參考文獻 |
Anderson, T. A. F., et al. (under review) One-to-One English Vocabulary Activities and Minigames. 17th International Conference on Computers in Education (ICCE), 2009.
Atkinson, R. C. (1976). Adaptive instructional systems: Some attempts to optimize the learning process. In D. Klahr (Ed.), Cognition and instruction. Hillsdale, NK: Erlbaum, 335-362.
Baade, W.F. (1871). Improvement in reading and drawing-cases. U.S. Patent 118180. Washington, DC: U.S. Patent and Trademark Office.
Baade, W.F. (1874). Improvement in alphabet cases. U.S. Patent 157113. Washington, DC: U.S. Patent and Trademark Office.
Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review. 84(2), 191-215.
Binder, J. R., Frost, J. A., Hammeke, T. A., Cox, R. W., Rao, S. M., & Prieto, T. (1997). Human brain language areas identified by functional magnetic resonance imaging. The Journal of Neuroscience. 17(1), pp. 353 – 362.
Bolch, G., Greiner, S., Meer, H., Trivedi, K. S. (2006). Queueing networks and Markov chains: Modeling and performance evaluation with computer science applications, 2nd ed. John Wiley & Sons, Inc.
Botterbosch, H. R., & Parker, P. (2008) Copyright and collaborative spaces: Open licensing and wikis. TechTrends. 52(1), 7-9.
Browder, D. M., & Roberts, M. L. (1993). Guidelines for Flash Card Instructions. Journal of Behavioral Education. 3(3), 235-245.
Buschmann, F., Meunier, R., Rohnert, H., Sommerlad, P., & Stal, M. (1996). Pattern-oriented software architecture: A system of patterns, Volume 1. New York: John Wiley & Sons.
Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. San Francisco: Morgan Kaufmann Publishers.
Carle, E. (1983). The Very Hungry Caterpillar. New York: Putnam.
Chan, T.-W., Hue, C.-W., Chou, C.-Y., & Tzeng, O. J. L. (2001). Four spaces of network learning models. Computers & Education. 37, 141-161.
Chang, L.-J., Yang, J.-C., Chan, T.-W. (2003). Development and Evaluation of Multiple Competitive Activities in a Synchronous Quiz Game System. Innovations in Education and Teaching, 40(1), 16-26.
Chang, S.-B., Lin, C.-J., Ching, E., Cheng, H. N.-H., Chang, B., Chen, F.-C., et al. (2009). EduBingo: Developing a content sample for the one-to-one classroom by the content-first design approach. Educational Technology & Society.
Cobb, T. (2003). The compleat lexical tutor. [Website: http://www.lextutor.ca, accessed 10 May 2009].
Colin, J.-N., Massart, D. (2006). LIMBS: Open source, open standards, and open content to foster learning resource exchanges. In Proceedings of the Sixth IEEE Iternational Conference on Advanced Learning Technologies, ICALT’06. Los Alamitos: IEEE Computer Society. 682-686.
Dang, H. A., & Rogers, F. H. (2008) How to interpret the growing phenomenon of private tutoring: Human capital deepening, inequality increasing or waster of resources? Policy Research Working Paper. World Bank.
Dodigovic, M. (2005). Artificial intelligence in second language learning: Raising error awareness. Multilingual Matters Limited.
Donofrio, L. M. (2007). Effects of an animated exemplar/nonexemplar program to teach the relational concept “on” to children using AAC. Master’s thesis, Ohio University, School of Hearing, Speech and Language Sciences.
http://www.ohiolink.edu/etd/send-pdf.cgi/Donofrio Lacey M. Ms.pdf?ohiou1187798653
Ebbinghaus (1913). Memory: A contribution to experimental psychology. New York: Dover. (Original work published 1885; translated 1913).
Fischer, R. (2007) How do we know what students are actually doing? Monitoring students’ behavior in CALL. Computer Assisted Language Learning. 20(5), 409-442.
Fleming, S. (2002). When and how should keyboarding be taught in elementary school? Master’s thesis, University of Northern Iowa.
Flickr (2009). Creative Commons. Accessed from http://www.flickr.com/creativecommons/ on June 16, 2009.
Folse, K. S. (2004). Vocabulary myths: Applying second language research to classroom teaching. Ann Arbor: University of Michigan Press.
Gairns, R. & Redman, S. (1986). Working with words. Cambridge: Cambridge University Press.
Gianella, A.F. (1916). The use of flash cards for drill in French. The Modern Language Journal. 1(3) 96-99.
Green, D. W., Crinion, J., & Price, C. J. (2007). Exploring cross-linguistic vocabulary effects on brain structures using voxel-based morphometry. Bilingualism: Language and Cognition. 10(2), pp. 189-199.
Heins, T. & Heims, F. (2002). Creating learning objects with Macromedia Flash MX [White paper]. Retrieved: http://developer.intel.ru/download/eBusiness/pdf/wp022203.pdf
Hofer, W.L. (1884) Musical game. U.S. Patent 292312. Washington, DC: U.S. Patent and Trademark Office.
Hsu, W. (2009). College English textbooks for general purposes: A corpus-based analysis of lexical coverage. Electronic Journal of Foreign Language Teaching.6(1) 42-62. http://e-flt.nus.edu.sg/v6n12009/hsu.htm
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.
Joseph, S., Binsted, K, & Suthers, D. (2005). PhotoStudy: Vocabulary learning and collaboration of fixed & mobile devices. International Workshop on Wireless and Mobile Technologies in Education (WMTE) 2005.
Kagan, S. (1989). The structural approach to cooperative learning. Educational Leadership. 47(4), 12-15.
Kobayashi, T. (2000) How many vocabulary items do Japanese students learn after a three-year course at a junior high school? Shinshu University Research on Communication and Language Education (SURCLE). 2, 12-17.
Kornell, N. & Bjork, R. A. (2007). The promise and perils of self-regulated study. Psychonomic Bulletin and Review, 14(2), 219-224.
Krause, A., & Cossu, G. (2007). Here We Go! English 6. Taiwan: Pearson Education Taiwan Ltd.
Ku, O. Y. M., Wu, J. C. Y, Yang, B. C. J., Lin, C.-J., & Chan, T.-W. (2008). Maintaining student engagement in extensive practice by implanting gaming factors. APSCE International Conference for Computers in Education 2008, 721-728.
Latchman, H. A., Salzmann, C., Gillet, D., & Bouzekri, H. (1999) Information technology enhanced learning in distance and conventional education. IEEE Transactions on Education. 42(4), 247-254.
Lee, H. L., Devlin, J. T., Shakeshaft, C., Stewart, L. H., Brennan, A., Glensman, J., Pitcher, K., Crinion, J., Mechelli, A., Grackowiak, R. S. J., Green, D. W., & Price, C. J. (2007). Anatomical traces of vocabulary acquisition in the adolescent brain. The Journal of Neuroscience. 27(5) 1184 – 1189.
Leeflang, K. (2007). Visualisations: Do they really facilitate foreign language learning? Master’s thesis, University of Groningen, Information Science.
http://www.let.rug.nl/alfa/scripties/KarlijnLeeflang.pdf
Lin, C.-I. (2006). A pilot study on English phonemes with computer supported peer assessment. Master’s thesis, National Central University, Network Learning Technology.
Liu, M., Moore, Z., Graham, L., & Lee, S. (2002) A look at the research on computer-based technology use in second language learning: A review of the literature from 1990 – 2000. Journal of Research on Technology in Education. 34(3), 250-273.
Liu, T. C., Wang, H. Y., Liang, J. K., Chan, T. W., Ko, H. W., & Yang, J. C. (2003) Wireless and mobile technologies to enhance teaching and learning. Journal of Computer Assisted Learning. 19(3), 371-382.
Lyman, S. (1883). Puzzle card for object teaching. U.S. Patent 274799. Washington, DC: U.S. Patent and Trademark Office.
Macquarrie, L. L., Tucker, J. A., Burns, M. K, & Hartman, B. (2002). Comparison of retention rates using traditional, drill sandwich and incremental rehearsal flash card methods. School Psychology Review. 31, 584-595.
McKeown, M. G. & Curtis, M. E. (1987). The Nature of Vocabulary Acquisition. New Jersey: Lawrence Erlbaum Associates, Inc.
Mitchell, T. M., Shinkareva, S. V., Carlson, A., Chang, K.-M., Malave, V. L., Mason, R. A., & Just, M. A. (2008). Predicting human brain activity associated with the meaning of nouns. Science. 320, 1191-1197.
Murray, C. S., & Everett, J. (2004). Macromedia Flash MX 2004 game programming. Boston: Premier Press.
Nation, I. S. P. (1998). Helping learners take control of their vocabulary learning. GRETA. 6(1), 9-18.
Nation, I. S. P. (2000). Learning vocabulary in lexical sets: Dangers and guidelines. TESOL Journal. 9(2) 6-10.
Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge: Cambridge University Press.
Nation, I. S. P. (2003). The role of the first language in foreign language learning. Asian EFL Journal. 5(2), 1-8.
Newman, J. A. (1883). Card for teaching drawing. U.S. Patent 282659. Washington, DC: U.S. Patent and Trademark Office.
Nisbett, Richard E. (2003). The geography of thought: How Asians and westerners think differently—and why. London: Nicolas Brealey Publishing.
Nobre, A. C., & Plunkett, K. (1997). The neural system of language: Structure and development. Current Opinion in Neurobiology. 7, 262-268.
Ogata, H., Kondo, T., Yin, C., Liu, Y., & Yano, Y. (2007a). Computer Supported Ubiquitous Learning Environment for Japanese Mimicry and Onomatopoeia with Sensors. International Conference for Computers in Education (ICCE) 2007, 463-470
Ogata, H., Matsuka, Y., El-Bishouty, M. M., Yano, Y. (2007b). LORAMS: Linking Physical Objects and Videos for Ubiquitous Learning. International Conference for Computers in Education (ICCE) 2007, 297-304
Paul, D. (2003). Teaching English to children in Asia. Hong Kong: Longman.
Pavlik, P. I. (2005). The microeconomics of learning: Optimizing paired-associate memory. PhD thesis, Carnegie Mellon University, Department of Psychology.
http://gradworks.umi.com/31/91/3191608.html
Pavlik, P. I., Jr. & Anderson, J. R. (2005). Practice and forgetting effects on vocabulary memory: An activation-based model of the spacing effect. Cognitive Science, 29, 559-586.
Posner, M. I. & Raichle, M. E. (1994) Images of mind. New York: Scientific American Library.
Prensky, M. (2005). Complexity matters. Educational Technology. 45(4).
Read, W. G. (1880). Geographical game-card. U.S. Patent 229914. Washington, DC: U.S. Patent and Trademark Office.
Rosenthal, J., & Ehri, L. C. (2008). The mnemonic value of orthography for vocabulary learning. Journal of Educational Psychology. 100(1), 175-191.
Segers, E. & Verhoeven, L. (2003). Effects of vocabulary training by computer in kindergarten. Journal of Computer Assisted Learning, 19(4), 557-566.
Shannon, D. (1998). No, David. New York: The Blue Sky Press.
Shannon, F.B. (1887). Device for teaching fractions. U.S. Patent 356167. Washington, DC: U.S. Patent and Trademark Office.
Stryker, S. B., & Leaver, B. L. (1997). Content-based instruction in foreign language education. Georgetown: Georgetown University Press.
Stylianou, V., Savva, A., Vraka, M., Serghiou, A. (2003). Information and communication technology: First-aid to the private tutoring problem? Nicosia: School of Sciences and Engineering, Intercollege.
Studebaker (1928). Educational device. U.S. Patent 1673166. Washington, DC: U.S. Patent and Trademark Office.
Underwood, J. H. (1984). Linguistics, computers, and the language teacher: A communicative approach. A revision of thesis (doctoral). Rowley: Newbury House Publishers, Inc.
Van Hoorn, J., Nourot, P. M., Scales, B., & Alward, K. R. (2003). Play at the center of the curriculum. Third ed. New Jersey: Merrill Prentice Hall.
Wolk, D. (2009). Future of open source: Collaborative culture. Wired. 17(06).
Yip, F. W. M. & Kwan, A. C. M. (2006). Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International, 43(3), 233-249.
Young, C. E., & Vander Beke, G. E. (1926). An Experiment in Second Year French. The Modern Language Journal, 11(1), 25-32
Young, E. E. (1890). Card game promoting the study of language. U.S. Patent 422682. Washington, DC: U.S. Patent and Trademark Office.
|