參考文獻 |
Anderson, T. A., Reynolds, B. L., Yeh, X. P., & Huang, G. Z. (2008, November). Video games in the English as a foreign language classroom. In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (pp. 188-192). IEEE.
Bulu, S. T., & Pedersen, S. (2012). Supporting problem-solving performance in a hypermedia learning environment: The role of students’ prior knowledge and metacognitive skills. Computers in Human behavior, 28(4), 1162-1169.
Chang, R. C., & Yang, C. Y. (2016, May). Developing a mobile app for game-based learning in middle school mathematics course. In 2016 International Conference on Applied System Innovation (ICASI) (pp. 1-2). IEEE.
Chang, W. C., Liao, C. Y., & Chan, T. W. (2019). Improving children’s textual cohesion and writing attitude in a game-based writing environment. Computer Assisted Language Learning, 1-26.
Chang, Y. H., Lin, P. R., & Lu, Y. T. (2020). Development of a Kinect-Based English Learning System Based on Integrating the ARCS Model with Situated Learning. Sustainability, 12(5), 2037.
Chen, C. C., & Huang, P. H. (2020). The effects of STEAM-based mobile learning on learning achievement and cognitive load. Interactive Learning Environments, 1-17.
Chen, M. P., Wong, Y. T., & Wang, L. C. (2014). Effects of type of exploratory strategy and prior knowledge on middle school students’ learning of chemical formulas from a 3D role-playing game. Educational Technology Research and Development, 62(2), 163-185.
Chen, S. Y. & Macredie, R. (2010). Web-based interaction: A review of three important human factors. International Journal of Information Management, 30(5), 379-387.
Chen, S. Y., & Tseng, Y. F. (2019). The impacts of scaffolding e-assessment English learning: a cognitive style perspective. Computer Assisted Language Learning, 1-23.
Chen, S. Y., Hung, C. Y., Chang, Y. C., Lin, Y. S., & Lai, Y. H. (2018, August). A study on integrating augmented reality technology and game-based learning model to improve motivation and effectiveness of learning English vocabulary. In 2018 1st International Cognitive Cities Conference (IC3) (pp. 24-27). IEEE.
Chua, A. Y. K., & Balkunje, R. S. (2012). An exploratory study of game-based m-learning for software project management.
Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study. Journal of Computer Assisted Learning.
Dochy, F. J., Moerkerke, G., & Martens, R. (1996). Integrating assessment, learning and instruction: Assessment of domain-specific and domain transcending prior knowledge and progress. Studies in educational evaluation, 22(4), 309-339.
Gao, Q., Wang, D., & Gao, F. (2015). Impact of knowledge representations on problem-oriented learning in online environments. International Journal of Human-Computer Interaction, 31(12), 922-938.
Haas, J. W., & Arnold, C. L. (1995). An examination of the role of listening in judgments of communication competence in co-workers. The Journal of Business Communication (1973), 32(2), 123-139.
Hagedorn, C., Renz, J., & Meinel, C. (2017, April). Introducing digital game-based learning in MOOCs: What do the learners want and need?. In 2017 IEEE Global Engineering Education Conference (EDUCON) (pp. 1101-1110). IEEE.
Ho, H. N. J., Tsai, M. J., Wang, C. Y., & Tsai, C. C. (2014). Prior knowledge and online inquiry-based science reading: Evidence from eye tracking. International journal of science and mathematics education, 12(3), 525-554.
Huang, B. G., Yang, J. C., & Chen, S. Y. (2020). An investigation of the approaches for integrating learning materials and digital games: a prior ability perspective. Universal Access in the Information Society, 1-12.
Hwang, G. J., & Chang, C. Y. (2020). Facilitating decision-making performances in nursing treatments: a contextual digital game-based flipped learning approach. Interactive Learning Environments, 1-16.
Hwang, G. J., Hsu, T. C., Lai, C. L., & Hsueh, C. J. (2017). Interaction of problem-based gaming and learning anxiety in language students′ English listening performance and progressive behavioral patterns. Computers & Education, 106, 26-42.
Hwang, W. Y., Ma, Z. H., Shadiev, R., Shih, T. K., & Chen, S. Y. (2015). Facilitating listening and speaking with game-based learning activities in situational context. In Emerging issues in smart learning (pp. 193-200). Springer, Berlin, Heidelberg.
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.
Kuo, Y. C., Chu, H. C., & Tsai, M. C. (2017). Effects of an integrated physiological signal-based attention-promoting and English listening system on students′ learning performance and behavioral patterns. Computers in Human Behavior, 75, 218-227.
Lee, C. Y., & Chen, M. P. (2009). A computer game as a context for non-routine mathematical problem solving: The effects of type of question prompt and level of prior knowledge. Computers & Education, 52(3), 530-542.
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.
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, F., & Puntambekar, S. (2019). Designing Epistemic Scaffolding in CSCL.
Liu, G. Z., Chen, J. Y., & Hwang, G. J. (2018). Mobile‐based collaborative learning in the fitness center: A case study on the development of English listening comprehension with a context‐aware application. British Journal of Educational Technology, 49(2), 305-320.
Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643.
Liu, Z. X., Grady, C., & Moscovitch, M. (2017). Effects of prior-knowledge on brain activation and connectivity during associative memory encoding. Cerebral Cortex, 27(3), 1991-2009.
McCredden, J. E., O′Shea, P., Terrill, P., & Reidsema, C. (2016). Don′t blame the student, it′s in their mind: Helping engineering students to grasp complex concepts. In 27th Annual Conference of the Australasian Association for Engineering Education: AAEE 2016 (p. 565). Southern Cross University.
Prasetyo, F. H., & Sofyan, H. Digital Game-Based Larning Model and Design Elements to Increase Student Learning Motivation in English Listening Skills.
Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31.
Ramírez Verdugo, D., & Alonso Belmonte, I. (2007). Using digital stories to improve listening comprehension with Spanish young learners of English. Language Learning & Technology, 11(1), 87-101.
Rico, M., Agudo, J. E., & Sánchez, H. (2015). Language Learning through Handheld Gaming: a Case Study of an English Course with Engineering Students. J. UCS, 21(10), 1362-1378.
Smokotinª, V. M., Alekseyenkob, A. S., & Petrovac, G. I. (2014). The phenomenon of linguistic globalization: English as the global lingua franca (EGLF). Procedia-Social and Behavioral Sciences, 154, 509-513.
Song, H. S. (2010). The effects of learners′ prior knowledge, self-regulation, and motivation on learning performance in complex multimedia learning environments. New York University.
Sung, H. Y., Hwang, G. J., Lin, C. J., & Hong, T. W. (2017). Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students′ motivation and conception of learning. Computers & Education, 110, 143-153.
Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented reality game-based learning: Enriching students’ experience during reading comprehension activities. Journal of Educational Computing Research, 55(7), 901-936.
Tsai, C. H., Cheng, C. H., Yeh, D. Y., & Lin, S. Y. (2017). Can learning motivation predict learning achievement? A case study of a mobile game-based English learning approach. Education and Information Technologies, 22(5), 2159-2173.
Tsai, M. J., Huang, L. J., Hou, H. T., Hsu, C. Y., & Chiou, G. L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115-129.
Vygotsky, L. S. (1976). Play and its role in the development of the child. Play—Its role in the development of evolution, 537-554.
Wang, J. H., Chen, S. Y., & Chan, T. W. (2016). An investigation of a joyful peer response system: High ability vs. low ability. International Journal of Human-Computer Interaction, 32(6), 431-444.
Wu, C. H., Tzeng, Y. L., & Huang, Y. M. (2020). Measuring performance in leaning process of digital game based learning and static E learning. Educational Technology Research & Development.
Yang, J. C., & Quadir, B. (2018). Effects of prior knowledge on learning performance and anxiety in an English learning online role-playing game. Journal of Educational Technology & Society, 21(3), 174-185.
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, Q. F., Chang, S. C., Hwang, G. J., & Zou, D. (2020). Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students′ English vocabulary learning performance, anxiety and behaviors. Computers & Education, 148, 103808.
Yeh, Y. T., Hung, H. T., & Hsu, Y. J. (2017, July). Digital Game-Based Learning for Improving Students′ Academic Achievement, Learning Motivation, and Willingness to Communicate in an English Course. In 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 560-563). IEEE. |