:::

詳目顯示

回上一頁
題名:專家與生手的差異在哪裡?以滯後序列分析數位五連方拼圖遊戲的空間行為模式為例
書刊名:教育科學研究期刊
作者:鄭海蓮陳重年
作者(外文):Jeng, Hi-lianChen, Chung-nien
出版日期:2022
卷期:67:4
頁次:頁105-142
主題關鍵詞:人工智慧輔助教育專家與生手遊戲式學習滯後序列分析數位五連方拼圖遊戲Artificial intelligence in educationExperts and novicesGame-based learningLag sequential analysisDigital Pentomino game
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(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.Brand-Gruwel, Saskia、Wopereis, Iwan、Vermetten, Yvonne(2005)。Information problem solving by experts and novices: analysis of a complex cognitive skill。Computers in Human Behavior,21(3),487-508。  new window
2.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
3.Tüzün, Hakan、Yılmaz-Soylu, Meryem、Karakuş, Türkan、İnal, Yavuz、Kızılkaya, Gonca(2009)。The effects of computer games on primary school students' achievement and motivation in geography learning。Computers & Education,52(1),68-77。  new window
4.McGee, Mark G.(1979)。Human spatial abilities: Psychometric studies and environmental, genetic, hormonal, and neurological influences。Psychological Bulletin,86(5),889-918。  new window
5.Sung, Han-Yu、Hwang, Gwo-Jen、Yen, Yi-Fang(2015)。Development of a contextual decision-making game for improving students' learning performance in a health education course。Computers and Education,82,179-190。  new window
6.Dale, Edgar、Chall, Jeanne S.(1948)。A formula for predicting readability。Educational Research Bulletin,27(1),11-20+28。  new window
7.Flesch, Rudolf F.(1948)。A New Readability Yardstick。Journal of Applied Psychology,32(3),221-233。  new window
8.Jeng, Hi-Lian、Chen, Yu-Fang(2013)。Comparisons of latent factor region means of spatial ability based on measurement invariance。Learning and Individual Differences,27,16-25。  new window
9.Kell, H. J.、Lubinski, D.、Benbow, C. P.、Steiger, J. H.(2013)。Creativity and technical innovation: Spatial ability's unique role。Psychological Science,24(9),1831-1836。  new window
10.Tsai, Meng-Jung、Huang, Li-Ju、Hou, Huei-Tse、Hsu, Chung-Yuan、Chiou, Guo-Li(2016)。Visual behavior, flow and achievement in game-based learning。Computers & Education,98,115-129。  new window
11.Sims, Valerie K.、Mayer, Richard E.(2002)。Domain specificity of spatial expertise: The case of video game players。Applied Cognitive Psychology,16(1),97-115。  new window
12.Yang, Jie Chi、Chen, Sherry Y.(2010)。Effects of gender differences and spatial abilities within a digital pentominoes game。Computers & Education,55(3),1220-1233。  new window
13.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
14.Jeng, Hi-Lian、Liu, Giun-Fu(2016)。Test interactivity is promising in promoting gender equity in females' pursuit of STEM careers。Learning and Individual Differences,49,201-208。  new window
15.Titze, Corinna、Jansen, Petra、Heil, Martin(2010)。Mental rotation performance in fourth graders: No effects of gender beliefs (yet?)。Learning and Individual Differences,20(5),459-463。  new window
16.Linn, Marcia C.、Petersen, Anne C.(1985)。Emergence and characterization of sex differences in spatial ability: A meta-analysis。Child Development,56(6),1479-1498。  new window
17.Hou, Huei-Tse(2015)。Integrating cluster and sequential analysis to explore learners' flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration。Computers in Human Behavior,48,424-435。  new window
18.Hou, Huei-Tse(2012)。Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG)。Computers & Education,58(4),1225-1233。  new window
19.Dreyfus, Stuart E.(2004)。The five-stage model of adult skill acquisition。Bulletin of Science, Technology & Society,24(3),177-181。  new window
20.Hwang, Gwo-Jen、Hung, Chun-Ming、Chen, Nian-Shing(2014)。Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach。Educational Technology Research and Development,62(2),129-145。  new window
21.Liu, Chen-Chung、Cheng, Yuan-Bang、Huang, Chia-Wen(2011)。The effect of simulation games on the learning of computational problem solving。Computers and Education,57(3),1907-1918。  new window
22.Hwang, Gwo-Jen、Chu, Hui-Chun、Yin, Cheng-Jiu(2017)。Objectives, methodologies and research issues of learning analytics。Interactive Learning Environments,25(2),143-146。  new window
23.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
24.Sung, Han-Yu、Hwang, Gwo-Jen(2018)。Facilitating Effective Digital Game-Based Learning Behaviors and Learning Performances of Students Based on a Collaborative Knowledge Construction Strategy。Interactive Learning Environments,26(1),118-134。  new window
25.Chatti, Mohamed Amine、Dyckhoff, Anna Lea、Schroeder, Ulrik、Thüs, Hendrik(2012)。A reference model for learning analytics。International Journal of Technology Enhanced Learning,4(5/6),318-331。  new window
26.Jirout, J. J.、Newcombe, N. S.(2015)。Building blocks for developing spatial skills: Evidence from a large, representative U.S. sample。Psychological science,26(3),302-310。  new window
27.Sun, Jerry Chih-Yuan、Kuo, Cian-Yu、Hou, Huei-Tse、Lin, Yu-Yan(2017)。Exploring learners' sequential behavioral patterns, flow experience, and learning performance in an anti-phishing educational game。Educational Technology & Society,20(1),45-60。  new window
28.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
29.Hao, Kuang-Chung、Lee, Lai-Chung(2021)。The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: an analysis of learning。Interactive Learning Environments,29(7),1101-1114。  new window
30.Chang, Ching-Yi、Kao, Chien-Huei、Hwang, Gwo-Jen、Lin, Fu-Huang(2020)。From experiencing to critical thinking: A contextual game-based learning approach to improving nursing students' performance in electrocardiogram training。Educational Technology Research and Development,68(3),1225-1245。  new window
31.Hwang, Gwo-Jen、Tu, Yun-Fang(2021)。Roles and Research Trends of Artificial Intelligence in Mathematics Education: A Bibliometric Mapping Analysis and Systematic Review。Mathematics,9(6),(584)1-(584)19。  new window
32.Hwang, Gwo-Jen、Chen, Chih-Hung(2017)。Influences of an inquiry-based ubiquitous gaming design on students' learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving。British Journal of Educational Technology,48(4),950-971。  new window
33.Sung, Han-Yu、Hwang, Gwo-Jen(2013)。A collaborative game-based learning approach to improving students' learning performance in science courses。Computers and Education,63,43-51。  new window
34.Peters, Michael、Laeng, Bruno、Latham, Kerry、Jackson, Marla、Zaiyouna, Raghad、Richardson, Chris(1995)。A redrawn Vandenberg and Kuse Mental Rotations Test: Different versions and factors that affect performance。Brain and Cognition,28(1),39-58。  new window
35.Zhu, Gaoxia、Xing, Wanli、Popov, Vitaliy(2019)。Uncovering the sequential patterns in transformative and non-transformative discourse during collaborative inquiry learning。Internet and Higher Education,41(1),51-61。  new window
36.Chen, Ching-Huei(2019)。The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns。Educational Technology Research and Development,67(1),179-198。  new window
37.Cherney, Isabelle D.(2008)。Mom, let me play more computer games: They improve my mental rotation skills。Sex Roles: A Journal of Research,59(11/12),776-786。  new window
38.Cheung, Olivia S.、Hayward, William G.、Gauthier, Isabel(2009)。Dissociating the effects of angular disparity and image similarity in mental rotation and object recognition。Cognition,113(1),128-133。  new window
39.Chiang, Tosti Hsu-Cheng(2017)。Analysis of learning behavior in a flipped programing classroom adopting problem-solving strategies。Interactive Learning Environments,25(2),189-202。  new window
40.Hsieh, Ya-Hui、Lin, Yi-Chun、Hou, Huei-Tse(2015)。Exploring elementary-school students' engagement patterns in a game-based learning environment。Educational Technology & Society,18(2),336-348。  new window
41.Huang, Tien-Chi、Chen, Mu-Yen、Lin, Chun-Yu(2019)。Exploring the behavioral patterns transformation of learners in different 3D modeling teaching strategies。Computers in Human Behavior,92,670-678。  new window
42.Hussein, Mahmood H.、Ow, Siew Hock、Cheong, Loh Sau、Thong, Meow-Keong(2019)。A digital game-based learning method to improve students' critical thinking skills in elementary science。IEEE Access,7,96309-96318。  new window
43.Ke, Fengfeng(2019)。Mathematical problem solving and learning in an architecture-themed epistemic game。Educational Technology Research and Development,67(5),1085-1104。  new window
44.Krisztián, Ágota、Bernáth, László、Gombos, Hajnalka、Vereczkei, Lajos(2015)。Developing numerical ability in children with mathematical difficulties using origami。Perceptual and Motor Skills,121(1),233-243。  new window
45.Kwon, Kyungbin、Shin, Suhkyung、Brush, Thomas A.、Glazewski, Krista D.、Edelberg, Thomas、Park, Su Jin、Khlaif, Zuheir、Nadiruzzaman, Hamid、Alangari, Husa(2018)。Inquiry learning behaviors captured through screencasts in problem-based learning。Interactive Learning Environments,26(6),839-855。  new window
46.Lee, Joy Yeonjoo、Donkers, Jeroen、Jarodzka, Halszka、van Merriënboer, Jeroen J. G.(2019)。How prior knowledge affects problem-solving performance in a medical simulation game: Using game-logs and eye-tracking。Computers in Human Behavior,99,268-277。  new window
47.Lin, Chien-Heng、Chen, Chien-Min、Lou, Yu-Chiung(2014)。Developing spatial orientation and spatial memory with a treasure hunting game。Educational Technology & Society,17(3),79-92。  new window
48.Lindstedt, J. K.、Gray, W. D.(2019)。Distinguishing experts from novices by the mind's hand and mind's eye。Cognitive Psychology,109,1-25。  new window
49.Loh, Christian Sebastian、Li, I-Hung、Sheng, Yanyan(2016)。Comparison of similarity measures to differentiate players' actions and decision-making profiles in serious games analytics。Computers in Human Behavior,64,562-574。  new window
50.Loh, Christian Sebastian、Sheng, Yanyan(2015)。Measuring the (dis-)similarity between expert and novice behaviors as serious games analytics。Education and Information Technologies,20(1),5-19。  new window
51.Nazareth, A.、Herrera, A.、Pruden, S. M.(2013)。Explaining sex differences in mental rotation: Role of spatial activity experience。Cognitive Processing,14(2),201-204。  new window
52.Noroozi, O.、Alikhani, I.、Järvelä, S.、Kirschner, P. A.、Juuso, I.、Seppänen, T.(2019)。Multimodal data to design visual learning analytics for understanding regulation of learning。Computers in Human Behavior,100,298-304。  new window
53.Ramirez, G.、Gunderson, E. A.、Levine, S. C.、Beilock, S. L.(2012)。Spatial anxiety relates to spatial abilities as a function of working memory in children。Quarterly Journal of Experimental Psychology,65(3),474-487。  new window
54.Srisawasdi, N.、Panjaburee, P.(2019)。Implementation of game-transformed inquiry-based learning to promote the understanding of and motivation to learn chemistry。Journal of Science Education and Technology,28(2),152-164。  new window
55.Strømme, Torunn Aanesland、Furberg, Anniken(2015)。Exploring teacher intervention in the intersection of digital resources, peer collaboration, and instructional design。Science Education,99(5),837-862。  new window
56.Sung, Han-Yu、Hwang, Gwo-Jen、Wu, Po-Han、Lin, Dai-Qi(2018)。Facilitating deep-strategy behaviors and positive learning performances in science inquiry activities with a 3D experiential gaming approach。Interactive Learning Environments,26(8),1053-1073。  new window
57.Taylor, Holly A.、Hutton, Allyson(2013)。Think 3d!: Training spatial thinking fundamental to STEM education。Cognition and Instruction,31(4),434-455。  new window
58.Vander Heyden, K. M.、Huizinga, M.、Jolles, J.(2017)。Effects of a classroom intervention with spatial play materials on children's object and viewer transformation abilities。Developmental Psychology,53(2),290-305。  new window
59.Yang, Ya-Ting Carolyn(2015)。Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students。Computers & Education,81,281-295。  new window
60.Hwang, Gwo-Jen、Hsu, Ting-Chia、Lai, Chiu-Lin、Hsueh, Ching-Jung(2017)。Interaction of problem-based gaming and learning anxiety in language students, English listening performance and progressive behavioral patterns。Computers & Education,106,26-42。  new window
61.Johnson, Edward S.、Meade, Ann C.(1987)。Developmental Patterns of Spatial Ability: An Early Sex Difference。Child Development,58(3),725-740。  new window
會議論文
1.Yan, Xin、Song, Dawei、Li, Xue(2006)。Concept-based document readability in domain specific information retrieval。The 15th ACM International Conference on Information and Knowledge Management,Yu, Philip S. (Chair) (會議日期: 2006/11/06-11/11)。Association for Computing Machinery。540-549。  new window
2.Jeng, H.-L.、Lai, W.-Y.、Chao, A.-K.(2010)。Modeling spatial geometric reasoning。The 15th Conference on Attention and Perception, Intersecting Social and Cognitive Neurosciences,(會議日期: 2010/10/01-10/03)。  new window
3.潘博揚、鄭海蓮(2018)。數位五連方積木拼圖遊戲中專家與生手行為模式的差異。第十三屆海峽兩岸心理與教育測驗學術研討會暨中國測驗學會年會,(會議日期: 2018/10/19-10/21)。  延伸查詢new window
4.Jeng, H.-L.、Chuang, Y.-W.、Lai, W.-Y.(2016)。Diminishing gender difference in communal-collaborative learning。International Workshop on Technology-enhanced Collaborative Learning (TECL 2016) in conjunction with CRIWG/CollabTech 2016,(會議日期: 2016/09/14-09/16)。  new window
5.Jeng, H.-L.、Li, J. C.(2014)。Difference comparisons of the primary grade students in computerized mental rotation test。The 9th Conference of the International Test Commission,(會議日期: 2014/07/02-07/05)。  new window
6.Jeng, H.-L.、Lin, Y.-S.(2017)。The additive effect of collaborative and game-based learning in using an eBook for promoting spatial ability。The International Workshop on Technology-enhanced Collaborative Learning,(會議日期: 2017/08/08-08/10)。  new window
7.Jeng, Hi-Lian、Liu, Li-Wen、Chen, Chung-Nien(2019)。Developing a Procedural Problem-solving-based Framework of Computational Thinking Components。The 2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI),(會議日期: 2019/07/07-07/11)。  new window
學位論文
1.吳冠蓉(2020)。使用互動式電子書和手機遊戲的空間能力教育訓練結果之比較(碩士論文)。國立臺灣科技大學。  延伸查詢new window
圖書
1.Prensky, Marc(2007)。Digital game-based learning。Paragon House。  new window
2.Bakeman, Roger、Gottman, John M.(1997)。Observing Interaction: An Introduction to Sequential Analysis。Cambridge University Press。  new window
3.Kline, Rex B.(1998)。Principles and Practice of Structural Equation Modeling。Guilford Press。  new window
其他
1.Buehl, Doug(2009)。Creating Robust Vocabulary: Frequently Asked Questions & Extended Examples by Isabel L. Beck, Margaret G. McKeown, Linda Kucan,https://www.jstor.org/stable/27654344。  new window
圖書論文
1.Lohman, David F.(1988)。Spatial abilities as traits, processes, and knowledge。Advances in the psychology of human intelligence。Lawrence Erlbaum Associates, Inc.。  new window
2.Loh, Christian Sebastian、Sheng, Yanyan、Ifenthaler, Dirk(2015)。Serious games analytics: Theoretical framework。Serious games analytics。Springer。  new window
3.Uttal, David H.、Cohen, Cheryl A.(2012)。Spatial thinking and STEM education: When, why, and how?。The Psychology of Learning and Motivation。Academic Press。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
1. 探討科學探究文創工作坊提升高中職學生科學探究自我效能之差異與預測力
2. 虛擬實境於技術型高中自閉症學生職業技能可用性之研究
3. 氣候變遷桌上遊戲教學轉化前後之教材特質與促進學習要素之研究
4. 數位遊戲式之泰語學習:語言焦慮、自我效能對於情意表現因素及學習價值之相關分析
5. 發明的自我效能與認知好奇心對持續參與IEYI臺灣選拔賽意圖之研究
6. Kahoot APP應用於泰國語言與文化課程:認知疲乏、遊戲興趣、焦慮、價值與持續使用意願之關係
7. 運用桌上型遊戲提升國小學生對家庭醫師之認知、態度及自我效能的成效研究
8. 理財教育、金融核心素養及學習成效間關聯之研究--以我是大股東桌遊為例
9. 體感式遊戲應用於泰文句法學習:泰文學習態度、語言焦慮、遊戲心流、測驗焦慮、句法自信心提升之關係
10. 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
11. 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
12. 青少年創意自我效能、競賽投入與參加競賽的價值之關係--以IEYI世界青少年創客發明展選拔賽為例
13. 設計自我效能、設計興趣和STEM學習表現之相關分析:以時尚設計為例
14. 空間能力評量系統APP:圖學表現、遊戲興趣、遊戲焦慮及持續遊玩意願之相關研究
15. 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
 
無相關書籍
 
無相關著作
 
QR Code
QRCODE