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題名:再遊戲化能力初探:以小學生玩家在教育遊戲平臺為例
書刊名:數位學習科技期刊
作者:張鐵懷陳斐卿
作者(外文):Chang, Tieh-huaiChen, Fei-ching
出版日期:2021
卷期:13:2
頁次:頁1-26
主題關鍵詞:小學生再遊戲化能力玩家硬樂趣電玩經驗Elementary school studentsRe-gamificationGamersHard funGaming experience
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)
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  • 共同引用共同引用:8
  • 點閱點閱:14
期刊論文
1.Prince, J. D.(2013)。Gamification。Journal of Electronic Resources in Medical Libraries,10(3),162-169。  new window
2.Kebritchi, M.、Hirumi, A.、Bai, H.(2010)。The effects of modern mathematics computer games on mathematics achievement and class motivation。Computers & Education,55(2),427-443。  new window
3.張鐵懷、陳斐卿(20160300)。小學生玩家展現的電玩實踐社群知識--以數學自由擬題為例。科學教育學刊,24(1),31-55。new window  延伸查詢new window
4.Chang, S. M.、Lin, Sunny S. J.(2014)。Team knowledge with motivation in a successful MMORPG game team: A case study。Computers & Education,73,129-140。  new window
5.林鶴玲(20110700)。從玩家到研究者、從研究者到玩家:遊戲經驗與遊戲文化研究。新聞學研究,108,19-25。new window  延伸查詢new window
6.Smith-Robbins, S.(2011)。"This game sucks": How to improve the gamification of education。EDUCAUSE Review,46(1),58-59。  new window
7.Pavlak, C. M.(2013)。"It is hard fun": Scaffolded biography writing with English learners。The Reading Teacher,66(5),405-414。  new window
8.Mathers, B. G.(2008)。Students' perceptions of "fun" suggest possibilities for literacy learning: "You can be entertained and informed"。Reading Horizons: A Journal of Literacy and Language Arts,49(1),71-88。  new window
9.Bogost, I.(20140204)。The squalid grace of flappy bird: Why playing stupid games staves off existential despair。The Atlantic,2014(Feb.)。  new window
10.Barata, G.、Gama, S.、Jorge, J.、Gonçalves, D.(2017)。Studying student differentiation in gamified education: A long-term study。Computers in Human Behavior,71,550-585。  new window
11.王瑞壎(20021200)。從詮釋現象學觀點探討國小電腦課「人機互動」現象。科學教育研究與發展季刊,29,75-102。  延伸查詢new window
會議論文
1.Lindley, S. E.、Le Couteur, J.、Berthouze, N. L.(2008)。Stirring up experience through movement in game play: Effects on engagement and social behaviour。The 26th Annual SIGCHI Conference on Human Factors in Computing Systems。The Association for Computing Machinery。511-514。  new window
2.Deterding, S.、Dixon, D.、Khaled, R.、Nacke, L. E.(2011)。Gamification: Toward a definition。CHI 2011 Gamification Workshop,(會議日期: 2011/05/07-12)。  new window
3.Chien, T.-C.、Chen, Z.-H.、Ko, H.-W.、Ku, Y.-M.、Chan, T.-W.(2011)。My-Bookstore: The design of a management game to promote classroom reading activity。The 19th International Conference on Computers in Education。Chiang Mai:Asia-Pacific Society for Computers in Education。465-472。  new window
4.Werbach, K.(2014)。(Re)defining gamification: A process approach。The 2014 International Conference on Persuasive Technology。  new window
5.Lessel, P.(2016)。"Don't whip me with your games": Investigating "bottom-up" gamification。The 2016 CHI Conference on Human Factors in Computing Systems。  new window
6.Chang, T.-H.、Chen, F.-C.(2015)。Reconsidering the value of gamers' experience in math classroom: A perspective of game transfer phenomena。International Conference of Computer Supported Collaborative Learning。  new window
7.劉中琪、廖長彥、張菀真、陳德懷(2016)。應用自我調整打字策略遊戲以提升學生自主學習成效。第20屆全球華人計算機教育應用大會。  延伸查詢new window
8.劉中琪、張菀真、廖長彥、陳德懷(2015)。打字島:基於自我調整學習策略的遊戲化關卡地圖。第19屆全球華人計算機教育應用大會。  延伸查詢new window
9.郭明木、賴正杰(2013)。探索數位學習預期效能與結果落差之原因。2013數位內容與數位互動研討會。  延伸查詢new window
10.張鐵懷、陳斐卿(2019)。玩家再遊戲化能力之初探--概念與實證。第八屆御宅文化國際學術研討會暨巴哈姆特論文獎。  延伸查詢new window
研究報告
1.Gartner(2012)。Gamification 2020: What is the future of gamification?。  new window
學位論文
1.楊喻婷(2019)。一對一數位教室的另類學習:設計與湧現的觀點(碩士論文)。國立中央大學。  延伸查詢new window
圖書
1.Werbach, Kevin、Hunter, Dan(2012)。For the win: How game thinking can revolutionize your business。Wharton Digital Press。  new window
2.Gee, J. P.(2003)。What video games have to teach us about learning and literacy。New York:Palgrave/St. Martin's。  new window
3.Csikszentmihalyi, M.(1991)。Flow: The psychology of optimal experience。New York, NY:Harper Perennial。  new window
4.Egenfeldt-Nielsen, Simon、Smith, Jonas Heide、Tosca, Susana Pajares(2013)。Understanding Video Games: The Essential Introduction。Routledge。  new window
5.Maxwell, Joseph A.(2005)。Qualitative research design: An interactive approach。Thousand Oaks, California:Sage。  new window
6.Geertz, C.(1973)。The interpretation of cultures。New York, NY:Basic Books。  new window
7.Prensky, Marc(2001)。Digital game-based learning。New York, NY:McGraw-Hill。  new window
8.Chou, Y. K.(2015)。Actionable gamification: Beyond points, badges, and leaderboards。Octalysis Group。  new window
9.Creswell, J. W.、Poth, C. N.(2007)。Qualitative inquiry and research design: Choosing among five approaches。Sage。  new window
10.Denzin, N. K.、Lincoln Y. S.(2011)。The SAGE handbook of qualitative research。SAGE。  new window
11.McGonigal, J.(2011)。Reality is broken: Why games make us better and how they can change the world。Jonathan Cape。  new window
12.Lazzaro, N.(2004)。Why we play games: Four keys to more emotion without story。Sage。  new window
13.Huizinga, J.(1949)。Homo Ludens: A study of the play element in culture。The Beacon Press。  new window
14.Gee, J. P.(2004)。An introduction to discourse analysis: Theory and method。Routledge。  new window
15.Lave, Jean、Wenger, Etienne(1991)。Situated learning: Legitimate Peripheral Participation。Cambridge University Press。  new window
16.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
單篇論文
1.Berry, A. M.,Wintle, S. E.(2009)。Using laptops to facilitate middle school science learning: The results of Hard Fun(ED509453)。  new window
2.林志軒(2015)。撲克牌少一、兩張也能玩!,https://www.shs.edu.tw/works/essay/2015/03/2015033110222222.pdf。  延伸查詢new window
其他
1.Papert, S.(2002)。Hard fun。  new window
2.Schnekloth, C.(2016)。The reverse gamification of the church #PokemonGo,https://lutheranconfessions.blogspot.com/2016/07/the-reverse-gamification-of-church.html?spref=pi。  new window
3.MacArthur Foundation(2007)。Games as a tool for learning,https://www.macfound.org/press/publications/games-tool-learning/。  new window
4.Brown, J. S.,Thomas, D.(2006)。You play world of warcraft? You're hired!,https://www.wired.com/2006/04/learn/。  new window
5.劉夢霏(2019)。遊戲×未來:遊戲能將我們帶到何種未來?,https://zhuanlan.zhihu.com/p/82459801。  延伸查詢new window
6.陳帝安(2013)。遊戲化 (gamification) 案例分析與建議:PaGamO,http://sdachen.blogspot.tw/2013/10/gamification-pagamo.html。  延伸查詢new window
7.地下城與勇士掌游寶(2017)。一樣的遊戲,不一樣的玩法!,https://kknews.cc/zh-tw/game/3jomo5o.html。  延伸查詢new window
8.上田晶也(2011)。ゲームビジネスの成功要因に関する研究,https://www.kochi-tech.ac.jp/library/ron/pdf/2011/03/45/a1120345.pdf。  延伸查詢new window
圖書論文
1.McGonigal, J.(2008)。Why I Love Bees: A case study in collective intelligence gaming。The ecology of games: Connecting youth, games, and learning。Cambridge, MA:The MIT Press。  new window
2.Dragona, D.(2014)。Counter-gamification: Emerging tactics and practices against the rule of numbers。Rethinking gamification。Meson Press。  new window
 
 
 
 
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