參考文獻 |
一、 中文部分
吳鐵雄(民77)。電腦軟體遊戲帶來的影響。第三波,66期,64-71頁。
郭生玉(民80)。心理與教育研究法。台北:精華書局。
吳芝儀、李奉儒等譯(Michael Quinn patton 著)(民84)。質的評鑑與研究。台北:桂冠圖書。
張霄亭(民87)。教學媒體與教學新科技。台北:心理。
張靜嚳(民84)。何謂建構主義?。建構與教學,第三期。
陳秀娟(民87)。生命的心流:追求忘我專注的圓融生活 (譯自 Finding Flow: The psychology of engagement with everyday life by Mihaly Csikszentmihalyi)。台北:天下文化出版社發行。
黃瓊慧(民89)。從沉浸理論探討台灣大專學生之網路使用行為。國立交通大學傳播研究所碩士論文。
劉旨峰、周倩、林珊如(民90)。以網路心流理論為基礎探討台灣大學生網路沉迷之相關因素。中正大學:2001年台灣區學術網路研討會暨網路學習與繼續專業教育國際會議(TANet 2001 & ELCPE 2001)。
徐新逸(民90)。如何利用網路幫助孩子成為研究高手?網路專題導向學習與教學創新。台灣教育,607期,25-34。
黃明信(民91)。國小網路專題式教學模式之設計。淡江大學教育科技系碩士論文。
洪蘭(民91)。講理就好.Ⅲ, 知書達理。台北:遠流。
遊戲為何重要?(民91)。中國網友報。http://www.cnii.com.cn/20020808/ca81216.htm
謝國忠(民92)。認知型態與訓練方法對電腦態度、電腦自我效能 與學習績效之影響。中央大學資訊管理系碩士論文。
洪國勳(民92)。線上遊戲式學習系統之建置─以科技學習為例。台灣師範大學工業科技教育研究所碩士論文。
林東和(民93)。遊戲製作—使用Game Maker(系列書籍)。台北:碁峰資訊。
許晉龍(民93)。線上遊戲使用者行為研究。台灣科技大學資訊管理系博士論文。
簡幸如、劉旨峰(民93)。從網路心流理論探討電腦遊戲教學。第八屆全球華人計算機教育應用大會。香港。
簡幸如、劉旨峰(民93)。國中生網路遊戲與心流經驗相關因素之初探。台東大學:2004年台灣網際網路研討會。
簡幸如、劉旨峰(民94)。網路遊戲心流經驗問卷與心理模式建構之初探:以大專校園學生為例。2005電子商務與數位生活研討會。
簡幸如、劉旨峰(民94)。漸進式專題導向學習教學模式之建構---以遊戲製作為例。第九屆全球華人計算機教育應用大會。夏威夷。
二、 英文部分
Bandura, A. (1973). Aggression: A social learning analysis. Englewood Cliffs, N.J.: Prentice-Hall.
Crawford, C. (1982). The Art of Computer Game Design, Peabody, S. 1997
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.) Hillsdale, NJ: Erlbaum.
Compeau, D., & Higgins, C. A. (1995). Computer self-efficacy: Development of a measure and initial test, MIS Quarterly, 19, 189-211.
Dempsey, J. V., Lucassen, B., Haynes, L., & Casey M. (1996). Instructional applications of computer games. (ERIC Document Reproduction Service No. ED394500).
Ghani, J. A., & Deshpande, S. P. (1994). “Task characteristics and the experience of optimal flow in human-computer interaction”. Journal of Psychology, 128(4). pp. 381-391.
Gray, T., & Halbert, S. (1998). Team teach with a student: New approach to collaborative teaching. College Teaching, 46(4), 150-153.
Jones, K. (1998). What happens when students design and run their own simulations? Simulation and Gaming, 29(3), 342-347.
Kafai, Y. B., Ching, C. C., & Marshall, S. (1997). Children as Designers of Educational Multimedia Software. Computers and Education, 29(2-3), 117-126.
Levin, T. & Donitsa-Schmidt, S. (1998). Computer Use, Confidence, Attitudes, and Knowledge: A Causal Analysis. Computers in Human Behavior, 14(1), 125-146.
Lieberman, J. N. (1977). Playfulness: Its relationship to imagination and creativity. New York, NY: Academic Press.Mager, R. (1968). Developing attitudes toward learning. Palo Alto, CA: Fearon.
McKenna, K., & Lee, S. (1996). “A Love Affair with MUDs:Flow and Social Interaction in Multi-User Dungeons”. http://www.uni-koeln.de/~am040/muds/ipages/mud.htm
Moursund, D. (1999). Project-based learning using information technology. OR: International Society for Technology in Education Books and Courseware Department.
Nanjappa, A. (2001). Educational games: learners as creators. The University of Memphis.
Novak, T. P., and Hoffman, D. L. (1997). Measuring the Flow Experience Among Web Users. Project 2000 Working Paper.
http://elab.vanderbilt.edu/research/papers/pdf/manuscripts/Flow-MeasuringFlowExpJul1997-pdf.pdf
Olmscheid, C. (1998). The effectiveness of peer tutoring in the elementary grades. (ERIC Document Reproduction service No. ED 430 959)
Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.
Reigeluth, C. (1983). Instructional-Design Theories and Models: A New Paradigm of Instructional Theory (Volume I). New Jersey: Lawrence Erlbaum Associates.
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., et al. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40 , 71-94.
Salomon, G., & Globerson, T. (19 87). Skill is not enough: The role of mindfulness in learning and transfer. International Journal of Educational Research, 11, .623-637
Seidman, I.E. (1998). Interviewing as Qualitative Research : A Guide for Researchers in Education and Social Sciences(2nd ed ). New York : Teachers College Press.
Simon, H. (1998). What We Know About Learning. Journal of Engineering Education, 87(4), 343-349.
SRI International (2000). The Challenge 2000 Multimedia Project. http://pblmm.k12.ca.us/index.html
Thiagarajan, S. (1994). How I Designed a Game - And Discovered the Meaning of Life. Simulation & Gaming, 25(4), 529-537.
Thomsen, S. R., Straubhaar, J. D. and Bolyard, D. M. (1998). Ethnomethodology and the study of online communities: exploring the cyberstreets. Information Research, 4(1).
http://www.shef.ac.uk/~is/publications
Thomas, J. (2000). A review of research on project-based learning. http://www.bie.org/tmp/research/researchreviewPBL
Vygotsky, L.S. (1978). Mind in a society. Cambridge: Harvard University of Chicago Press.
Webster, K. L. Trevino, & Ryan, L. ( 1993). “The dimensionality and correlates of flow in human computer interactions”. Computer in Human Behavior, 9(4), 411-426. |