參考文獻 |
[1] Amaro, S., Viggiano, A., Di Costanzo, A., Madeo, I., Viggiano, A., & Baccari, M. E. (2006). Kalèdo, a new educational board-game, gives nutritional rudiments and encourages healthy eating in children: a pilot cluster randomized trial. European Journal of Pediatrics, 165, 630-635.
[2] Ang, C., Avni, E., & Zaphiris, P. (2008). Linking Pedagogical theory of computer games to their usability. International Journal on E-Learning, 7(3), 533-558.
[3] Bailey, F., & Moar, M. (2003). The VERTEX project: Designing and populating shared 3D virtual worlds in the primary (elementary) classroom. Computers & Graphics, 27(3), 353-359.
[4] Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E . H., & Salas, E. (2012). Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study. Simulation Gaming. Advance online publication. doi: 10.1177/1046878112439444
[5] Bessiere, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in world of warcraft. CyberPsychology & Behavior, 10(4), 530-535.
[6] Bos, N. D., Shami, S. S., & Naab, S. (2006). A globalization simulation to teach corporate social responsibility: Design features and analysis of student reasoning, Simulation and Gaming, 37(1), 56-72.
[7] Boyle, E., Connolly, T. M., & Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertainment Computing, 2, 69-74.
[8] Buur, J., & Søndergaard, A. (2000). Video card game: an augmented environment for user centred design discussions. In Proceedings of DARE 2000, designing augmented reality environments. Elsinore: ACM.
[9] Cameron, B. & Dwyer, F. (2005). The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. Journal of Interactive Learning Research, 16(3), 243-258.
[10] Chen, S. Y. & Macredie, R. D. (2002) Cognitive Styles and Hypermedia Navigation: Development of a Learning Model. Journal of the American Society for Information Science and Technology. 53(1), 3-15.
[11] Chen, S. Y., & Liu, X. (2011) Mining Students’’ Learning Patterns and Performance in Web-based Instruction: A Cognitive Style Approach. Interactive Learning Environments. 19(2), 179-192.
[12] Chen, S. Y., & Macredie, R. D. (2005). The assessment of usability of electronic shopping: A heuristic evaluation. International Journal of Information Management, 25, 516-532.
[13] Chen, S. Y., Magoulas, G. D. & Macredie, R. D. (2004). Cognitive Styles and Users’ Reponses to Structured Information Representation. International Journal on Digital Libraries. 4(2), 93-107.
[14] Cheng, C. H., & Su, C. H. (2012). A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences, 31, 669 - 675.
[15] Chittaro, L., & Ranon, R., (2007). Web3D technologies in learning, education and training: motivations, issues, opportunities. Computers & Education, 49(1), 3-18.
[16] Cohen, L., & Manion. (1995). Research Methods in Education 4th edn. Routledge, London .
[17] Conyer, M. (1995). User and usability testing—how it should be undertaken? Australian Journal of Educational Technology, 11, 38-51.
[18] de Freitas, & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education, 46, 249-264.
[19] Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9(3), 160-172.
[20] Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? Computers & Education, 58, 240-249.
[21] Despotopoulos, I., Korinthios, G., Nasios, I., & Reisis, D. (1999). Developing an efficient model for evaluating WWW search engines. In Proceedings of the 17th IASTED International Conference, 87-89.
[22] Dickey, M. D. (2006). Game design narrative for learning: appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research and Development, 54(3), 245–263.
[23] Dickey, M. D. (2011). Murder on Grimm Isle: The impact of game narrative design in an educational game-based learning environment. British Journal of Educational Technology, 42(3), 456-469.
[24] Dickey, M. D. (2012). Aesthetics and Game-Based Learning: Applying John C. Belland’s Connoisseurship Model as a Mode of Inquiry. Explorations in the Learning Sciences, Instructional Systems and Performance Technologies, 5(2), 101-112.
[25] Dieleman, H. & Huisingh, D. (2006). Games by which to learn and teach about sustainable development: Exploring the relevance of games and experiential learning for sustainability. Journal of Cleaner Production, 14, 837-847.
[26] Doty, J., Doty, M., & Dworkin, J. (2011). Web-Based Family Life Education: Spotlight on User Experience. Journal of Extension.
[27] Ebner, M., & Holzinger, A. (2005). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49, 873-890.
[28] Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games. Unpublished dissertation. Copenhagen, Denmark: IT University of Copenhagen. Retrieved from http://www.itu.dk/people/sen/egenfeldt.pdf
[29] Fernández-Vara, C. (2011). From ‘Open Mailbox’ to Context Mechanics: Shifting Levels of Abstraction in Adventure Games. Paper presented at the 6th International Conference on Foundations of Digital Games, 131-138.
[30] Foster, A. (2008). Games and motivation to learn science: personal identity, applicability, relevance and meaningfulness. Journal of Interactive Learning Research, 19(4), 597-614.
[31] Fromme, J., & Unger, A. (2012). Computer Games and Digital Game Cultures: An Introduction. Computer Games And New Media Cultures, 1-28, doi: 10.1007/978-94-007-2777-9_1
[32] Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
[33] Gee, J. P. (2005). Learning by design: good video games as learning machine. E-Learning and Digital Media, 2(1), 5-16.
[34] Gentile, D.A., & Gentile, J.R. (2008). Violent video games as exemplary teachers: A conceptual analysis, Journal of Youth and Adolescence, 37(2), 127-141.
[35] Hatfield, D., & Shaffer, D. W. (2008). Reflection in professional play. International conference of the learning sciences (ICLS), Utrecht, Netherlands. Retrieved from http://epistemicgames.org/cv/papers/Hatfield_Shaffer_ICLS_08.pdf.
[36] Henderson, N. R. (2009). Managing Moderator Stress: Take a Deep Breath. You Can Do This! Marketing Research, 21(1), 28-29.
[37] Hsu, S. H., Lee, F. L., & Wu, M. C. (2005). Designing Action Games for Appealing to Buyers. CyberPsychology & Behavior. 8(6), 585-591. doi:10.1089/cpb.2005.8.585.
[38] Jonassen, D. H. (1999). Designing constructivist learning environments. In C. M. Reigeluth (Ed.), Instructional design theories and models, 2, 215-239. Mahwah, NJ: Erlbaum Associates.
[39] Karal, H., Kokoç, M., & Ayyıldız, U. (2010). Educational computer games for developing psychomotor ability in children with mild mental impairment. Procedia Social and Behavioral Sciences, 9, 996-1000.
[40] Kato, P. M. & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer, Journal of Pediatric Oncology Nursing, 23 (5), 269-275.
[41] Ke, F. (2008). Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Educational Technology Research And Development, 56(5-6), 539-556. doi: 10.1007/s11423-008-9086-5
[42] Kinshuk. (1996). Computer-Aided Learning for Entry-Level Accountancy Students. PhD Thesis. De Montfort University, United Kingdom.
[43] Kinzie, M., & Joseph, D. (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design. Educational Technology Research and Development, 56(5/6),
[44] Kirriemuir, J., & McFarlane, C. A. (2004). Literature review in games and learning. Bristol: Futurelab. Retrieved from www.futurelab.org.uk/resources/documents/lit_reviews/Games_Review.pdf.
[45] Krueger, R, A. (1988). Focus Groups; a Practical Guide for Applied Research. Sage Publications, Newbury Park.
[46] Kuk, K., Milentijević, I., Rančić, D., & Spalević, P. (2012). Pedagogical agent in Multimedia Interactive Modules for Learning - MIMLE. Expert Systems with Applications, 39, 8051-8058.
[47] Kulik, C., & Kulik, J. (1991). Effectiveness of computer-based instruction: an updated analysis. Computers in Human Behavior, 7, 75-94.
[48] Lee, K. C., & Lee, J. (2007). Programming physics softwares in Flash. Computer Physics Communications, 177(1-2), 195-198.
[49] Levesque, C., Copeland, K. J., Pattie, M. D., & Deci, E. L. (2010). Intrinsic and Extrinsic Motivation. International Encyclopedia of Education (Third Edition), 618-623.
[50] Levi, M. D., & Conrad, F. G. (1996). A heuristic evaluation of a world wide web prototype. Interactions, 3, 50-61.
[51] Lin, Y. L., & Tu, Y. Z. (2012). The values of college students in business simulation game: A means-end chain approach. Computers & Education, 58, 1160-1170.
[52] Ma, Y., Williams, D., & Prejean, L. (2012). Understanding the Relationships Among Various Design Components in a Game-Based Learning Environment. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS). 4(1), 18.
[53] Malone, T. W., & Lepper, M. R. (1987) Making learning fun: A taxonomy of intrinsic motivations for learning, Aptitude, Learning and Instruction, 3: Conative and Affective Process Analysis, Lawrence Erlbaum, Hillsdale, NJ, 223-253.
[54] Markopoulos, P. & Bekker, M. (2003). “Editorial: Interaction design and children”. Interacting with Computers, 15, 141-149.
[55] Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38, 43-52.
[56] Mayes, J. T., & Fowler, C. J. H. (1999). Learning technology and usability: a framework for understanding courseware. Interacting with Computers, 11(5), 485-497.
[57] Mayo, P., Donnelly, M. B., Nash, P. P., Schwartz, R. W. (1993), Student perceptions of tutor effectiveness in problem based surgery clerkship. Teaching and Learning in Medicine, 5(4), 227-233.
[58] Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers & Education, 59, 497-504.
[59] 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, 1425-1433
[60] Mummalaneni, V., & Sivakumar, S. (2008). Effectiveness of a board game in fostering a customer relationship orientation among business students. Journal of Relationship Marketing, 7(3), 257-273.
[61] Nelson, B., & Erlandson, B. (2008). Managing cognitive load in educational multiuser virtual environments: Reflection on design practice. Educational Technology Research and Development, 56, 619-641.
[62] Nielsen, J. & Molich, R. (1990). Heuristic evaluation of user interfaces. In Proceedings of CHI 90, 249-256.
[63] Nielsen, J. & Norman, D. (2000). Web-site usability:Usability on the web isn’t a luxury. Information Week. http://www.informationweek.com/773/web2.htm.
[64] Nielsen, J. (1993). Usability engineering. Academic Press Professional, Cambridge, MA.
[65] Nielsen, J. (1994a). Enhancing the explanatory power of usability heuristics. Proceedings of CHI’94 conference. 152-158.
[66] Nielsen, J. (1994b). Heuristic evaluation. Usability inspection methods. New York:John.
[67] Nielsen, J. (1995). Technology transfer of heuristic evaluation and usability inspection. Paper presented at INTERACT’95 international conference on human-computer interaction.
[68] Nielsen, J. (1997). Discount usability for the Web. http://www.useit.com/papers/web_discount_usability.html.
[69] Petrie, H., & Power, C. (2012). What Do Users Really Care About? A Comparison of Usability Problems Found by Users and Experts on Highly Interactive Websites. CHI ’’12 Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems. 2107-2116.
[70] Poplin, A. (2012). Playful public participation in urban planning: A case study for online serious games. Computers, Environment and Urban Systems, 36(3), 195-206.
[71] Prensky, M. (2001). Digital game based learning. New York: McGraw-Hill.
[72] Provenzo, E. F. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.
[73] Rastegarpour, H., & Marashi, P. (2012). The effect of card games and computer games on learning of chemistry concepts. Procedia - Social and Behavioral, 31, 597-601.
[74] Robertsont, J. (2012). Making games in the classroom: Benefits and gender concerns. Computers & Education, 59. 385-398.
[75] Sale, J. E. M., Lohfeld, L. H., & Brazil, K. (2002). Revisiting the Quantitative-Qualitative Debate: Implications for Mixed-Methods Research. Quality & Quantity, 36, 43-53.
[76] Salen, K. (2007). Gaming literacies: a game design study in action. Journal of Educational Multimedia and Hypermedia, 16, 301-322.
[77] Sawyer, B. & Smith, P. (2008). The second European conference on games-based learning, Universitat Oberta de Catalunya, Barcelona Spain, 16-17.
[78] Scanlon, E. (2000). How gender influences learners working collaboratively with science simulations. Learning and Instruction, 10, 463-481.
[79] Schnotz, W., & Grzondziel, H. (1999). Individual and co-operative learning with interactive animated pictures. European Journal of Psychology of Education, 14, 245-265.
[80] Sell, K., Lillie, T., & Taylor, J. (2008), Energy expenditure during physically interactive video game playing in male college students with different playing experience. Journal of American College Health, 56(5), 505-512.
[81] Shaffer, D. W. (2006). Epistemic frames for epistemic games. Computers & Education, 46(3), 223-234.
[82] Shafie, A., & Wan Ahmad, W. F. (2010). Design and Heuristic Evaluation of MathQuest: A Role-Playing Game for Numbers. International Conference on Mathematics Procedia Social and Behavioral Sciences, 8, 620-625.
[83] Shih, Y., Huang, P., Hsu, Y., & Chen, S. Y. (accepted). Incorporating Usability Criteria into the Development of Animated Hierarchical Maps. Educational Technology & Society.
[84] Shute, V. J., & Regian, J. W. (1993). Principles for evaluating intelligent tutoring systems. Journal of Artificial Intelligence in Education, 4(3), 245-271.
[85] Skiba, D. J. (2008). Games for Health, Nursing Education Perspectives, 29(4), 230-232.
[86] Sofaer, S. (2002). Qualitative research methods. Int J Qual Health Care, 14(4), 329-336
[87] Squire, K. D. (2002). Cultural framing of computer/video games. Game Studies: The International Journal of Computer Game Research, 1(2). Retrieved from http://www.gamestudies.org/0102/squire/
[88] Squire, K. D. (2006). From content to context: videogames as designed experiences. Educational Researcher, 35(8), 19-29.
[89] Stewart D. W., & Shamdasani P. N. (1990). Focus Groups: Theory and Practice. Sage, Newbury Park, California.
[90] Strobach, T., Frensch, P. A., & Schubert, T. (2012). Video game practice optimizes executive control skills in dual-task and task switching situations. Acta Psychologica, 140, 13-24.
[91] Sweetser, P., & Wyeth, P. (2005). Game flow: a model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1-24.
[92] Thomson Course Technology. (2007). Building the bridge to better microsoft office instruction: Report on a survey (White paper). Boston, MA: Thomson Course Technoogy/Cengage.
[93] Tüzün, H., Yilmaz-Soylu, M., Karakus, T., Inal, Y., & Kizilkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers and Education, 52, 68-77.
[94] Vahed, A. (2008). The tooth morphology board game: an innovative strategy in tutoring dental technology learners in combating rote learning. Proceedings of the 2nd European conference on games-based learning (ECGBL), 16-17. Barcelona, Spain.
[95] Villalta, M., Gajardo, I., Nussbaum, M., Andreu, J. J. Echeverría, A., & Plass, J. L. (2011). Design guidelines for Classroom Multiplayer Presential Games (CMPG). Computers & Education, 57, 2039-2053.
[96] Virvou, M., & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: the case of VR-ENGAGE. Computers & Education, 50(1), 154-178.
[97] von Wangenheim, C. G., & Shull, F. (2009). To game or not to game? IEEE Software, 26(2), 92-94.
[98] von Wangenheim, C. G., Savi, R., & Borgatto, A. F. (2012). DELIVER! - An educational game for teaching Earned Value Management in computing courses. Information and Software Technology, 54, 286-298.
[99] Wideman, H. H., Owston, R. D., Brown, C., Kushniruk, A., Ho, F., & Pitts, K. C. (2007). Unpacking the potential of educational gaming: a new tool for gaming. Simulation and Gaming, 38(1), 10-30.
[100] Wijers, M., Jonker, V., & Kerstens, K. (2008). MobileMath: the phone, the game and the math. In Proceedings of the 2nd European conference on games-based learning (ECGBL), 16-17. Barcelona, Spain.
[101] Wild, P., & Macredie, R. (2000). Usability evaluation and interactive systems maintenance. In Proceedings of OZCHI 2000: Interfacing reality in the new millennium. 143-149.
[102] Wright, W. (2006). Dream Machines, Wired Magazine, 14(04), Retrieved from http://www.wired.com/wired/archive/14.04/wright.html
[103] Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59, 365-377.
[104] Yeung, T. A., & Law, R. (2004). Extending the modified heuristic usability evaluation technique to chain and independent hotel websites. International Journal of Hospitality Management, 23(3), 307-313.
[105] Zwikael, O., & Gonen, A. (2007). Project execution game (PEG): Training towards managing unexpected events. Journal of European Industrial Training, 31(6), 495-512.
|