| 期刊論文1. | Charlton, John P.、Danforth, Ian D. W.(2010)。Validating the distinction between computer addiction and engagement: Online game playing and personality。Behaviour & Information Technology,29(6),601-613。 | 2. | Becker, Katrin(2007)。Digital Game-based Learning Once Removed: Teaching Teachers。British Journal of Educational Technology,38(3),478-488。 | 3. | Lepper, Mark R.、Corpus, Jennifer Henderlong、Iyengar, Sheena S.(2005)。Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates。Journal of Educational Psychology,97(2),184-196。 | 4. | Ha, Imsook、Yoon, Youngseog、Choi, Munkee(2007)。Determinants of adoption of mobile games under mobile broadband wireless access environment。Information & Management,44(3),276-286。 | 5. | Combs, A. W.(1981)。Humanistic education: Too tender for a tough world。The Phi Delta Kappan,62,446-449。 | 6. | Kinzie, Mable B.、Joseph, Dolly R. D.(2008)。Gender differences in game activity preferences of middle school children: Implications for educational game design。Educational Technology Research and Development,56(5),643-663。 | 7. | Jennett, C.、Cox, A. L.、Cairns, P.、Dhoparee, S.、Epps, A.、Tijs, T.、Walton, A.(2008)。Measuring and defining the experience of immersion in games。International Journal of Human-Computer Studies,66(9),641-661。 | 8. | Kebritchi, M.、Hirumi, A.(2008)。Examining the pedagogical foundations of modern educational computer games。Computers & Education,51(4),1729-1743。 | 9. | Vogel, J. J.、Vogel, D. S.、Cannon-Bowers, J.、Bowers, C. A.、Muse, K.、Wright, M.(2006)。Computer gaming and interactive simulations for learning: A meta-analysis。Journal of Educational Computing Research,34(3),229-243。 | 10. | Bakker, A. B.(2005)。Flow among music teachers and their students: The crossover of peak experiences。Journal of Vocational Behavior,66(1),26-44。 | 11. | Dusink, Liesbeth、Latour, L.(1996)。Controlling functional fixedness: The essence of successful reuse。Knowledge-Based Systems,9(2),137-143。 | 12. | Gibson, V.、Douglas, M.(2013)。Criticality: The experience of developing an interactive educational tool based on board games。Nurse Education Today,33(12),1612-1616。 | 13. | Khan, A.、Pearce, G.(2015)。A study into the effects of a board game on flow in undergraduate business students。The International Journal of Management Education,13(3),193-201。 | 14. | Kuhn, M. A.(1995)。Gaming: A technique that adds spice to learning?。Journal of Continuing Education in Nursing,26(1),35-39。 | 15. | Speers, A. T.(1993)。Games in nursing staff development。Journal of Nurses in Staff Development,9(6),274-277。 | 16. | 邱子容(2015)。桌上遊戲VS.英語教學。師友月刊,579,69-72。 延伸查詢 | 17. | 侯采伶(20160500)。用桌遊來翻轉學習--以國中數學質數為例。臺灣教育評論月刊,5(5),132-137。 延伸查詢 | 18. | McCurry, M. K.、Martins, D. C.(2010)。Teaching undergraduate nursing research: A comparison of traditional and innovative approaches for success with millennial learners。Journal of Nursing Education,49(5),276-279。 | 19. | 黃心玫(2013)。桌上遊戲在國小資源班的教學應用。桃竹區特殊教育,22,28-41。 延伸查詢 | 20. | 常雅珍(20170600)。桌上遊戲課程與教學之應用--以小學六年級學生為例。科學教育學刊,25(2),119-142。 延伸查詢 | 21. | Dondlinger, M. J.(2007)。Educational video game design: A review of the literature。Journal of applied educational technology,4(1),21-31。 | 22. | 盧姝如、朱慶雄、盧昉暄(20130400)。數位化桌上遊戲創新學習模式之開發設計--以國小中年級生海洋教育為例。國民教育,53(4),45-55。 延伸查詢 | 23. | Okazaki, S.、Skapa, R.、Grande, I.(2008)。Capturing Global Youth: Mobile Gaming in the U.S., Spain, and the Czech Republic。Journal of Computer-Mediated Communication,13(4),827-855。 | 24. | Annetta, L. A.、Minogue, J.、Holmes, S. Y.、Cheng, M.-T.(2009)。Investigating the impact of video games on high school students' engagement and learning about genetics。Computers & Education,53(1),74-85。 | 25. | Merikivi, J.、Tuunainen, V.、Nguyen, D.(2017)。What makes continued mobile gaming enjoyable?。Computers in human behavior,68(3),411-421。 | 26. | Davis, Fred D.、Bagozzi, Richard P.、Warshaw, Paul R.(1992)。Extrinsic and Intrinsic Motivation to Use Computers in the Workplace。Journal of Applied Social Psychology,22(14),1111-1132。 | 27. | Amabile, Teresa M.、Hill, Karl G.、Hennessey, Beth A.、Tighe, Elizabeth M.(1994)。The work preference inventory: Assessing intrinsic and extrinsic motivational orientations。Journal of Personality and Social Psychology,66(5),950-967。 | 28. | Kruea-In, N.、Thongperm, O.(2014)。Teaching of science process skills in Thai contexts: Status, supports and obstacles。Procedia--Social and Behavioral Sciences,141,1324-1329。 | 29. | 魏妤珊(2014)。桌上遊戲融入視覺藝術課程。師友月刊,567,100-103。 延伸查詢 | 30. | Boctor, L.(2013)。Active-learning strategies: The use of a game to reinforce learning in nursing education。Nurse Education in Practice,13(2),96-100。 | 31. | Boyle, E. A.、MacArthur, E. W.、Connolly, T. M.、Hainey, T.、Manea, M.、Kärki, A.、Rosmalen, P.(2014)。A narrative literature review of games, animations and simulations to teach research methods and statistics。Computers & Education,74,1-14。 | 32. | Cook, N. F.、McAloon, T.、O'Neill, P.、Beggs, R.(2012)。Impact of a web based interactive simulation game (PULSE) on nursing students' experience and performance in life support training--A pilot study。Nurse Education Today,32(6),714-720。 | 33. | Harrington, B.、O'Connell, M.(2016)。Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour。Computers in Human Behavior,63,650-658。 | 34. | Lati, W.、Supasorn, S.、Promarak, V.(2012)。Enhancement of learning achievement and integrated science process skills using science inquiry learning activities of chemical reaction rates。Procedia--Social and Behavioral Sciences,46,4471-4475。 | 35. | Lemos, M. S.、Veríssimo, L.(2014)。The relationships between intrinsic motivation, extrinsic motivation, and achievement, along elementary school。Procedia--Social and Behavioral Sciences,112,930-938。 | 36. | 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。 | 37. | Wu, W. H.、Chiou, W. B.、Kao, H. Y.、Hu, C. H. A.、Huang, S. H.(2012)。Re-exploring game-assisted learning research: the perspective of learning theoretical bases。Computers & Education,59(4),1153-1161。 | 38. | 陳介宇(20101200)。從現代桌上遊戲的特點探討其運用於兒童學習的可行性。國教新知,57(4),40-45。 延伸查詢 | 會議論文1. | Brown, E.、Cairns, P.(2004)。A grounded investigation of game immersion。The CHI '04 extended abstracts on Human factors in computing systems。 | 2. | Klawe, M. M.(1999)。Computer games, education and interfaces: The E-GEMS project(會議日期: 1999, September),36-39。 | 3. | Bateman, T. S.、Crant, J. M.(2003)。Revisiting Intrinsic and Extrinsic Motivation。Meeting of the Academy of Management。 | 圖書1. | Vygotsky, L. S.、Cole, M.、John-Steiner, V.、Scribner, S.、Souberman, E.(1978)。Mind in society: The development of higher mental processes。Cambridge, MA:Harvard University Press。 | 2. | 余民寧(2006)。潛在變項模式:SIMPLIS的應用。高等教育。 延伸查詢 | 3. | Csikszentmihalyi, Mihaly(1990)。Flow: The psychology of optimal experience。Harper & Row。 | 4. | Bandura, A.(1977)。Social learning theory。Prentice Hall。 | 5. | 王保進(1999)。視窗版SPSS與行為科學研究。心理。 延伸查詢 | 6. | Kolb, David A.(1984)。Experiential Learning: Experience As The Source of Learning & Development。Prentice-Hall。 | 7. | Cohen, Jacob E.(1988)。Statistical Power Analysis for the Behavioral Sciences。Lawrence Erlbaum Associates。 | 圖書論文1. | Schrier, K.(2007)。Reliving the revolution: Designing augmented reality games to teach critical thinking。Games and Simulations in Online Learning: Research and Development Frameworks。Information Science Publishing。 | 2. | Shen, Ch. Y.、O'Neil, H. F.(2008)。Role of worked examples to stimulate learning in a game。Computer games and team and individual learning。Elsevier。 | |
| |