參考文獻 |
莊永裕、陳佳均 (2023)。可見式思考模組與群體程式設計的組合:提高程式設計課程學習體驗之研究。稿件審查中。
Beck, K. (1999). Embracing change with extreme programming. Computer, 32(10),
70-77. doi: 10.1109/2.796139.
Buchan, J., & Pearl, M. (2018). Leveraging the Mob Mentality: An Experience Report
on Mob Programming. In Proceedings of the 22nd International Conference on
Evaluation and Assessment in Software Engineering 2018 (pp. 199–204).
Association for Computing Machinery. https://doi.org/10.1145/3210459.3210482
Cao, L., & Xu, P. (2005). Activity Patterns of Pair Programming. In Proceedings of the
38th Annual Hawaii International Conference on System Sciences, pp. 88a-88a.
doi: 10.1109/HICSS.2005.66.
Chipidza, W., Suksa-Ngiam, W., Kim, M. S., Moss, F. H., Mbugua, K., Olfman, L., &
Ryan, T. (2020). All Together Now: A Framework for Research on Mob
Programming.
Cohen, J. (1988). Statistical Power Analysis for the Behavioral Sciences (2nd ed.).
Hillsdale, NJ: Lawrence Erlbaum Associates, Publishers.
Cohen, J. (1992). Statistical power analysis. Current Directions in Psychological
Science, 1(3), 98-101.
Corney, M., Teague, D., & Thomas, R. (2010). Engaging students in programming.
In Proceedings of the Twelfth Australasian Computing Education Conference
(pp. 63-72). Australian Computer Society.
Corritore, C. L., & Wiedenbeck, S. (1991). What do novices learn during program
comprehension?. International Journal of Human‐Computer Interaction, 3(2),
199-222.
Davies, S. P. (1993). Models and theories of programming strategy. International
Journal of Man-Machine Studies, 39(2), 237-267.
https://doi.org/10.1006/imms.1993.1061.
Dinh, J. V., & Salas, E. (2017). Factors that influence teamwork. The Wiley Blackwell
handbook of the psychology of team working and collaborative processes, 13-41.
Eckerdal, A. (2014). Relating Theory and Practice in Laboratory Work: A Variation
Theoretical Study. Studies in Higher Education, 40(5), 867–880. doi:
10.1080/03075079.2013.857652.
Felder, R. M. (1988). Learning and Teaching Styles in Engineering Education. Journal
of Engineering Education, 78(7), 674-681.
Gomes, A., & Mendes, A. J. (2007, June). An environment to improve programming
education. In Proceedings of the 2007 international conference on Computer
systems and technologies (pp. 1-6).
Höök, J., & Eckerdal, A. (2015). On the bimodality in an introductory programming
course. An analysis of student performance factors. In Proceedings of the 2015
Learning and Teaching in Computing and Engineering Conference, Taipei,
Taiwan.
Kerr, P. (2016). Adaptive learning. Elt Journal, 70(1), 88-93.
Kolb, D. A. (1985). Learning Style Inventory: Technical Manual. McBer and
Company, Boston.
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and
development. FT Press.
Kumar, A. N. (2003). Learning programming by solving problems. In Informatics
Curricula and Teaching Methods: IFIP TC3/WG3. 2 Conference on Informatics
Curricula, Teaching Methods and Best Practice (ICTEM 2002) July 10–12, 2002,
Florianópolis, SC, Brazil (pp. 29-39). Springer US.
Kuo, W.-C., & Hsu, T.-C. (2020). Learning computational thinking without a
computer: How computational participation happens in a computational thinking
board game. The Asia-Pacific Education Researcher, 29(1), 67–83.
https://doi.org/10.1007/s40299-019-00479-9
Lahtinen, E., Ala-Mutka, K., & Järvinen, H.-M. (2005). A study of the difficulties of
novice programmers. ACM SIGCSE Bulletin, 37(3), 14–18. doi:
10.1145/1151954.1067453.
Marks, M. A., Mathieu, J. E., & Zaccaro, S. J. (2001). A temporally based framework
and taxonomy of team processes. Academy of Management Review, 26(3), 356-
376.
McLeod, L., & MacDonell, S. G. (2011). Factors that affect software systems
development project outcomes: A survey of research. ACM Computing Surveys
(CSUR), 43(4), 1-56.
McDowell, C., Werner, L., Bullock, H. E., & Fernald, J. (2003). The impact of pair
programming on student performance, perception, and persistence. In
Proceedings of the 25th International Conference on Software Engineering, 602–
607. Los Alamitos, CA: IEEE Computer Society.
Mohamed Shuhidan, S., Hamilton, M., & D′Souza, D. (2011, June). Understanding
novice programmer difficulties via guided learning. In Proceedings of the 16th
annual joint conference on Innovation and technology in computer science
education (pp. 213-217).
Muñoz, J. L. R., Ojeda, F. M., Jurado, D. L. A., Peña, P. F. P., Carranza, C. P. M.,
Berríos, H. Q., Molina, S. U., Farfan, A. R. M., Arias-Gonzáles, J. L., & VasquezPauca, M. J. (2022). Systematic review of adaptive learning technology for
learning in higher education. Eurasian Journal of Educational Research, 98(98),
221-233.
Myers, I. B., & McCaulley, M. H. (1985). Manual: A Guide to the Development and
Use of the Myers-Briggs Type Indicator. Palo Alto, CA: Consulting Psychologists
Press.
Papalazarou, C. (2015). Making thinking visible in the English classroom: nurturing a
creative mind-set. Creativity in the English language classroom, 37-43.
Papastergiou, M. (2009). Digital game-based learning in high school computer science
education: Impact on educational effectiveness and student motivation.
Computers & Education, 52(1), 1-12.
Patrick, H., & Mantzicopoulos, P. (2015). Young children’s motivation for learning
science. In Research in Early Childhood Science Education (pp. 7–34). Springer.
Perkins, D., & Ritchhart, R. (2003). Making thinking visible. Harvard Graduate School
of Education.
Persky, A., & Robinson, J. (2017, November 01). Moving from Novice to Expertise
and Its Implications for Instruction. American Journal of Pharmaceutical
Education, 81, 6065. https://doi.org/10.5688/ajpe6065
Pyhäjärvi, M., & Falco, L. (2018). The Mob Programming Guidebook.
Ritchhart, R., & Perkins, D. (2008). Making thinking visible. Educational Leadership,
65(5), 57–61.
Ritchhart, R., Church, M., & Morrison, K. (2011). Making thinking visible: How to
promote engagement, understanding, and independence for all learners. John
Wiley & Sons.
Robins, A., Rountree, J., & Rountree, N. (2003). Learning and teaching programming:
A review and discussion. Computer science education, 13(2), 137-172.
Salmon, A. K., & Lucas, T. (2011). Exploring young children′s conceptions about
thinking. Journal of Research in Childhood Education, 25(4), 364-375.
Schiefele, U. (1991). Interest, learning, and motivation. Educational Psychologist,
26(3-4), 299-323. DOI: 10.1080/00461520.1991.9653136
Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011). Game-based learning
for computer science education.
Shiraishi, M., Washizaki, H., Fukazawa, Y., & Yoder, J. (2019). Mob Programming: A
Systematic Literature Review. 2019 IEEE 43rd Annual Computer Software and
Applications Conference (COMPSAC), Milwaukee, WI, USA, pp. 616-621, doi:
10.1109/COMPSAC.2019.10276.
Tishman, S. (2000). Why teach habits of mind. Habits of Mind: A Developmental
Series, 41-52.
Videnovik, M., Vold, T., Kiønig, L., Madevska Bogdanova, A., & Trajkovik, V. (2023).
Game-based learning in computer science education: a scoping literature review.
International Journal of STEM Education, 10(1), 54.
Wu, S.-y., Fang, J.-c., & Lian, S.-m. (2018, June 14–16). Design a computational
thinking board game based on programming element. In International
Conference on Computational Thinking Education 2018.
Fa Zhang & Christine L. Bae (2020). Motivational factors that influence student
science achievement: a systematic literature review of TIMSS studies.
International Journal of Science Education, 42(17), 2921-2944. doi:
10.1080/09500693.2020.1843083.
YungYu Zhuang, Yu-Hsuan Lin, Mahesh Liyanawatta, Andito Haryo Saputro, Yuniati
Dwi Utami & Jen-Hang Wang (2023). An interactive programming learning
environment supporting paper computing and immediate evaluation for making
thinking visible and traceable. Interactive Learning Environments, DOI:
10.1080/10494820.2023.2212709.
Zhuang, Y., Saputro, A., Liyanawatta, M., Wang, J.-H., Yang, S.-H., & Chen, G.-D.
(2021, June 2–4). Making the thinking results of programming visible and
traceable with a multi-layer board game. In The 5th APSCE International
Conference on Computational Thinking and STEM Education, National
Institute of Education, Nanyang Technological University.
Zuill, W., & Meadows, K. (2016). Mob programming: A whole team approach. In
Agile 2014 Conference, Orlando, Florida (Vol. 3). |