參考文獻 |
中文部分
于富雲、鄭守傑(2004)。網路同儕互評與標準建構歷程對國小學生後設認知影響的實證性研究。國立臺北師範學院學報,17(1),197-226。
林珊如、楊國鑫、劉旨峰、袁賢銘(2001)。工業職業學校組合語言程式設計推行同儕互評的個案研究:互評效度及學生態度。技術學刊,16(4),613-623。
范庭瑋(2016)。探討匿名/具名評分機制對同儕互評結果的影響。國立中央大學資訊管理學系碩士班學位論文,1-57。
徐雍智、蔡今中、陳明璋(2002)。數學創意類比與同儕評量及其網路案例設計之初探。師大學報:科學教育類,47(1),1-13。
張家慧、蔡銘修(2018)。淺談同儕作業互評與實施建議。臺灣教育評論月刊,7(8),212-218。
英文部分
Adams, V., Burger, S., Crawford, K., & Setter, R. (2018). Can You Escape? Creating an Escape Room to Facilitate Active Learning. Journal for Nurses in Professional Development, 34(2), E1-E5.
Ak, O., & Kutlu, B. (2017). Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions. British Journal of Educational Technology, 48(1), 129-144.
Akcaoglu, M., & Koehler, M. J. (2014). Cognitive outcomes from the Game-Design and Learning (GDL) after-school program. Computers & Education, 75, 72-81.
An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development, 66(6), 1505-1527.
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144.
Barak, M., Watted, A., & Haick, H. (2016). Motivation to learn in massive open online courses: Examining aspects of language and social engagement. Computers & Education, 94, 49-60.
Bloxham, S., & Boyd, P. (2007). Developing Effective Assessment in Higher Education: A Practical Guide. Berkshire, UK: McGraw-Hill Education.
Brox, E., Fernandez-Luque, L., & Tøllefsen, T. (2011). Healthy gaming–video game design to promote health. Applied Clinical Informatics, 2(2), 128-142.
Carson, J. G., & Nelson, G. L. (1996). Chinese students′ perceptions of ESL peer response group interaction. Journal of Second Language Writing, 5(1), 1-19.
Chachil, K., Engkamat, A., Sarkawi, A., & Shuib, A. R. A. (2015). Interactive multimedia-based mobile application for learning Iban language (I-MMAPS for Learning Iban Language). Procedia-Social and Behavioral Sciences, 167, 267-273.
Chan, C. H., Hsieh, C. W., & Y. Chen, S. (2014). Cognitive styles and the use of electronic journals in a mobile context. Journal of Documentation, 70(6), 997-1014.
Chang, C. C., Liang, C., Chou, P. N., & Lin, G. Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218-227.
Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786.
Chen, S. Y., & Chang, L. P. (2016). The influences of cognitive styles on individual learning and collaborative learning. Innovations in Education and Teaching International, 53(4), 458-471.
Chen, S. Y., & Yeh, C. C. (2017). The effects of cognitive styles on the use of hints in academic English: A learning analytics approach. Journal of Educational Technology & Society, 20(2), 251-264.
Chen, Z. H., Lu, H. D., & Lu, C. H. (2019). The Effects of Human Factors on the Use of Avatars in Game-Based Learning: Customization Vs. Non-Customization. International Journal of Human–Computer Interaction, 35(4-5), 384-394.
Cheng, W., & Warren, M. (2005). Peer assessment of language proficiency. Language Testing, 22(1), 93-121.
Chua, A. Y. K., & Balkunje, R. S. (2012). An Exploratory Study of Game-based M-learning for Software Project Management. J. UCS, 18(14), 1933-1949.
Clewley, N., Chen, S. Y., & Liu, X. (2010). Cognitive styles and search engine preferences: Field dependence/independence vs holism/serialism. Journal of Documentation, 66(4), 585-603.
de Carvalho, C. V. (2012, April). Is game-based learning suitable for engineering education?. In Proceedings of the 2012 IEEE Global Engineering Education Conference (EDUCON) (pp. 1-8). IEEE.
Deeley, S. J., & Bovill, C. (2017). Staff student partnership in assessment: Enhancing assessment literacy through democratic practices. Assessment & Evaluation in Higher Education, 42(3), 463-477.
Dubois, B. J. (2015). Learning non-violent social collaboration: beyond entertainment-developing video games with a purpose (Doctoral dissertation, San José State University). Retrieved from http://www.sjsu.edu/anthropology/docs/projectfolder/Dubois-Benjamin-Project.pdf.
Ford, N. (1995). Levels and types of mediation in instructional systems: An individual differences approach. International Journal of Human-Computer Studies, 43(2), 241-259.
Ford, N. (2000). Cognitive styles and virtual environments. Journal of the American Society for Information Science, 51(6), 543-557.
Ford, N., Wilson, T., Foster, A., Ellis, D., & Spink, A. (2002). Information seeking and mediated searching. Part 4. Cognitive styles in information seeking. Journal of the American Society for Information Science and Technology, 53(9), 728-735.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Gee, J. P. (2004). Learning by design: Games as learning machines. Interactive Educational Multimedia, (8), 15-23.
Gonzalez, C. (Ed.). (2012). Student Usability in Educational Software and Games: Improving Experiences: Improving Experiences. Pennsylvania, PA: IGI Global.
Hanrahan, S. J., & Isaacs, G. (2001). Assessing self-and peer-assessment: The students′ views. Higher Education Research & Development, 20(1), 53-70.
Hou, H. T., & Li, M. C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29-38.
Howie, D. (1995). To the beat of a different drummer: The role of individual differences in ecological interface design. [Technical Report]. Ontario, Canada: Cognitive Engineering Laboratory, University of Toronto.
Hsu, C. Y., Tsai, C. C., & Wang, H. Y. (2012). Facilitating third graders’ acquisition of scientific concepts through digital game-based learning: The effects of self-explanation principles. The Asia-Pacific Education Researcher, 21(1), 71-82.
Hwang, G. J., Liang, Z. Y., & Wang, H. Y. (2016). An Online Peer Assessment-Based Programming Approach to Improving Students′ Programming Knowledge and Skills. In Educational Innovation through Technology (EITT), 2016 International Conference on (pp. 81-85). IEEE.
Inal, Y., & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment. British Journal of Educational Technology, 38(3), 455-464.
Jonassen, D. H., & Grabowski, B. L. (1993). Handbook of individual differences, learning and instruction. Hillsdale, NJ: Lawrence Erlbaum Associates.
Kang, B., & Tan, S. H. (2014). Interactive games: Intrinsic and extrinsic motivation, achievement, and satisfaction. Journal of Management and Strategy, 5(4), 110-116.
Kiili, K., Lainema, T., de Freitas, S., & Arnab, S. (2014). Flow framework for analyzing the quality of educational games. Entertainment Computing, 5(4), 367-377.
Ku, O., Hou, C. C., & Chen, S. Y. (2016). Incorporating customization and personalization into game-based learning: A cognitive style perspective. Computers in Human Behavior, 65, 359-368.
Lee, C. I. (2017). Assigning the appropriate works for review on networked peer assessment. Eurasia Journal of Mathematics Science and Technology Education, 3, 3283-3300.
Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V. (2014). Designing game-based learning environments for elementary science education: A narrative-centered learning perspective. Information Sciences, 264, 4-18.
Liu, E. Z. F., Lin, S. S., Chiu, C. H., & Yuan, S. M. (2001). Web-based peer review: the learner as both adapter and reviewer. IEEE Transactions on Education, 44(3), 246-251.
Luo, H., Robinson, A., & Park, J. Y. (2014). Peer grading in a MOOC: Reliability, validity, and perceived effects. Online Learning Journal, 18(2), 1-14.
Mampadi, F., Chen, S. Y., Ghinea, G., & Chen, M. P. (2011). Design of adaptive hypermedia learning systems: A cognitive style approach. Computers & Education, 56(4), 1003-1011.
Marcoulides, G. A., & Simkin, M. G. (1991). Evaluating student papers: The case for peer review. Journal of Education for Business, 67(2), 80-83.
Maynes, N., Cantalini-Williams, M., & Guibert, J. (2016). “To Play or Not to Play?” That is NOT the Question!. The International Journal of Holistic Early Learning and Development, 3, 4-20.
Melero, J., Hernández-Leo, D., & Blat, J. (2014). Teachers Can Be Involved in the Design of Location-based Learning Games. In Proceedings of the 6th International Conference on Computer Supported Education-Volume 3 (pp. 179-186). SCITEPRESS-Science and Technology Publications, Lda.
Nagle, A., Riener, R., & Wolf, P. (2018). Personality-based reward contingency selection: A player-centered approach to gameplay customization in a serious game for cognitive training. Entertainment Computing, 28, 70-77.
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42.
Panadero, E., Romero, M., & Strijbos, J. W. (2013). The impact of a rubric and friendship on peer assessment: Effects on construct validity, performance, and perceptions of fairness and comfort. Studies in Educational Evaluation, 39(4), 195-203.
Pasin, F., & Giroux, H. (2011). The impact of a simulation game on operations management education. Computers & Education, 57(1), 1240-1254.
Pask, G. (1979). Final report of SSRC Research programme HR 2708. Richmond (Surrey): System Research Ltd.
Pask, G., & Scott, B. C. E. (1972). Learning strategies and individual competence. International Journal of Man-Machine Studies, 4(3), 217-253.
Planas Lladó, A., Soley, L. F., Fraguell Sansbelló, R. M., Pujolras, G. A., Planella, J. P., Roura-Pascual, N., ... & Moreno, L. M. (2014). Student perceptions of peer assessment: an interdisciplinary study. Assessment & Evaluation in Higher Education, 39(5), 592-610.
Prensky, M. (2007). Digital Game-Based Learning. New York, NY: McGraw-Hill.
Puegphrom, P., & Chiramanee, T. (2011). The effectiveness of implementing Peer Assessment on students’ writing proficiency, In Proceedings of the 3rd Internationl Conference on Humanities and Social Sciences (pp. 1-17).
Purchase, H. C. (2000). Learning about interface design through peer assessment. Assessment & Evaluation in Higher Education, 25(4), 341-352.
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58.
Quintana, C. (2006). Learner-Centered Design-Reflections on the Past and Directions for the Future. The Cambridge handbook of the learning sciences, 119-134.
Riding, R., & Rayner, S. (1998). Cognitive styles and learning strategies. London, UK: David Fulton Publishers.
Riley, S. M. (1995). Peer response in an ESL writing class: Student interaction and subsequent draft revision. Dissertation Abstracts International, 56, 3031.
Ryan, R. M., & Deci, E. L. (1996). When paradigms clash: Comments on Cameron and Pierce’s claim that rewards do not undermine intrinsic motivation. Review of Educational Research, 66(1), 33-38.
Sadler, P. M., & Good, E. (2006). The impact of self-and peer-grading on student learning. Educational Assessment, 11(1), 1-31.
Sarmany-Schuller, I. (1999). Kognitívne štýly a štýly učenia - možnosti aplikácie v edukácii (Cognitive and learning styles – possible applications in education), In: SCHOLA 99. Vzdelávanie vysokoškolských učiteľov. Bratislava.
Shute, V. J. (2008). Focus on formative feedback. Review of Educational Research, 78(1), 153-189.
Sin, N. M., Talib, O., & Norishah, T. P. (2013). Merging of Game Principles and Learning Strategy using Apps for Science Subjects to Enhance Student Interest and Understanding. Sains Humanika, 63(2), 7-12.
Sitthiworachart, J., & Joy, M. (2003, August). Deepening computer programming skills by using web-based peer assessment. In Proceedings of the 4th Annual Conference of the LTSN Centre for Information and Computer Sciences (pp. 152-157).
Sitthiworachart, J., & Joy, M. (2004, June). Effective peer assessment for learning computer programming. In ACM SIGCSE Bulletin (Vol. 36, No. 3, pp. 122-126). ACM.
Suen, H. K. (2014). Peer assessment for massive open online courses (MOOCs). The International Review of Research in Open and Distributed Learning, 15(3), 312-327.
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.
Tan, E., & Okamoto, Y. (2018). iPlay, iLearn, iConserve: Digital game-based learning for sustainable tourism education. Paper presented at the ASEAN Tourism Research Association Conference, Phuket, TH.
Tenório, T., Bittencourt, I. I., Isotani, S., Pedro, A., & Ospina, P. (2016). A gamified peer assessment model for on-line learning environments in a competitive context. Computers in Human Behavior, 64, 247-263.
Tighe-Mooney, S., Bracken, M., & Dignam, B. (2016). Peer Assessment as a Teaching and Learning Process: The Observations and Reflections of Three Facilitators on a First-Year Undergraduate Critical Skills Module. AISHE-J: The All Ireland Journal of Teaching and Learning in Higher Education, 8(2), 28301-18.
Tolmie, A. K., Topping, K. J., Christie, D., Donaldson, C., Howe, C., Jessiman, E., ... & Thurston, A. (2010). Social effects of collaborative learning in primary schools. Learning and Instruction, 20(3), 177-191.
Topping, K. (1998). Peer assessment between students in colleges and universities. Review of Educational Research, 68(3), 249-276.
Topping, K. J. (2010). Peers as a source of formative assessment. In H. L. Andrade & G. J. Cizek (Eds.), Handbook of formative assessment (pp. 73-86). New York, NY: Routledge.
Topping, K. J. (2013). Peers as a Source of Formative and Summative Assessment. In J. H. McMillan (Ed.), Handbook of Research on Classroom Assessment (pp. 395-412). Los Angeles, CA: Sage.
Trisna, B. N., Budayasa, I. K., & Siswono, T. Y. E. (2018). Students’ metacognitive activities in solving the combinatorics problem: the experience of students with holist-serialist cognitive style. In Journal of Physics: Conference Series (Vol. 947, No. 1, p. 012072). IOP Publishing.
Van Lehn, K. A., Chi, M. T. H., Baggett, W., & Murray, R. C. (1995). Progress report: Towards a theory of learning during tutoring. Pittsburgh, PA: Learning Research and Development Center, University of Pittsburgh.
Wagner, E. D. (1994). In support of a functional definition of interaction. American Journal of Distance Education, 8(2), 6-29.
Wang, X. M., Hwang, G. J., Liang, Z. Y., & Wang, H. Y. (2017). Enhancing students’ computer programming performances, critical thinking awareness and attitudes towards programming: An online peer-assessment attempt. Journal of Educational Technology & Society, 20(4), 58-68.
Webster, J., & Martocchio, J. J. (1992). Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly, 201-226.
Yang, Y. T. C., & Chang, C. H. (2013). Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement. Computers & Education, 68, 334-344.
Yinjaroen, P., & Chiramanee, T. (2011). Peer assessment of oral English proficiency. Paper presented at the Third International Conference on Humanities and Social Sciences, Hat Yai, Songkhla, Thailand. Retrieved from http://fs.libarts.psu.ac.th/research/conference/proceedings-3/2pdf/001.pdf.
Yu, X., Zhang, M., Ren, J., Zhao, H., & Zhu, Z. (2010). Experimental development of competitive digital educational games on multi-touch screen for young children. In International Conference on Technologies for E-Learning and Digital Entertainment (pp. 367-375). Berlin, Germany: Springer. |