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題名:創新桌上遊戲課程之研究--以小學四年級學生為例
書刊名:明志學報
作者:常雅珍邱慧芳
作者(外文):Chaung, Ya-janeChiu, Hui-fang
出版日期:2022
卷期:50
頁次:頁57-75
主題關鍵詞:自創桌上遊戲人際關係桌上遊戲Own-made board gameInterpersonal relationshipBoard 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:22
  • 點閱點閱:1
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。  new window
2.Becker, Katrin(2007)。Digital Game-based Learning Once Removed: Teaching Teachers。British Journal of Educational Technology,38(3),478-488。  new window
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。  new window
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。  new window
5.Combs, A. W.(1981)。Humanistic education: Too tender for a tough world。The Phi Delta Kappan,62,446-449。  new window
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。  new window
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。  new window
8.Kebritchi, M.、Hirumi, A.(2008)。Examining the pedagogical foundations of modern educational computer games。Computers & Education,51(4),1729-1743。  new window
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。  new window
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。  new window
11.Dusink, Liesbeth、Latour, L.(1996)。Controlling functional fixedness: The essence of successful reuse。Knowledge-Based Systems,9(2),137-143。  new window
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。  new window
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。  new window
14.Kuhn, M. A.(1995)。Gaming: A technique that adds spice to learning?。Journal of Continuing Education in Nursing,26(1),35-39。  new window
15.Speers, A. T.(1993)。Games in nursing staff development。Journal of Nurses in Staff Development,9(6),274-277。  new window
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new window
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new window
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。  new window
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new window
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。new window  延伸查詢new window
21.Dondlinger, M. J.(2007)。Educational video game design: A review of the literature。Journal of applied educational technology,4(1),21-31。  new window
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new window
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。  new window
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。  new window
25.Merikivi, J.、Tuunainen, V.、Nguyen, D.(2017)。What makes continued mobile gaming enjoyable?。Computers in human behavior,68(3),411-421。  new window
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。  new window
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。  new window
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。  new window
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new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。new window  延伸查詢new window
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。  new window
2.Klawe, M. M.(1999)。Computer games, education and interfaces: The E-GEMS project(會議日期: 1999, September),36-39。  new window
3.Bateman, T. S.、Crant, J. M.(2003)。Revisiting Intrinsic and Extrinsic Motivation。Meeting of the Academy of Management。  new window
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。  new window
2.余民寧(2006)。潛在變項模式:SIMPLIS的應用。高等教育。  延伸查詢new window
3.Csikszentmihalyi, Mihaly(1990)。Flow: The psychology of optimal experience。Harper & Row。  new window
4.Bandura, A.(1977)。Social learning theory。Prentice Hall。  new window
5.王保進(1999)。視窗版SPSS與行為科學研究。心理。  延伸查詢new window
6.Kolb, David A.(1984)。Experiential Learning: Experience As The Source of Learning & Development。Prentice-Hall。  new window
7.Cohen, Jacob E.(1988)。Statistical Power Analysis for the Behavioral Sciences。Lawrence Erlbaum Associates。  new window
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。  new window
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。  new window
 
 
 
 
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