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透過遊戲特性探討數位教學遊戲對學童之專注力影響

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參﹒數位遊戲式學習系統開發

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柒﹒參考文獻

[1] Ebner, M. and Holzinger, A. “Successful Implementation of User-Centered Game Based Learning in Higher Education: An Example from Civil Engineering” Computers

and Education, (49:3), pp:873-890, 2007

[2] Hwang, G. J, Wu, P. H., Chen, C. C. , “An online game approach for improving students’ learning performance in web-based problem-solving activities. ” Computers &

Education, 59, 1246–1256, 2012

[3] Hung, P. H., Hwang, G. J., Lee, Y. H., Su, I. H. , “A cognitive component analysis approach for developing game-based spatial learning tools. ” Computers & Education, 59, 762–773, 2012

[4] Hou, C.Y., Chen, C.C., Chen, H.G. and Chen, Y.C., “Migrating to new virtual space: exploring online game switching through demographic migration theory ”, Proceedings

of Hawaii International Conference on Systems Sciences, Hawaii, Jan ,2009

[5] J. Leddo, “An intelligent tutoring game to teach scientific reasoning”, Journal of

Instruction Delivery Systems, 10 (4), pp. 22–25, 1996

[6] Sherry, J., Lucas, L., Greenberg, K.B.S. and Lachlan, K., “Video game uses and gratifications as predictors of use and game preference”, Proceedings of Mass

Communication Division, International Communication Association Annual Convention,

San Diego, CA, 2003

[7] Wang, C.K.J., Khoo, A., Liu, W.C. and Divaharan, S. , “Passion and intrinsic

motivation in digital gaming”, Cyber Psychology and Behavior, Vol. 11, No. 1, pp. 39-45, 2008

[8] Kim, B., Park, H., & Baek, Y., “ Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning. ”, Computers & Education, 52(4), 800–810,2009

[9] Yien, J. M., Hung, C. M., Hwang, G. J., & Lin, Y. C., “A game-based learning approach to improving students’ learning achievements in a nutrition course. ”, Turkish

Online Journal of Educational Technology, 10(2), 1–10 , 2011

[10] Griffiths, M. D., & Davies, M. N. O., “Excessive online computer gaming: implications for education. ”, Journal of Computer Assisted Learning, 18, 379–380. (2002)

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[13] Miller, L. M., Chang, C.-I.,Wang, S., Beier, M. E., & Klisch, Y. (2011). “Learning and motivational impacts of a multimedia science game. ”, Computers & Education, 57(1), 1425–1433. doi:10.1016/j.compedu.2011

[14] Nte, S., & Stephens, R., “Videogame aesthetics and e-learning: a retro-looking computer game to explain the normal distribution in statistics teaching. ” In Proceedings

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Barcelona, Spain., 2008

[15] Lowrie, T., & Jorgensen, R. ,“Gender differences in students’ mathematics games playing. ” ,Computers and Education, 57(4), 2244-2248, 2011

[16] Papastergiou, M., “Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. ”, Computers &

Education, 52(1), 1–12, 2009

[17] Cuenca López, J. M., & Martín Cáceres, M. J. , “Virtual games in social science education. ”, Computers & Education, 55(3), 1336–1345, 2010

[18] Kuo, F. R., Hwang, G. J., & Lee, C. C. “A hybrid approach to promoting students’ web-based problem solving competence and learning attitude. ”,Computers & Education, 58(1), 351–364,2012.

[19] Tüzün, H., Yılmaz-Soylu, M., Karakus, T., Inal, Y., & Kızılkaya, G., “The effects of computer games on primary school students’ achievement and motivation in geography learning. ”, Computers & Education, 52(1), 68–77, 2009.

[20] Liu, T. Y., & Chu, Y. L., “ Using ubiquitous games in an English listening and

speaking course: impact on learning outcomes and motivation. ”,Computers & Education, 55(2), 630–643,2010

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