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題名:擴增實境輔助拼圖學習系統對學習成效、學習動機與學習興趣之影響
書刊名:教育傳播與科技研究
作者:陳志洪李佳穎齊珮芸
作者(外文):Chen, Zhi HongLi, Carolina ElenaChi, Pei-yun
出版日期:2020
卷期:123
頁次:頁21-38
主題關鍵詞:情境學習拼圖擴增實境Situated learningJigsaw puzzlesAugmented reality
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(2) 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:2
  • 共同引用共同引用:92
  • 點閱點閱:8
期刊論文
1.Milgram, Paul、Kishino, Fumio(1994)。A taxonomy of mixed reality visual displays。IEICE Transactions on Information and Systems,E77-D(12),1321-1329。  new window
2.Di Serio, Á.、Ibáñez, M. B.、Delgado-Kloos, Carlos(2013)。Impact of an augmented reality system on students' motivation for a visual art course。Computers & Education,68,586-596。  new window
3.Hung, Pi-Hsia、Hwang, Gwo-Jen、Lee, Yueh-Hsun、Su, I-Hsiang(2012)。A cognitive component analysis approach for developing game-based spatial learning tools。Computers & Education,59(2),762-773。  new window
4.Wu, Hsin-Kai、Lee, Silvia Wen-Yu、Chang, Hsin-Yi、Liang, Jyh-Chong(2013)。Current status, opportunities and challenges of augmented reality in education。Computers & Education,62,41-49。  new window
5.Chen, C.-M.、Tsai, Y.-N.(2012)。Interactive augmented reality system for enhancing library instruction in elementary schools。Computers & Education,59(2),638-652。  new window
6.林吟霞、王彥方(20091200)。情境學習在課程與教學中的運用。北縣教育,69,69-72。  延伸查詢new window
7.Furió, D.、González-Gancedo, S.、Juan, M.-C.、Seguí, I.、Rando, N.(2013)。Evaluation of learning outcomes using an educational iPhone game vs. traditional game。Computers and Education,64,1-23。  new window
8.吳靜吉、程炳林(19920100)。激勵的學習策略量表之修訂。測驗年刊,39,59-78。new window  延伸查詢new window
9.Lin, Chien-Heng、Chen, Chien-Min(2016)。Developing spatial visualization and mental rotation with a digital puzzle game at primary school level。Computers in Human Behavior,57,23-30。  new window
10.Hong, J.-C.、Hwang, M.-Y.、Tam, K.-P.、Lai, Y.-H.、Liu, L.-C.(2012)。Effects of cognitive style on digital jigsaw puzzle performance: A GridWare analysis。Computers in Human Behavior,28(3),920-928。  new window
11.Pence, H. E.(2010)。Smartphones, smart objects, and augmented reality。The Reference Librarian,52(1/2),136-145。  new window
12.Bacca, J.、Baldiris, S.、Fabregat, R.、Graf, S.、Kinshuk(2014)。Augmented reality trends in education: A systematic review of research and applications。Educational Technology & Society,17(4),133-149。  new window
13.Cicchino, M. I.(2015)。Using game-based learning to foster critical thinking in student discourse。Interdisciplinary Journal of Problem-Based Learning,9(2),57-74。  new window
14.盧秀琴、林毓哲(20180100)。國小教師開發「昆蟲桌遊教具」以增強學童「沈浸經驗、科學過程技能」。課程與教學,21(1),105-131。new window  延伸查詢new window
15.Chang, S.-C.、Hwang, G.-J.(2018)。Impacts of an augmented reality-based flipped learning guiding approach on students' scientific project performance and perceptions。Computers & Education,125,226-239。  new window
16.Liu, Pei-Hsun Emma、Tsai, Ming-Kuan(2013)。Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study。British Journal of Educational Technology,44(1),E1-E4。  new window
17.呂雀芬、吳淑美、徐瑩媺、葉美玉(20180200)。遊戲式學習於護理教育應用--同理心桌遊教學。護理雜誌,65(1),96-103。new window  延伸查詢new window
18.Weisberg, D. S.、Hirsh-Pasek, K.、Golinkoff, R. M.(2013)。Guided play: Where curricular goals meet a playful pedagogy。Mind, Brain, and Education,7(2),104-112。  new window
19.Ibáñez, María-Blanca、Delgado-Kloos, Carlos(2018)。Augmented reality for STEM learning: A systematic review。Computers & Education,123,109-123。  new window
20.王筱妮、梁淑坤(20181000)。桌遊融入國小三年級數與計算課程之設計與反思。臺灣數學教師,39(2),23-49。new window  延伸查詢new window
21.Akçayır, Murat、Akçayır, Gökçe(2017)。Advantages and challenges associated with augmented reality for education: A systematic review of the literature。Educational Research Review,20,1-11。  new window
22.Radu, I.(2014)。Augmented reality in education: A meta-review and cross-media analysis。Personal and Ubiquitous Computing,18(6),1533-1543。  new window
23.Garzon, J.、Acevedo, J.(2019)。Meta-analysis of the impact of augmented reality on students' learning gains。Educational Research Review,27,244-260。  new window
24.許家齊(2019)。【手機教養調查】中小學「手機族」調查,92%家長支持中小學生在校禁用手機。親子天下雜誌,106。  延伸查詢new window
25.Bursztyn, N.、Shelton, B.、Walker, A.、Pederson, J.(2017)。Increasing undergraduate interest to learn geoscience with GPS-based augmented reality field trips on students' own smartphones。Geological Society of America Today,27(6),4-10。  new window
26.Catalano, A.(2015)。The effect of a situated learning environment in a distance education information literacy course。The Journal of Academic Librarianship,41,653-659。  new window
27.Chen, C.-H.、Chou, Y.-Y.、Huang, C.-Y.(2016)。An augmented-reality-based concept map to support mobile learning for science。The Asia-Pacific Education Researcher,25,567-578。  new window
28.Garzón, J.、Kinshuk、Baldiris, S.、Gutiérrez, J.、Pavón, J.(2020)。How do pedagogical approaches affect the impact of augmented reality on education? A meta-analysis and research synthesis。Educational Research Review,31。  new window
29.Huang, T.-C.、Chen, C.-C.、Chou, Y.-W.(2016)。Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment。Computers & Education,96,72-82。  new window
30.Kamarainen, A. M.、Metcalf, S.、Grotzer, T.、Browne, A.、Mazzuca, D.、Tutwiler, M. S.、Dede, C.(2013)。EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips。Computers & Education,68,545-556。  new window
31.Rambli, D. R. A.、Matcha, W.、Sulaiman, S.(2013)。Fun learning with AR alphabet book for preschool children。Procedia Computer Science,25,211-219。  new window
32.Salmi, H.、Thuneberg, H.、Vainikainen, M.-P.(2017)。Making the invisible observable by augmented reality in informal science education context。International Journal of Science Education, Part B,7,253-268。  new window
33.Yasin, A. M.、Darleena, Z.、Isa, M. A. M.(2012)。Avatar implementation in virtual reality environment using situated learning for "Tawaf"。Procedia--Social and Behavioral Sciences,67,73-80。  new window
34.Azuma, Ronald T.(1997)。A Survey of Augmented Reality。Presence: Teleoperators & Virtual Environments,6(4),355-385。  new window
35.Brown, John Seely、Collins, Allan、Duguid, Paul(1989)。Situated Cognition and the Culture of Learning。Educational Researcher,18(1),32-42。  new window
會議論文
1.陳德懷、廖長彥、鄭年亨、陳志洪、張立杰、黃龍翔(2016)。「趣創者理論」初探:二十一世紀學習設計理論。第20屆全球華人計算機教育應用大會。  延伸查詢new window
2.Swensen, H.(2016)。Potential of augmented reality in science education: A literature review。  new window
研究報告
1.賴協志、張雅屏(2013)。學生學習本位之學校效能整合型研究子計畫五:「學習態度對學生學習與學校效能影響之研究」 (計畫編號:NAER-101-24-C-1-03-07-1-17)。  延伸查詢new window
2.Pintrich, P. R.、Smith, D. A. F.、Garcia, T.、McKeachie, W. J.(1991)。A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ)。Ann Arbor, MI:National Center for Research to Improve Postsecondary Teaching and Learning。  new window
圖書
1.Suchman, Lucy A.(1987)。Plans and Situated Actions: The Problem of Human-Machine Communication。Cambridge University Press。  new window
其他
1.方惠萱(20150217)。拼圖歷史悠久 源自歐洲地圖製作者,https://www.epochtimes.com.tw/n116617/拼圖歷史悠久-源自歐洲地圖製作者.html。  延伸查詢new window
2.潛力種子兒童教育中心(2016)。【專注力】拼圖拼出專注力,https://seedsofpotential.pixnet.net/blog/post/325981950。  延伸查詢new window
3.Council for Higher Education Accreditation(2006)。Accreditation and accountability: A CHEA special report,https://www.chea.org/sites/default/files/other-content/Accreditation_and_Accountability.pdf。  new window
圖書論文
1.Krapp, A.、Hidi, S.、Renninger, K. A.(1992)。Interest, learning, and development。The Role of Interest in Learning and Development。Lawrence Erlbaum Associates, Inc.。  new window
 
 
 
 
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