參考文獻 |
中文文獻:
何柏儒(2018)。探討先備知識及學習風格在角色扮演遊戲中對英語字彙習得 成效與行為模式之影響。國立中央大學網路學習科技研究所碩士論文。
黃安邦(2019)。探討英語焦慮與先備知識對英語發音學習成效、獎章成效、 遊戲成效、學習動機及遊戲心流之影響──以大型多人線上角色扮演遊戲為例。國立中央大學網路學習科技研究所碩士論文。
彭琮樺 (2021)。探討獎章機制與英語口說能力對英語口說學習成效、遊戲成效、學習動機、遊戲心流及行為模式之影響──以大型多人線上角色扮演遊戲為例。國立中央大學網路學習科技研究所碩士論文。
英文文獻:
Arias-Carrión, Ó., & Pŏppel, E. (2007). Dopamine, learning, and reward-seeking behavior. Acta Neurobiologiae Experimentalis, 67(4), 481-488.
Anselme, P. (2010). The uncertainty processing theory of motivation. Behavioural Brain Research, 208(2), 291-310.
Ahrens, D. (2015). Serious games–A new perspective on workbased learning. Procedia-Social and Behavioral Sciences, 204, 277-281.
Ahn, T. Y., & Lee, S. M. (2016). User experience of a mobile speaking application with automatic speech recognition for EFL learning. British Journal of Educational Technology, 47(4), 778-786.
Akmal, A. (2018). The effect of role-play method in English speaking skill. Journal of Science and Social Research, 1(1), 48-52.
All, A., Castellar, E. N. P., & Van Looy, J. (2021). Digital Game-Based Learning effectiveness assessment: Reflections on study design. Computers & Education, 167, 104160.
Boonkit, K. (2010). Enhancing the development of speaking skills for non-native speakers of English. Procedia-Social and Behavioral Sciences, 2(2), 1305-1309.
Bilbatua, L., Saito, R., & Bissoonauth, A. (2012). Using Skype technology to enhance spoken language skills: Preliminary results from a pilot study in French, Japanese and Spanish at the University of Wollongong. In EDULEARN12 Proceedings (pp. 548-556). IATED.
Bahadorfar, M., & Omidvar, R. (2014). Technology in teaching speaking skill. Acme International Journal of Multidisciplinary Research Volume – II, Issue – IV, April – 2014.
Cheng, Y. M., Lou, S. J., Kuo, S. H., & Shih, R. C. (2013). Investigating elementary school students′ technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1).
Chen, Y. L. (2014). A study on student self-efficacy and Technology Acceptance Model within an online task-based learning environment. J. Comput., 9(1), 34-43.
Chang, C. C., Warden, C. A., Liang, C., & Lin, G. Y. (2018). Effects of digital game-based learning on achievement, flow and overall cognitive load. Australasian Journal of Educational Technology, 34(4).
Chen, Z. H., Lu, H. D., & Chou, C. Y. (2019). Using game-based negotiation mechanism to enhance students’ goal setting and regulation. Computers & Education, 129, 71-81.
Chen, C. H., Huang, K., & Liu, J. H. (2020). Inquiry-enhanced digital game-based learning: Effects on secondary students’ conceptual understanding in science, game performance, and behavioral patterns. The Asia-Pacific Education Researcher, 29, 319-330.
Chen, M. Y., & Tang, J. T. (2023). Developing a digital game for excel skills learning in higher education-a comparative study analyzing differences in learning between digital games and textbook learning. Education and Information Technologies, 28(4), 4143-4172.
Dochy, F., Segers, M., & Buehl, M. M. (1999). The relation between assessment practices and outcomes of studies: The case of research on prior knowledge. Review of Educational Research, 69(2), 145-186.
Dai, C. P., Ke, F., & Pan, Y. (2022). Narrative-supported math problem solving in digital game-based learning. Educational Technology Research and Development, 70(4), 1261-1281.
Fiorillo, C. D., Tobler, P. N., & Schultz, W. (2003). Discrete coding of reward probability and uncertainty by dopamine neurons. Science, 299(5614), 1898-1902.
Fanfarelli, J., Vie, S., & McDaniel, R. (2015). Understanding digital badges through feedback, reward, and narrative: a multidisciplinary approach to building better badges in social environments. Communication Design Quarterly Review, 3(3), 56-60.
Fanfarelli, J. R. (2020). Impact of narrative and badging on learning and engagement in a psychology learning game. British Journal of Educational Technology, 51(2), 387-419.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
Ghoneim, N. M. M. (2013). The listening comprehension strategies used by college students to cope with the aural problems in EFL classes: An analytical study. English Language Teaching, 6(2), 100-112.
García Iruela, M., & Hijón Neira, R. (2018). How gamification impacts on vocational training students. In Artificial Intelligence in Education: 19th International Conference, AIED 2018, London, UK, June 27–30, 2018, Proceedings, Part II 19 (pp. 99-103). Springer International Publishing
Görgen, R., Huemer, S., Schulte-Körne, G., & Moll, K. (2020). Evaluation of a digital game-based reading training for German children with reading disorder. Computers & Education, 150, 103834.
Howard-Jones, P. A., & Demetriou, S. (2009). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536.
Huang, W. D., & Johnson, T. (2011). Instructional game design using cognitive load theory. In Instructional design: Concepts, methodologies, tools and applications (pp. 1586-1606). IGI Global.
Hwang, W. Y., Shadiev, R., & Huang, S. M. (2011). A study of a multimedia web annotation system and its effect on the EFL writing and speaking performance of junior high school students. ReCALL, 23(2), 160-180.
Hou, H. T. (2013). Analyzing the Behavioral Differences between Students of Different Genders, Prior Knowledge and Learning Performance with an Educational MMORPG: A Longitudinal Case Study in an Elementary School. British Journal of Educational Technology, 44(3).
Hwang, W. Y., & Chen, H. S. (2013). Users’ familiar situational contexts facilitate the practice of EFL in elementary schools with mobile devices. Computer Assisted Language Learning, 26(2), 101-125.
Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013). A concept map-embedded educational computer game for improving students′ learning performance in natural science courses. Computers & Education, 69, 121-130.
Huang, Y. C. (2015). Why don’t they do it? A study on the implementation of extensive reading in Taiwan. Cogent Education, 2(1), 1099187.
Hwang, W. Y., Shih, T. K., Ma, Z. H., Shadiev, R., & Chen, S. Y. (2016). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning, 29(4), 639-657.
Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students′ learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895-1906.
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92, 221-236.
Hwang, G. J., & Chen, C. H. (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.
Hao, K. C. (2021). Creating a DGBL integrating ARCS motivation theory with animation, narrative story, fun, and usability to enhance learning motivation and effectiveness. Interactive Learning Environments, 1-17.
Huang, B. G., Yang, J. C., & Chen, S. Y. (2021). An investigation of the approaches for integrating learning materials and digital games: a prior ability perspective. Universal Access in the Information Society, 20, 57-68.
Hou, H. T., Wu, C. S., & Wu, C. H. (2023). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education, 10(2), 273-291.
Hwang, G. H., Chen, B., & Chen, S. P. (2023). Impacts of digital game-based flipped teaching approach on learning effectiveness of the students with different prior knowledge levels. Interactive Learning Environments, 1-18.
Junining, E., Alif, S., & Setiarini, N. (2020). Automatic speech recognition in computer-assisted language learning for individual learning in speaking. JEES (Journal of English Educators Society), 5(2), 219-223.
Junttila, K., Smolander, A. R., Karhila, R., Giannakopoulou, A., Uther, M., Kurimo, M., & Ylinen, S. (2022). Gaming enhances learning-induced plastic changes in the brain. Brain and Language, 230, 105124.
Kacetl, J., & Klímová, B. (2019). Use of smartphone applications in english language learning—A challenge for foreign language education. Education Sciences, 9(3), 179.
Lu, J., Yu, C. S., & Liu, C. (2003). Learning style, learning patterns, and learning performance in a WebCT-based MIS course. Information & Management, 40(6), 497-507.
Lumettu, A., & Runtuwene, T. L. (2018). Developing the Students’ English Speaking Ability Through Impromptu Speaking Method. In Journal of Physics: Conference Series (Vol. 953, No. 1, p. 012035). IOP Publishing.
Li, L. Y. (2019). Effect of prior knowledge on attitudes, behavior, and learning performance in video lecture viewing. International Journal of Human–Computer Interaction, 35(4-5), 415-426.
Lee, J. Y., Donkers, J., Jarodzka, H., & Van Merriënboer, J. J. (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.
Liao, C. W., Chen, C. H., & Shih, S. J. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education, 133, 43-55.
Lin, Y. C., & Hou, H. T. (2022). The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: Differences analysis of learning effectiveness, motivation, flow, and anxiety. Interactive Learning Environments, 1-20.
Liu, Y. J., Zhou, Y. G., Li, Q. L., & Ye, X. D. (2022). Impact study of the learning effects and motivation of competitive modes in gamified learning. Sustainability, 14(11), 6626.
Lu, A., Deng, R., Huang, Y., Song, T., Shen, Y., Fan, Z., & Zhang, J. (2022). The roles of mobile app perceived usefulness and perceived ease of use in app-based Chinese and English learning flow and satisfaction. Education and Information Technologies, 27(7), 10349-10370.
Mahat, J., Ayub, A. F. M., & Luan, S. (2012). An assessment of students’ mobile self-efficacy, readiness and personal innovativeness towards mobile learning in higher education in Malaysia. Procedia-Social and Behavioral Sciences, 64, 284-290.
Morozova, Y. (2013). Methods of enhancing speaking skills of elementary level students. Translation Journal, 17(1), 1-24.
McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2017). A computer-based game that promotes mathematics learning more than a conventional approach. International Journal of Game-Based Learning (IJGBL), 7(1), 36-56.
McKay, S. L. (2018). English as an international language: What it is and what it means for pedagogy. RELC Journal, 49(1), 9-23.
Meinawati, E., Harmoko, D. D., & Rahmah, N. A. (2020). Increasing English speaking skills using YouTube. Polyglot: Jurnal Ilmiah, 16(1), 1-13.
Masykuriyah, H. (2020, May). Speaking strategies used by the junior high school students with different level of speaking ability. In International Conference on English Language Teaching (ICONELT 2019) (pp. 83-86). Atlantis Press.
Newby, T. J., & Cheng, Z. (2020). Instructional digital badges: Effective learning tools. Educational Technology Research and Development, 68, 1053-1067.
Ng, C. T., Chen, Y. H., Wu, C. J., & Chang, T. T. (2022). Evaluation of math anxiety and its remediation through a digital training program in mathematics for first and second graders. Brain and Behavior, 12(5), e2557.
Ozcelik, E., Cagiltay, N. E., & Ozcelik, N. S. (2013). The effect of uncertainty on learning in game-like environments. Computers & Education, 67, 12-20.
Prensky, M. (2001). The games generations: How learners have changed. Digital Game-Based Learning, 1(1), 1-26.
Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital Game-Based Learning, 5(1), 5-31.
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154-166.
Park, J., Kim, S., Kim, A., & Mun, Y. Y. (2019). Learning to be better at the game: Performance vs. completion contingent reward for game-based learning. Computers & Education, 139, 1-15.
Ronimus, M., Kujala, J., Tolvanen, A., & Lyytinen, H. (2014). Children′s engagement during digital game-based learning of reading: The effects of time, rewards, and challenge. Computers & Education, 71, 237-246.
Strmecki, D., Bernik, A., & Radosevic, D. (2015). Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems. J. Comput. Sci., 11(12), 1108-1117.
Safari, M. U. K., & Fitriati, S. W. (2016). Learning strategies used by learners with different speaking performance for developing speaking ability. English Education Journal, 6(2), 87-100.
Song, H. S., Kalet, A. L., & Plass, J. L. (2016). Interplay of prior knowledge, self‐regulation and motivation in complex multimedia learning environments. Journal of Computer Assisted Learning, 32(1), 31-50.
Sun, C. T., Chen, L. X., & Chu, H. M. (2018). Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play. Computers & Education, 119, 95-111.
Sari, A. S. P., & Sembiring, R. K. B. (2019). Improving Students’ English Speaking Skill Through the Implementation of Talking Stick Method to the Fifth Grade Students of State Primary School 028226 Binjai. Budapest International Research and Critics in Linguistics and Education (BirLE) Journal, 2(4), 507-513.
Sun, Z., Lin, C. H., Lv, K., & Song, J. (2021). Knowledge-construction behaviors in a mobile learning environment: A lag-sequential analysis of group differences. Educational Technology Research and Development, 69, 533-551.
Soyoof, A., Reynolds, B. L., Shadiev, R., & Vazquez-Calvo, B. (2021). A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play. Computer Assisted Language Learning, 1-34.
Soo, C., & Lee, J. A. C. (2022). The Psychology of Rewards in Digital Game-Based Learning: A Comprehensive Review. Journal of Cognitive Sciences and Human Development, 8(1), 68-88.
Tsukamoto, M., Nuspliger, B., & Senzaki, Y. (2009, February). Using Skype© to connect a classroom to the world: Providing students an authentic language experience within the classroom. In CamTESOL conference on English language teaching: selected papers (Vol. 5, pp. 162-168).
Tsai, F. H., Yu, K. C., & Hsiao, H. S. (2012). Exploring the factors influencing learning effectiveness in digital gamebased learning. Journal of Educational Technology & Society, 15(3), 240-250.
Thao, T. Q., & Nguyet, D. T. N. (2019). Four aspects of English speaking difficulties encountered by tertiary English-majored students. Ho Chi Minh City Open University Journal of Science-Social Sciences, 9(2), 53-64.
Tai, T. Y., & Chen, H. H. J. (2020). The impact of Google Assistant on adolescent EFL learners’ willingness to communicate. Interactive Learning Environments, 1-18.
Ubaedillah, U. (2019). IMPROVING STUDENTS’ ENGLISH SPEAKING ABILITY THROUGH JIGSAW. Research and Innovation in Language Learning, 2(3), 216-227.
Vandercruysse, S., Vandewaetere, M., Cornillie, F., & Clarebout, G. (2013). Competition and students’ perceptions in a game-based language learning environment. Educational Technology Research and Development, 61, 927-950.
Whitehill, B. V., & McDonald, B. A. (1993). Improving learning persistence of military personnel by enhancing motivation in a technical trainiing program. Simulation & Gaming, 24(3), 294-313.
Wang, Y. H., & Young, S. C. (2015). Effectiveness of feedback for enhancing English pronunciation in an ASR‐based CALL system. Journal of Computer Assisted Learning, 31(6), 493-504.
Wang, J. H., Chen, S. Y., Chang, B., & Chan, T. W. (2016). From integrative to game‐based integrative peer response: high ability versus low ability. Journal of Computer Assisted Learning, 32(2), 170-185.
Wu, T. T., & Sung, T. W. (2021). Analysis of the effects of a game-based review system integrated with the hierarchy of learning on learning outcomes in an elementary social science course. Interactive Learning Environments, 1-21.
Wongsa, M., & Son, J. B. (2022). Enhancing Thai secondary school students’ English speaking skills, attitudes and motivation with drama-based activities and Facebook. Innovation in Language Learning and Teaching, 16(1), 41-52.
Xie, L. (2020). A Study on English Speaking Anxiety of College Students. World Scientific Research Journal, 6(7), 231-234.
Xiao, X., & He, G. (2023). Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students. Frontiers in Psychology, 13, 1109370.
Young, S. S. C., & Wang, Y. H. (2014). The game embedded CALL system to facilitate English vocabulary acquisition and pronunciation. Journal of Educational Technology & Society, 17(3), 239-251.
Yang, J. C., Lin, M. Y. D., & Chen, S. Y. (2018). Effects of anxiety levels on learning performance and gaming performance in digital game‐based learning. Journal of Computer Assisted Learning, 34(3), 324-334.
Yang, Y. F., Goh, A. P., Hong, Y. C., & Chen, N. S. (2021). Primary school students’ foreign language anxiety in collaborative and individual digital game-based learning. Computer Assisted Language Learning, 1-21.
Yu, Y. T., & Tsuei, M. (2022). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 1-20.
Yang, J. C., & Kuo, W. C. (2022). A mobile game‐based app to facilitate learners′ motivation and achievement in learning Chinese reading activities: An individual differences perspective. Journal of Computer Assisted Learning, 38(5), 1448-1464.
Yang, J. C., Chung, C. J., & Chen, M. S. (2022). Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning. Journal of Computer Assisted Learning, 38(2), 422-439.
Yang, Y. F., Hsieh, W. M., Wong, W. K., Hong, Y. C., & Lai, S. C. (2022). Reducing students’ foreign language anxiety to improve English vocabulary learning in an online simulation game. Computer Assisted Language Learning, 1-23.
Zafar, B., Mueen, A., Awedh, M., & Balubaid, M. (2014). Game-based learning with native language hint and their effects on student academic performance in a Saudi Arabia community college. Journal of Computers in Education, 1, 371-384. |