運用實境遊戲之研究
書刊名:博物館學季刊
作者:林琮穎
作者(外文):Lin, Tsung-ying
出版日期:2022
卷期:36:1
頁次:頁5-27
主題關鍵詞:博物館實境遊戲展示教育活動學習與社交價值Museum reality gamesExhibition and educational activitiesEducational and interactive value
原始連結:連回原系統網址new window
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  • 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:47
  • 點閱點閱:7
期刊論文
1.陳禹辰、尚榮安、陳東龍、鄭靜婷(20120400)。遊戲動機與線上遊戲持續參與意圖之研究:不同玩家族群之比較。資訊管理學報,19(2),349-387。new window  延伸查詢new window
2.Randel, J. M.、Morris, B. A.、Wetzel, C. D.、Whitehill, B. V.(1992)。The effectiveness of games for educational purposes: A review of recent research。Simulation & Gaming,23(3),261-276。  new window
3.黃孝璋、李晶(20150600)。以方法目的鏈理論探討實境遊戲之體驗與價值。大專體育學刊,17(2),109-126。new window  延伸查詢new window
4.Sweetser, Penelope、Wyeth, Peta(2005)。GameFlow: A model for evaluating player enjoyment in games。Computers in Entertainment,3(3),(3A)1-(3A)24。  new window
5.Gold, Raymond L.(1958)。Roles in sociological field observations。Social Forces,36(3),217-223。  new window
6.Ekman, I.、Chanel, G.、Järvelä, S.、Kivikangas, J. M.、Salminen, M.、Ravaja, N.(2012)。Social interaction in games: Measuring physiological linkage and social presence。Simulation and Gaming,43(3),321-338。  new window
7.黃明月(19971000)。博物館與自我導向學習。博物館學季刊,11(4),31-36。new window  延伸查詢new window
8.楊雅雯(20170900)。玩中學--數位遊戲式學習。臺灣教育評論月刊,6(9),300-302。  延伸查詢new window
9.游旻寧(20180700)。「故宮不思議事件簿」--以博物館為場域的實境解謎遊戲。故宮文物月刊,424,122-127。new window  延伸查詢new window
10.Peters, C. S.、Malesky, L. A. Jr.(2008)。Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games。Cyberpsychology & Behavior,11(4),481-484。  new window
11.Yee, Nick(2006)。Motivations for play in online games。Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society,9(6),772-775。  new window
12.Ducheneaut, N.、Moore, R. J.(2005)。More than just 'XP': Learning social skills in massively multiplayer online games。Interactive Technology and Smart Education,2(2),89-100。  new window
會議論文
1.Klopfer, E.、Perry, J.、Squire, K.、Jan, M.-F.、Steinkuehler, C.(2005)。Mystery at the Museum: A Collaborative Game for Museum Education。The 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!。Lawrence Erlbaum Associates, Inc.。316-320。  new window
2.Anderson, B. O.、Anderson, M. N.、Taylor, T. A.(2009)。New Territories in Adult Education: Game-based Learning for Adult Learners。The 50th Annual Adult Education Research Conference。  new window
3.Botturi, L.、Di Maria, A.、Inversini, A.(2009)。The city treasure: Mobile games for learning cultural heritage。Archives & Museum Informatics。  new window
4.Liao, Y. K.、Chang, L. H.、Chang, C. C.(2010)。Game-based learning vs. traditional instruction: A meta-analysis of thirty-eight studies from Taiwan。The Society for Information Technology & Teacher Education International Conference。AACE。1491-1498。  new window
5.Nicholson, S.(2016)。The State of Escape: Escape Room Design and Facilities。Meaningful Play 2016。  new window
研究報告
1.Hays, Robert T.(2005)。The effectiveness of instructional games: A literature review and discussion (計畫編號:NAWCTSDTR-2005-004)。Naval Air Warfare Center Training Systems Division。  new window
2.Gee, James Paul、Shaffer, David Williamson(2010)。Looking Where the Light is Bad: Video Games and the Future of Assessment。University of Wisconsin-Madison。  new window
3.McClarty, Katie Larsen、Orr, Aline、Frey, Peter M.、Dolan, Robert P.、Vassileva, Victoria、McVay, Aaron(2012)。A Literature Review of Gaming in Education: Research Report。Pearson。  new window
學位論文
1.林夙瑩(2018)。博物館真人實境遊戲活動規劃之前置性評量:國立臺灣史前文化博物館南科館個案研究(碩士論文)。國立臺南藝術大學。  延伸查詢new window
2.林原君(2015)。實境遊戲之設計流程與製作之研究--以真人實境密室逃脫設計為例(碩士論文)。國立臺北教育大學。  延伸查詢new window
3.謝詩婉(2017)。密室逃脫遊戲融入國小課程之個案研究(碩士論文)。國立臺南大學。  延伸查詢new window
4.李侑運(2020)。結合情境學習與鷹架引導的擴增實境博物館卡片解謎實境遊戲之設計與評估(碩士論文)。國立臺灣科技大學。  延伸查詢new window
5.林佳嫻(2017)。實境遊戲應用於國小六年級數學評量之行動研究(碩士論文)。南榮科技大學。  延伸查詢new window
6.林琮穎(2020)。國立臺灣科學教育館實境遊戲中青年族群社交與學習經驗之研究(碩士論文)。國立臺北藝術大學。  延伸查詢new window
7.倪紳煬(2020)。以沉浸式實境遊戲(ARG)探討體驗學習對心流體驗與重遊意願之研究(碩士論文)。國立臺灣海洋大學。  延伸查詢new window
8.張皓甯(2017)。情境感知遊戲式博物館導覽中參與者之混合存浸感與自我導向學習之探討(碩士論文)。國立臺灣師範大學。  延伸查詢new window
9.黃寗雅(2015)。實境密室逃脫遊戲消費體驗、重遊意願與口碑分享意願之關聯性研究(碩士論文)。銘傳大學。  延伸查詢new window
10.蔡雯琪(2016)。結合互動裝置之實境遊戲創作(碩士論文)。國立政治大學。  延伸查詢new window
11.鄭宜東(2018)。探討密室逃脫實境遊戲工作室經營成功關鍵因素(碩士論文)。朝陽科技大學。  延伸查詢new window
12.賴彥伶(2011)。探討大型多人線上角色扮演遊戲玩家之社會關係網絡與行為互動模式(碩士論文)。國立中山大學。  延伸查詢new window
圖書
1.Johnson, L.、Smith, R.、Willis, H.、Levine, A.、Haywood, K.(2011)。The 2011 Horizon Report。The New Media Consortium。  new window
2.Gillham, Bill(2000)。Case Study Research Methods。Continuum。  new window
3.Kapp, Karl M.(2012)。The gamification of learning and instruction: Game-based methods and strategies for training and education。John Wiley & Sons, Inc.。  new window
4.Salen, K.、Zimmerman, E.(2004)。Rules of play: Game design fundamentals。MIT Press。  new window
5.Falk, John H.、Dierking, Lynn D.(1992)。The museum experience。Whalesback Books。  new window
6.Auerbach, C. F.、Silverstein, L. B.(2003)。Qualitative data: An introduction to coding and analysis。New York University Press。  new window
7.Rollings, A.、Adams, E.(2003)。Andrew rollings and ernest adams on game design。New Riders。  new window
8.Falk, John H.、Dierking, Lynn D.(2013)。The museum experience revisited。Left Coast Press。  new window
9.Denzin, Norman K.(1989)。The research act: a theoretical introduction to sociological methods。Prentice-Hall, Inc.。  new window
10.Simon, Nina(2010)。The Participatory Museum。Museum 2.0。  new window
11.Yin, Robert K.(1994)。Case study research: Design and methods。Sage Publications。  new window
圖書論文
1.Ke, F.(2009)。A qualitative meta-analysis of computer games as learning tools。Handbook of research on effective electronic gaming in education。IGI Global。  new window
2.Malone, T. W.、Lepper, M. R.(1987)。Making learning fun: A taxonomy of intrinsic motivations for learning。Aptitude, Learning, and Instruction (Vol. 3): Cognitive and Affective Process Analyses。Lawrence Erlbaum Associates, Inc.。  new window
3.Yiannoutsou, N.、Avouris, N.(2012)。Mobile games in museums: From learning through game play to learning through game design。ICOM Education 23: Museum Education and New Media。Ministry of Education and Religious Affairs, Culture and Sports。  new window
4.Alexandre, R. F.(2011)。Porto through a game。Museums at Play: Games, Interaction and Learning。MuseumsEtc。  new window
5.Beale, Katy(2011)。[Museums at Play: Games, Interaction and Learning] Introduction。Museums at Play: Games, Interaction and Learning。MuseumsEtc。  new window
6.Fellows, S.(2011)。Elementary, my dear visitor: How puzzles, mysteries and challenges can create memorable learning experience。Museums at Play: Games, Interaction and Learning。MuseumsEtc。  new window
7.Macleod, H.(2008)。Game in learning。Game-based Learning: Discover the Pleasure of Learning。Pabst Science Publishers。  new window
8.Prensky, M.(2001)。Fun, play and games: What makes games engaging。Digital Game-based Learning。McGraw-Hill。  new window
9.Wiemker, M.、Elumir, E.、Clare, A.(2016)。Escape room games: "Can You Transform an Unpleasant Situation into a Pleasant One?"。Game Based Learning: Dialogorientierung & spielerisches Lernen analog und digital。Ikon Verlags GmbH。  new window
10.Hooper-Greenhill, Eilean(1999)。Education, Communication and Interpretation: Towards a Critical Pedagogy in Museums。The Educational Role of the Museum。Routledge。  new window
 
 
 
 
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