:::

詳目顯示

回上一頁
題名:遊戲式數位學習-
作者:孫春在
出版日期:2014
出版項:臺北:高等教育
集叢:數位學習系列叢書;3
ISBN:9789862660577
主題關鍵詞:數位學習遊戲教學
學門:教育學
資料類型:專書
相關次數:
  • 被引用次數被引用次數:期刊(11) 博士論文(3) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:11
  • 共同引用共同引用:0
  • 點閱點閱:5
期刊論文
1.De Jong, Ton、Van Joolingen, Wouter R.(1998)。Scientific discovery learning with computer simulations of conceptual domains。Review of Educational Research,68(2),179-201。  new window
2.Mayer, R. E.(2004)。Should there be a three-strikes rule against pure discovery learning? The case for guided methods of instruction。American Psychologist,59(1),14-19。  new window
3.Okan, Zühal(2003)。Edutainment: Is learning at risk?。British Journal of Educational Technology,34(3),255-264。  new window
4.Bartle, R.(1996)。Hearts, clubs, diamonds, spades: Players who suit MUDs。Journal of MUD Research,1(1)。  new window
5.Csikszentmihalyi, M.(1997)。Flow and education。The NAMTA Journal,22(2),2-35。  new window
6.Gree, C. S.、Bavelier D.(2003)。Action video game modifies visual selective attention。Nature,423,534-537。  new window
7.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
8.De Jong, T.(2006)。Computer simulations: Technological advances in inquiry learning。Science,312(5773),532-533。  new window
9.Kintsch, W.(1993)。Information accretion and reduction in text processing: Inferences。Discourse Process,16(1/2),193-202。  new window
10.Gee, J. P.(2004)。Learning by design: Games as learning machines。Interactive Educational Multimedia,8,15-23。  new window
11.Chen, Chien-hsun、Sun, Chuen-tsai、Hsieh, Jilung L.(2008)。Player Guild Dynamics and Evolution in Massively Multiplayer Online Games。CyberPsychology & Behavior,11(3),293-301。  new window
12.Williams, D.、Ducheneaut, N.、Xiong, L.、Zhang, Y. Y.、Yee, N.、Nickell, E.(2006)。From tree house to barracks: The social life of guilds in World of Warcraft。Games and Culture,1(4),338-361。  new window
13.Zimmerman, B. J.(1989)。A social cognitive view of self-regulated learning。Journal of Educational Psychology,81,329-339。  new window
14.Wan, Chin-Sheng、Chiou, Wen-Bin(2006)。Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese Adolescents。Cyberpsychology & Behavior,9(3),317-324。  new window
15.Feng, J.、Spence, I.、Pratt, J.(2007)。Playing an action video game reduces gender differences in spatial cognition。Psychological Science,18(10),850-855。  new window
16.Skinner, B. F.(1958)。Reinforcement today。American Psychologist,13(3),94-99。  new window
17.Graham, J.、Zheng, L.、Gonzalez, C.(2006)。A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers。CyberPsychology & Behavior,9(3),361-366。  new window
18.Williams, D.、Yee, N.、Caplan, S. E.(2008)。Who plays, how much, and why? Debunking the stereotypical gamer profile。Journal of Computer-Mediated Communication,13(4),993-1018。  new window
19.Klimoski, R.、Mohammed, S.(1994)。Team Mental Model: Construct or Metaphor?。Journal of Management,20(2),403-437。  new window
20.Rouse, W. B.、Morris, N. M.(1986)。On looking into the Black Box: Prospects and Limits in the Search for Mental Models。Psychological Bulletin,100,349-363。  new window
21.Barnett, L. A.(1990)。Playfulness: Definition, design, and measurement。Play and Culture,3(4),319-336。  new window
22.Van Eck, R.(2006)。Digital game-based learning: it's not just the digital natives who are restless。EDUCAUSE Review,41(2),16-30。  new window
23.Chen, J.(2007)。Flow in games (and everything else)。Communications of the ACM,50(4),31-34。  new window
24.Rieber, L. P.(1996)。Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations and games。Educational Technology Research and Development,44(2),43-58。  new window
25.Wood, David J.、Bruner, Jerome S.、Ross, Gail(1976)。The role of tutoring in problem solving。The Journal of Child Psychology and Psychiatry,17(2),89-100。  new window
26.Hmelo-Silver, C. E.、Duncan, R. G.、Chinn, C. A.(2007)。Scaffolding and achievement in problem-based and inquiry learning: A response to Kirschner, Sweller, and Clark (2006)。Educational Psychologist,42(2),99-107。  new window
27.Cannon-Bowers, J. A.、Salas, E.、Converse, S.(1993)。Shared mental models in expert team decision making research。Human Factors,38,193-205。  new window
28.Dodig-Crnkovic, G.、Larsson, T.(2006)。Game ethics - Homo ludens as a computer game designer and consumer。International Review of Information Ethics,4,19-23。  new window
29.Holden, S.(2005)。Sudoku: Do you tear your hair out?。Teacher: The National Education Magazine,2005(July)。  new window
30.Lin, Holin、Sun, Chuen-tsai(2003)。Problems in simulating social reality: Observations on a MUD construction。Simulation & Gaming,34(1),69-88。  new window
31.Murray, S.(2005)。High art/low life: The art of playing Grand Theft Auto。PAJ, A Journal of Performance & Art,27(80),91-98。  new window
32.Sun, C. T.、Lin, H.、Ho, C. H.(2006)。Sharing tips with strangers: Exploiting gift culture in computer gaming。Cyberpsychology & Behavior,9(5),560-570。  new window
33.Van Joolingen, W.(1999)。Cognitive tools for discovery learning。International Journal of AIEd,10,385-397。  new window
34.Csikszentmihalyi, Mihály、LeFevre, Judith(1989)。Optimal experience in work and Leisure。Journal of Personality and Social Psychology,56(5),815-822。  new window
35.Hattie, John T.、Timperley, Helen(2007)。The power of feedback。Review of Educational Research,77(1),81-112。  new window
36.Zimmerman, Barry J.(2002)。Becoming a self-regulated learner: An overview。Theory Into Practice,41(2),64-70。  new window
37.Chen, Hsiang、Wigand, Rolf T.、Nilan, Michael S.(1999)。Optimal experience of Web activities。Computers in Human Behavior,15(5),585-608。  new window
38.Pearce, J. M.、Ainley, M.、Howard, S.(2005)。The ebb and flow of online learning。Computers in Human Behavior,21(5),745-771。  new window
39.Davis, Fred D.(1989)。Perceived Usefulness, Perceived Ease of Use, & User Acceptance of Information Technology。MIS Quarterly,13(3),319-340。  new window
40.Prensky, Marc(2001)。Digital Natives, Digital Immigrants。On the Horizon,9(5),1-6。  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.Ducheneaut, N.、Yee, N.、Nickell, E.、Moore, R. J.(2006)。"Alone Together?": Exploring the Social Dynamics of Massively Multiplayer Online Games。The SIGCHI Conference on Human Factors in Computing Systems,(會議日期: 2006/04/22-04/27)。  new window
3.Nardi, Bonnie、Harris, Justin(2006)。Strangers and friends: Collaborative play in World of Warcraft。The 2006 ACM Conference on Computer Supported Cooperative Work,(會議日期: 2006/11/04-11/08)。ACM。  new window
4.Gee, J. P.(2001)。Learning in semiotic domains: A social and situated account。The International Literacy Conference,(會議日期: November)。Cape Town。  new window
5.Hopson, J.(2004)。Behavioral game design。Game Developer's Conference,(會議日期: March)。San Jose, CA。  new window
6.Ito, K.(2005)。Possibilities of non-commercial games: The case of amateur role playing games designers in Japan。Digital Games Research Association Conference,(會議日期: 2005, June)。Vancouver。  new window
7.Myers, D.(2005)。What's good about bad play?。The Australasian Conference on Interactive Entertainment。Sydney:Creativity and Cognition Studios Press。133-140。  new window
8.Ravaja, N.、Saari, T.、Laarni, J.、Kallinen, K.、Salminen, M.(2005)。The psycho-physiology of video gaming: Phasic emotional responses to game events。DiGRA 2005 Conference: Changing Views - Worlds in Play。British Columbia。  new window
9.Ryan, W.、Siegel, M. A.(2009)。Evaluating interactive entertainment using breakdown: Understanding embodied learning in video games。DiGRA 2009。London。  new window
10.Simon, B.(2006)。Never playing alone: The social contextures of digital gaming。The CGSA 2006 Symposium。  new window
11.Smith, J. H.(2005)。The problem of other players: In-game cooperation as collective action。DiGRA 2005 Conference: Changing Views - Worlds in Play。  new window
12.Taylor, T. L.(2003)。Power gamers just want to have fun? Instrumental play in a MMOG。The 1 st Digital Games Research Conference,(會議日期: March)。Utrecht。  new window
13.White, G.(2009)。Wii gaming for older generations: From motivation to appropriation, and usability to user experience。DiGRA 2009 Conference,(會議日期: March)。Brunel University。  new window
圖書
1.Johnson, Steven(2005)。Everything bad is good for you。New York:Riverhead Books。  new window
2.Taylor, T. L.(2006)。Play between worlds: Exploring online game culture。Cambridge, MA:The MIT Press。  new window
3.Castronova, Edward(2005)。Synthetic Worlds: the Business and Culture of Online Games。Chicago, IL:The University of Chicago Press, Ltd。  new window
4.Murray, Janet H.(1997)。Hamlet on the holodeck: The future of narrative in cyberspace。Cambridge, MA:The MIT Press。  new window
5.Tekinbaş, Katie Salen、Zimmerman, Eric(2003)。Rules of Play: Game Design Fundamentals。MIT Press。  new window
6.Huizinga, J.(1938)。Homo ludens: a study of the play-element in culture。Beacon Press。  new window
7.Kafai, Y. B.(1995)。Minds in play: computer game design as a context for children's learning。Hillsdale, N.J.:Lawrence Erlbaum Associates。  new window
8.Gardner, H.(1991)。The unschooled mind。New York:Basic Books。  new window
9.Caillois, R.、Barash, M.(1958)。Man, Play and Games。Urbana, IL:University of Illinois Press。  new window
10.Sutton-Smith, B.(1997)。The Ambiguity of Play。Cambridge, MA:Harvard University Press。  new window
11.Carr, D.、Buckingham, D.、Burn, A.、Schott, G.(2006)。Computer games: Text, narrative and play。Cambridge:Polity Press。  new window
12.Bruner, J. S.、Jolly, A.、Sylva, K.(1976)。Play: Its role in development and evolution。New York, NY:Penguin Books。  new window
13.Piaget, J.(1962)。Play, dreams and imitation in childhood。Norton。  new window
14.Resnick, M.(1994)。Turtles, termites, and traffic jams: Explorations in massively parallel microworlds。Cambridge, MA:MIT Press。  new window
15.Johnson-Laird, P. N.(1983)。Mental models: Towards a cognitive science of language, inference and consciousness。Cambridge, MA:Harvard University Press。  new window
16.Turkle, S.(1995)。Life On The Screen: Identity In The Age Of The Internet。New York:Touchstone, Simon & Schuster。  new window
17.Newell, A.、Simon, H. A.(1972)。Human problem solving。Englewood Cliffs, NJ:Prentice-Hall。  new window
18.Oldenburg, Ray(1989)。The great good place: Cafes, coffee shops, bookstores, bars, hair salons, and other hangouts at the heart of a community。Marlowe & Company。  new window
19.Lieberman, J. N.(1977)。Playfulness: Its Relationship to Imagination and Creativity。New York:Academic Press。  new window
20.Bartle, R.(2003)。Designing virtual worlds。Berkeley, CA:New Riders。  new window
21.Bogost, I.(2007)。Persuasive games: The expressive power of video games。Cambridge, MA:The MIT Press。  new window
22.Consalvo, M.(2007)。Cheating: Gaining advantage in videogames。Cambridge, MA:The MIT Press。  new window
23.Edery, D.、Mollick, E.(2009)。Changing the game: How video games are transforming the future of business。Upper Saddle River, NJ:Pearson Education。  new window
24.Fullerton, T.、Swain, C.、Hoffman, S.(2004)。Game design workshop: Designing, prototyping, and playtesting games。San Francisco, CA:CMP Books。  new window
25.Gee, J. P.(2005)。Why video games are good for your soul: Pleasure and learning。Melbourne:Common Ground。  new window
26.Goffman, E.(1974)。Frame analysis。Cambridge, MA:Harvard University Press。  new window
27.Malone, T.(1981)。What makes things fun to learn? A study of intrinsically motivating computer games。Palo Alto, CA:Xerox。  new window
28.Pesce, M.(2000)。The playful world: How technology is transforming our imagination。New York, NY:Random House。  new window
29.Sicart, M.(2009)。The ethics of computer games。Cambridge, MA:The MIT Press。  new window
30.Wenger, Etienne(1998)。Communities of Practice: Learning, Meaning, and Identity。Cambridge University Press。  new window
31.Schunk, D. H.、Zimmerman, B. J.(1998)。Self-regulated learning: From teaching to self-reflective practice。Guilford Press。  new window
32.Gee, James Paul(2003)。What video games have to teach us about learning and literacy?。Palgrave Macmillan。  new window
33.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
34.Novak, Joseph D.、Gowin, D. Bob(1984)。Learning How to Learn。Cambridge University Press。  new window
35.Bandura, A.、Wessels, S.(1997)。Self-efficacy: The exercise of self-control。New York:Freeman。  new window
36.Bandura, Albert(1986)。Social Foundations of Thought and Action: A Social Cognitive Theory。Prentice-Hall, Inc.。  new window
單篇論文
1.Bruckman, A.(1993)。Identity workshop: Emergent social and psychological phenomena in text-based virtual reality,http://www.cc.gatech.edu/fac/Amy.Bruckman/papers/index.html。  new window
其他
1.Lindley, C. A.(2003)。Game taxonomies: A high level framework fo r game analysis and design,http://www.gamasutra.com/features/20031003/lindley_01.shtml。  new window
2.Suler, J.(1996)。Life at the palace: A cyberpsychology case study,http://p24601.rider.edu/users/suler/psycyber/palacestudy.html。  new window
3.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
圖書論文
1.Vygotsky, L. S.、Lopez-Morillas, M.(1978)。Interaction between learning and development。Mind in society: The development of higher psychological processes。Cambridge, MA:Harvard University Press。  new window
2.Reid, E.(1999)。Hierarchy and power: social control in cyberspace。Communities in cyberspace。London:Routledge。  new window
3.Gibson, J. J.(1977)。The theory of affordances。Perceiving, acting, and knowing: Toward an ecological psychology。Hillsdale, NJ:Lawrence Erlbaum Associates。  new window
4.Collins, A.、Brown, J. S.、Newman, S. E.(1989)。Cognitive Apprenticeship: Teaching the Craft of Reading, Writing and Mathematics。Knowing, Learning and Instruction: Essays in Honor of Robert Glaser。Hillsdale, NJ:Lawrence Erlbaum Associates。  new window
5.Sternberg, R. J.(1988)。A three-facet model of creativity。The nature of creativity。New York, NY:Cambridge University Press。  new window
6.Csikszentmihalyi, M.(1999)。Implications of a system perspective for the study of creativity。Handbook of creativity。Cambridge:Cambridge University Press。  new window
7.Murray, Janet H.(2004)。From Game-Story to Cyberdrama。First Person: New Media as Story, Performance, and Game。Cambridge, MA:MIT Press。  new window
8.Buckingham, D.(2006)。Studying computer games。Computer games: Text, narrative and play。Cambridge:Polity Press。  new window
9.Kirriemuir, J.、McFarlane, A.(2006)。Literature review in games and learning。Futurelab Series: Report。Bristol:Futurelab。  new window
10.Lin, H.(2008)。Body, space and gendered gaming experiences: A cultural geography of homes, dormitories and cybercafes。Beyond barbie and mortal kombat: New perspectives on gender and gaming。Cambridge, MA:The MIT Press。  new window
11.Lin, H.、Sun, C. T.(2007)。White-eyed' and 'Griefer' player culture: Grief play and deviance construction in MMORPGs。Worlds in play: International perspectives on digital games research。New York, NY:Peter Lang。  new window
12.Lin, H.、Sun, C. T.(2011)。Thrift players in a twisted game world?-A study on private online game servers。Online gaming in context: The social and cultural significance of online games。New York, NY:Routledge。  new window
13.Putnam, R. D.(2001)。Social capital: Measurement and consequences。The contribution of human and social capital to sustained economic growth and well-being。Ottawa:HDRC。  new window
14.Squire, K.(2008)。Video game literacy: A literacy of expertise。Handbook of research on new literacies。Mahwah, NJ:Erlbaum。  new window
15.Vygotsky, L. S.(1967)。Play and its role in the mental development of the child。Play: Its role in development and evolution。New York, NY:Basic Books。  new window
16.Nakamura, Jeanne、Csikszentmihalyi, Mihalyi(2002)。The concept of flow。Handbook of positive psychology。Oxford University Press。  new window
17.Massimini, Fausto、Carli, Massimo(1988)。The systematic assessment of flow in daily experience。Optimal experience: psychological studies of flow in consciousness。Cambridge University Press。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關書籍
 
無相關著作
 
QR Code
QRCODE