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題名:玩家人格特質與答題時間壓力對遊戲體驗、態度與表現之影響
書刊名:教育傳播與科技研究
作者:羅家駿郭宛如
作者(外文):Lo, Jia-jiunnKuo, Wan-ju
出版日期:2020
卷期:124
頁次:頁53-68
主題關鍵詞:時間壓力人格特質遊戲體驗遊戲態度遊戲表現Time pressurePersonality typeGameplay experienceGameplay attitudeGameplay performance
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:71
  • 點閱點閱:5
期刊論文
1.蔡福興、游光昭、蕭顯勝(20100600)。影響數位遊戲式學習行為與學習遷移成效之因素探討。教育科學研究期刊,55(2),167-206。new window  延伸查詢new window
2.Sun, C.-T.、Wang, D.-Y.、Chan, H.-L.(2011)。How digital scaffolds in games direct problem-solving behaviors。Computers and Education,57(3),2118-2125。  new window
3.Hwang, M.-Y.、Hong, J.-C.、Cheng, H.-Y.、Peng, Y.-C.、Wu, N.-C.(2013)。Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game。Computers & Education,60(1),254-263。  new window
4.Andrews, Jonlee、Smith, Daniel C.(1996)。In Search of the Marketing Imagination: Factors Affecting the Creativity of Marketing Programs for Mature Products。Journal of Marketing Research,33(2),174-187。  new window
5.Woszczynski, A. B.、Roth, P. L.、Segars, A. H.(2002)。Exploring the Theoretical Foundations of Playfulness in Computer Interactions。Computers in Human Behavior,18(4),369-388。  new window
6.Smith, Glenn Gordon、Li, Mimi、Drobisz, Jack、Park, Ho-Ryong、Kim, Deoksoon、Smith, Stanley Dana(2013)。Play games or study? computer games in ebooks to learn English vocabulary。Computers & Education,69,274-286。  new window
7.Moon, Ji-Won、Kim, Young-Gul(2001)。Extending the TAM for a world-wide-web context。Information & Management,38(4),217-230。  new window
8.洪榮昭、詹瓊華(20180900)。共變推理遊戲:遊戲自我效能與後設認知影響遊戲中的焦慮、興趣及表現之研究。教育科學研究期刊,63(3),131-162。new window  延伸查詢new window
9.莊耀嘉、李雯娣(20010600)。兒童性格結構:五大模型的本土化檢驗。中華心理學刊,43(1),65-82。new window  延伸查詢new window
10.洪榮昭、王志美、葉貞妮、吳鳳姝(20200900)。遊戲自我效能、遊戲興趣、認知負荷與地理桌遊的遊玩自信心提升之相關研究。教育科學研究期刊,65(3),225-250。new window  延伸查詢new window
11.楊心怡(20131200)。從認知負荷觀點探討鷹架輔助遊戲式學習於人體血液循環之研究。教育傳播與科技研究,106,65-78。new window  延伸查詢new window
12.林建堯、黃緒庭、黃郁琇(20161200)。探討兒童遊戲設施對兒童遊戲行為之影響。戶外遊憩研究,29(4),1-36。new window  延伸查詢new window
13.徐瑞縈、許竹筌(20180300)。遊戲動機與網路社群資訊分享對精靈寶可夢Go玩家遊戲體驗滿意度探索--皮卡丘效應的驗證。亞太經濟管理評論,21(2),75-104。new window  延伸查詢new window
14.吳紅云(2006)。時間限制對EFL作文成績的影響。外語教學與研究,38(1),37-43+81。  延伸查詢new window
15.葉子明、白凢芸、周士哲(2019)。行政職務壓力大!教師人格特質、工作壓力及壓力因應策略對工作倦怠之影響。全球科技管理與教育期刊,8(3),70-92。  延伸查詢new window
16.顏瑞棋(2019)。PC版線上遊戲之體驗價值、消費動機與再購意願之研究。真理觀光學報,15,1-16。  延伸查詢new window
17.洪新原、康贊清、黃立雙、黃心怡(20100600)。Effects of Participative and Directive Leadership in a GSS-Mediated Environment under Time Pressure。交大管理學報,30(1),47-80。new window  延伸查詢new window
18.Byrne, K. A.、Silasi-Mansat, C. D.、Worthy, D. A.(2015)。Who chokes under pressure? The Big Five personality traits and decision-making under pressure。Personality and Individual Differences,74,22-28。  new window
19.Laufer, B.(1986)。Possible changes in attitude towards vocabulary acquisition research。International Review of Applied Linguistics in Language Teaching,24(1),69-75。  new window
20.Lo, J.-J.、Lin, Y.-J.(2016)。Investigation of the Influence of Gameplay Anonymity and Cooperation Mode on an English Vocabulary learning Game。Journal of Information Technology and Applications,10(2),31-39。  new window
21.Turgut, Y.、İrgin, P.(2009)。Young learners' language learning via computer games。Procedia: Social and Behavioral Sciences,1,760-764。  new window
22.van Harreveld, F.、Wagenmakers, E.-J.、van der Maas, H. L. J.(2007)。The effects of time pressure on chess skill: An investigation into fast and slow processes underlying expert performance。Psychological Research,71,591-597。  new window
會議論文
1.俞作棟(2020)。教育遊戲融入小學英語教學的模式構建。2020年教育信息化與教育技術創新學術論壇。  延伸查詢new window
2.鄭昱廷、羅家駿(2016)。不同人格對數位英語字彙學習遊戲鷹架輔助工具使用行為差異之研究。第20屆全球華人計算機教育應用大會。  延伸查詢new window
3.Chen, Wen-Feng、Lo, Jia-Jiunn(2011)。The evaluative criteria of computer-based vocabulary learning games。The 6th International Conference on E-learning and Games。  new window
4.Garcia, R. M. C.、Kloos, C. D.、Gil, M. C.(2008)。Game based spelling learning。The 38th Annual Frontiers in Education Conference。  new window
5.Lo, J.-J.、Huang, Y.-C.(2018)。Using short videos to teach vocabulary for EFL High School students。The 2018 Clute International Conferences。  new window
6.Lo, J.-J.、Kuo, W.-J.(2019)。The impacts of time pressure on players' gameplay attitudes of educational games。The 2019 International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology。  new window
7.Lo, J.-J.、Li, W.-H.(2017)。Development of an adaptive English vocabulary learning game。The 2017 International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology。  new window
8.Schreuder, E. J. A.、Mioch, T.(2011)。The effect of time pressure and task completion on the occurrence of cognitive lockup。The 4th Workshop HCP Human Centered Processes。  new window
9.Siriphunwaraphon, C.、Tongtep, N.、Charoenporn, T.(2016)。Human personality toward digital gameplay analytics for edutainment-based instructional design。The 2016 8th International Conference on Knowledge and Smart Technology。  new window
圖書
1.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
2.Adams, Ernest(2014)。Fundamentals of game design。New Riders。  new window
3.Schell, Jesse(2015)。The art of game design: A book of lenses。CRC Press。  new window
 
 
 
 
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