參考文獻
一、中文部份
于富雲(2001)。從理論基礎探究合作學習的教學效益。教育資料與研究,38,22-28。孟芳(2014)。與孩子立規避免暴力遊戲。取自http://www.worldjournal.com/view/full_news_14/24645868/article-%E8%88%87%E5%AD%A9%E5%AD%90%E7%AB%8B%E8%A6%8F-%E9%81%BF%E5%85%8D%E6%9A%B4%E5%8A%9B%E9%81%8A%E6%88%B2-?instance=topics
林嘉玲(2000)。數學遊戲融入建構教學之協同行動研究(未出版之碩士論文)。國立花蓮師範學院,花蓮市。邱富宏、陳錦章(2002)。融入認知策略與工具的網路學習環境對學生學習影響之研究。科學教育學刊,10(3),頁261-285。孫春在、林珊如(2007)。網路合作學習:數位時代的互動學習環境、教學與評量。台北:心理出版社。
張春興(1996)。教育心理學-三化取向的理論與實踐。台北:東華。
陳銹陵、陳明溥、韓宜娣(2011)。鷹架類型與先備知識對高職電腦軟體應用課程之成效探討。數位學習科技期刊,3(1),101-120。曾明勤(2002)。應用網際網路輔助建構式鷹架教學之研究-以[研究方法]課程為例(未出版之碩士論文)。國立高雄第一科技大學,高雄市。詹惠麟(2010)。數位遊戲中鷹架輔助對策略發展及遊戲行為的影響(碩士論文)。取自臺灣博碩士論文知識加值系統。薛俊彦、許芹(2006)。兒童教學遊戲的探究與開發。當代教育論壇:學科教育研究,10,59-60。
蘇冠銘、陳瓊美(2001)。引發學習動機的最佳方案:電腦遊戲。取自http://210.240.189.214/gamedesign/resources/04_game_theorem/0_pdf/%E5%BC%95%E7%99%BC%E5%AD%B8%E7%BF%92%E5%8B%95%E6%A9%9F%E7%9A%84%E6%9C%80%E4%BD%B3%E6%96%B9%E6%A1%88%20%20%20%E9%9B%BB%E8%85%A6%E9%81%8A%E6%88%B2_31%E9%99%B3%E9%BA%97%E9%9D%9C.pdf
二、西文部份
Aufschnaiter, V. S., Prum, R., &; Schwedes, H. (1984). Play and play orientation in physics education. Naturwissenschaften in Unterricht-P/C, 32, 258-263.
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Pretince Hall.
Bruffee, K. A. (1993). Collaborative Learning: Higher Education, Interdependence, and the Authority of Knowledge. Baltimore: John Hopkins University Press.
Carillo, L., Lee, C., &; Rickey, D. (2005). Enhancing science teaching by doing more: A framework to guide chemistry students' thinking in the laboratory. Science Teacher, 72(7), 60-64.
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.
Demetriadis, S. N., Papadopoulos, P. M., Stamelos, I. G., &; Fischer, F. (2008). The effect of scaffolding students’ context-generating cognitive activity in technology-enhanced case-based learning. Computers &; Education, 51(2), 939-954.
Dillenbourg, P., Baker, M. J., Blaye, A., &; O'Malley, C. (1995). The evolution of research on collaborative learning. Learning in Humans and Machine: Towards an interdisciplinary learning science, 189-211.
Echeverría, A., Améstica, M., Gil, F., Nussbaum, M., Barrios, E., &; Leclerc, S. (2012). Exploring different technological platforms for supporting co-located collaborative games in the classroom. Computers in Human Behavior, 28(4), 1170-1177.
Echeverría, A., García-Campo, C., Nussbaum, M., Gil, F., Villalta, M., Améstica, M., &; Echeverría, S. (2011). A framework for the design and integration of collaborative classroom games. Computers &; Education, 57(1), 1127-1136.
Ellis, A. K. (2001). Research on educational innovations. New York: Eye on Education, Inc.
Ge, X., &; Er, N. (2005). An online support system to scaffold real-world problem solving. Interactive Learning Environments, 13(3), 139-157.
Ge, X., &; Land, S. M. (2003). Scaffolding students’ problem-solving processes in an ill-structured task using question prompts and peer interactions. Educational Technology Research and Development, 51(1), 21-38.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
Hämäläinen, R., Oksanen, K., &; Häkkinen, P. (2008). Designing and analyzing collaboration in a scripted game for vocational education. Computers in Human Behavior, 24(6), 2496-2506.
Hall, J. K. (2001). Methods for teaching foreign languages: Creating a community of learners in the classroom. Upper Saddle River, NJ: Merrill Prentice Hall.
Heinich, R., Molenda, M., Russel, J., &; Smaldino, S. (2002). Instructional Media and Technologies for Learning, Merrill Prentice Hall. New Jersey: Merrill Prentice Hall.
Hill, J. R., &; Hannafin, M. J. (2001). Teaching and learning in digital environments: The resurgence of resource-based learning. Educational Technology Research and Development, 49(3), 37-52.
Jegede, O., &; Inyang, N. (1990). Gender differences and achievement in integrated science among junior secondary science students: A Nigerian study. International Review of Education, 36(3), 364-368.
Johnson, D. W. (1994). Learning together and alone: Cooperative, competitive, and individualistic learning (4th.). Bostonn: Allyn and Bacon.
Johnson, D. W., &; Johnson, R. T. (1989). Cooperation and competition: Theory and research. Edina, MN: Interaction Book Company.
Johnson, D. W., Johnson, R. T., &; Stanne, M. B. (2000). Cooperative learning methods: A meta-analysis. MN: University of Minnesota.
Krause, U.M., Stark, R., &; Mandl, H. (2009). The effects of cooperative learning and feedback on e-learning in statistics. Learning and Instruction, 19(2), 158-170.
Liao, C. C., Chen, Z. H., Cheng, H. N., Chen, F. C., &; Chan, T. W. (2011). My‐Mini‐Pet: A handheld pet‐nurturing game to engage students in arithmetic practices. Journal of Computer Assisted Learning, 27(1), 76-89.
Lin, L., Atkinson, R. K., Christopherson, R. M., Joseph, S. S., &; Harrison, C. J. (2013). Animated agents and learning: Does the type of verbal feedback they provide matter? Computers &; Education, 67, 239-249.
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.
McAuley, E., Duncan, T., &; Tammen, V. V. (1989). Psychometric properties of the intrinsic motivation inventory in a competitive sport setting: A confirmatory factor analysis. Research Quarterly for Exercise and Sport, 60(1), 48-58.
McFarlane, A., Sparrowhawk, A., &; Heald, Y. (2002). Report on the educational use of games. Cambridge: TEEM.
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(2), 497-504.
Milson, F. (1973). An introduction to group work skill. London: Routledge and Kegan Paul.
Nattiv, A. (1994). Helping behaviors and math achievement gain of students using cooperative learning. The Elementary School Journal, 94(3), 285-297.
Ng’ambi, D., &; Hardman, J. (2004). Towards a knowledge‐sharing scaffolding environment based on learners’ questions. British Journal of Educational Technology, 35(2), 187-196.
Nussbaum, M., Alvarez, C., McFarlane, A., Gomez, F., Claro, S., &; Radovic, D. (2009). Technology as small group face-to-face Collaborative Scaffolding. Computers &; Education, 52(1), 147-153.
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.
Pareto, L., Haake, M., Lindström, P., Sjödén, B., &; Gulz, A. (2012). A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation. Educational Technology Research and Development, 60(5), 723-751.
Pifarre, M. (2007). Scaffolding through the network: analysing the promotion of improved online scaffolds among university students. Studies in Higher Education, 32(3), 389-408.
Pintrich, P. R., Smith, D. A., &; McKeachie, W. J. (1989). A manual for the use of the motivated strategies for learning questionnaire (MSLQ). Ann Arbor, Michigian: National Center for Research to Improve Teaching and Learning, School of Education, The University Michigan.
Prensky, M. (2001a). Fun, play and games: What makes games engaging. In Digital Game-Based Learning. New York, NY: McGraw Hill.
Prensky, M. (2001b). True believers: Digital game-based learning in the military. York: McGraw-Hill.
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
Randel, J. M., Morris, B. A., Wetzel, C. D., &; Whitehill, B. V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation &; Gaming, 23(3), 261-276.
Rieber, L. P., &; Noah, D. (2008). Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning. Educational Media International, 45(2), 77-92.
Ryan, R. M. (1982). Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of Personality and Social Psychology, 43(3), 450.
Sánchez, J., &; Olivares, R. (2011). Problem solving and collaboration using mobile serious games. Computers &; Education, 57(3), 1943-1952.
Sandford, R., &; Williamson, B. (2005). Games and learning. Bristol, UK: Futurelab.
Shih, K.P., Chen, H.C., Chang, C.Y., &; Kao, T.C. (2010). The development and implementation of scaffolding-based self-regulated learning system for e/m-learning. Journal of Educational Technology &; Society, 13(1), 80-93.
Simons, K. D., &; Klein, J. D. (2007). The impact of scaffolding and student achievement levels in a problem-based learning environment. Instructional Science, 35(1), 41-72.
Slavin, R. E. (1990). Cooperative learning. Celin Rogers: The social psychology of the primary school. New York: KKY.
Slavin, R. E. (1995). Cooperative learning: Theory, research, and practice (2nd Ed). Boston: Allyn and Bacon.
Springer, L., Stanne, M. E., &; Donovan, S. S. (1999). Effects of small-group learning on undergraduates in science, mathematics, engineering, and technology: A meta-analysis. Review of Educational Research, 69(1), 21-51.
Sung, H.Y., &; Hwang, G.J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers &; Education, 63, 43-51.
Sweller, J., Van Merrienboer, J. J., &; Paas, F. G. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10(3), 251-296.
Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., &; Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers &; Education, 52(1), 68-77.
Van der Meij, H., Albers, E., &; Leemkuil, H. (2011). Learning from games: Does collaboration help? British Journal of Educational Technology, 42(4), 655-664.
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
Villalta, M., Gajardo, I., Nussbaum, M., Andreu, J. J., Echeverría, A., &; Plass, J. (2011). Design guidelines for classroom multiplayer presential games (CMPG). Computers &; Education, 57(3), 2039-2053.
Virvou, M., Katsionis, G., &; Manos, K. (2005). Combining software games with education: Evaluation of its educational effectiveness. Journal of Educational Technology &; Society, 8(2), 54-65.
Vygotsky, L. S. (1978). Mind in Society Harvard University Press. Cambridge, MA: Harvard University Press.
Wang, J., &; Staver, J. R. (1997). An empirical study of gender differences in Chinese students' science achievement. The Journal of Educational Research, 90(4), 252-255.
Webb, N. M. (1989). Peer interaction and learning in small groups. International Journal of Educational Research, 13(1), 21-39.
Weinberger, A., Ertl, B., Fischer, F., &; Mandl, H. (2005). Epistemic and social scripts in computer–supported collaborative learning. Instructional Science, 33(1), 1-30.
Wood, D., Bruner, J. S., &; Ross, G. (1976). The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry, 17(2), 89-100.
Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers &; Education, 59(2), 365-377.
Zembal-Saul, C., Munford, D., Crawford, B., Friedrichsen, P., &; Land, S. (2002). Scaffolding preservice science teachers' evidence-based arguments during an investigation of natural selection. Research in Science Education, 32(4), 437-463.