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題名:史地文化複合式策略桌遊之設計與成效評估
書刊名:數位學習科技期刊
作者:林長信施如齡
作者(外文):Lin, Chang-hsinShih, Ju-ling
出版日期:2022
卷期:14:4
頁次:頁1-23
主題關鍵詞:史地文化策略遊戲遊戲式學習複合式桌遊History cultureStrategy gameGame-based learningComplex board game
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:15
  • 點閱點閱:5
期刊論文
1.Hwang, Gwo-Jen、Wu, Po-Han、Chen, Chi-Chang(2012)。An online game approach for improving students' learning performance in web-based problem-solving activities。Computers & Education,59(4),1246-1256。  new window
2.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
3.Wang, L.-C.、Chen, M.-P.(2010)。The effects of game strategy and preferencematching on flow experience and programming performance in game-based learning。Innovations in Education and Teaching International,47(1),39-52。  new window
4.Papastergiou, Marina(2009)。Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation。Computers & Education,52(1),1-12。  new window
5.Kiili, K.(2005)。Digital game-based learning: Towards an experiential gaming model。The Internet and Higher Education,8(1),13-24。  new window
6.Wilson, R. S.、Barnes, L. L.、Aggarwal, N. T.、Boyle, P. A.、Hebert, L. E.、Mendes de Leon, C. F.、Evans, D. A.(2010)。Cognitive activity and the cognitive morbidity of Alzheimer disease。Neurology,75(11),990-996。  new window
7.Han, J.、Kim, K.、Jung, K.、Lee, K. O.(2012)。RFID-Based digital board game platforms。Computing and Informatics,29(6+),1141-1158。  new window
8.Hung, C.-Y.、Sun, J. C.-Y.、Yu, P.-T.(2015)。The benefits of a challenge: Student motivation and flow experience in tablet-PC-game-based learning。Interactive Learning Environments,23(2),172-190。  new window
9.曾憲雄、翁瑞鋒、楊宗瑜(20161200)。基於真實案例之網路安全素養遊戲式教學設計。人文社會學報. 國立臺灣科技大學,12(4),305-317。new window  延伸查詢new window
10.Qian, M.、Clark, K. R.(2016)。Game-based Learning and 21st century skills: A review of recent research。Computers in Human Behavior,63,50-58。  new window
11.Broll, G.、Vodicka, E.、Boring, S.(2013)。Exploring multi-user interactions with dynamic NFC-displays。Pervasive and Mobile Computing,9(2),242-257。  new window
12.Covaci, A.、Ghinea, G.、Lin, C.-H.、Huang, S.-H.、Shih, J.-L.(2018)。Multisensory games-based learning--lessons learnt from olfactory enhancement of a digital board game。Multimedia Tools and Applications,77,21245-21263。  new window
13.Hamari, J.、Koivisto, J.(2014)。Measuring flow in gamification: Dispositional flow Scale-2。Computers in Human Behavior,40,133-143。  new window
會議論文
1.Chen, K.-C.、Wu, C.-J.、Chen, G.-D.(2011)。A digital board game based learning system for authentic learning。The 2011 11th IEEE International Conference on Advanced Learning Technologies。  new window
2.Buro, M.、Furtak, T.(2003)。RTS games as test-bed for real-time AI research。The 7th Joint Conference on Information Science。  new window
3.Lin, C.-H.、Shih, J.-L.(2017)。Analysis of Students' Personalities and Gaming Strategies in a Technology-Enhanced Board。The 25th International Conference on Computers in Education。  new window
4.Lin, C.-H.、Huang, S.-H.、Shih, J.-L.、Covaci, A.、Ghinea, G.(2017)。Game-based learning effectiveness and motivation study between competitive and cooperative modes。The 17th International Conference on Advanced Learning Technologies。  new window
5.Wallace, J. R.、Pape, J.、Chang, Y.-L. B.、McClelland, P. J.、Graham, T. C.、Scott, S. D.、Hancock, M.(2012)。Exploring automation in digital tabletop board game。The ACM 2012 conference on Computer Supported Cooperative Work。  new window
圖書
1.Csikszentmihalyi, Mihaly(1997)。Creativity: Flow and the psychology of discovery and invention。New York:Harper Perennial。  new window
2.Milton, Giles、王國璋(2001)。荳蔻的故事--香料如何改變世界歷史?。台北:究竟出版社。  延伸查詢new window
3.Prensky, M.(2007)。Digital game-based learning。St. Paul, Minnesota:Paragon House。  new window
4.Shernoff, D. J.(2013)。Optimal learning environments to promote student engagement。New York:Springer。  new window
5.Squire, Kurt(2011)。Video games and learning: Teaching and participatory culture in the digital age。Teachers College Press。  new window
6.Anderson, S. P.(2011)。Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences。Pearson Education。  new window
7.橫井祐介、陳聖怡(2015)。圖解大航海時代大全。楓樹林。  延伸查詢new window
8.Geckil, I. K.、Anderson, P. L.(2016)。Applied game theory and strategic behavior。Chapman and Hall/CRC。  new window
圖書論文
1.Andrukaniec, E.、Franken, C.、Kirchhof, D.、Kraus, T.、Schöndorff, F.、Geiger, C.(2013)。OUTLIVE--An Augmented Reality Multi-user Board Game Played with a Mobile Device。Advances in computer entertainment。Springer。  new window
 
 
 
 
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