Adams E. 2010. Fundamentals of Game Design Second Edition. Berkeley, CA, USA: New Riders.
Anderson, L.W. (Ed.), Krathwohl, D.R. (Ed.), Airasian, P.W., Cruikshank, K.A., Mayer, R.E., Pintrich, P.R.,Raths, J., & Wittrock, M.C. 2001. A taxonomy for learning, teaching, and assessing: A revision of Bloom''s Taxonomy of Educational Objectives (Complete edition). New York: Longman.
Aliaga, D. G., Bertino, E., and Valtolina, S. 2011. Decho: A framework for the digital exploration of cultural heritage objects. J. Comput. Cult. Herit. 3, 3, 12, 01-26.
Bellwood, P. 2005. Coastal South China, Taiwan, And the Prehistory of The Austronesians''. Archaeology of Southeast Coastal Islands of China Conference 2005, ed. Cheng Cheng-yu and Pan Jian-guo, Council for Cultural Affairs, Taiwan, 1-22.
Bloom, B. (ed.) 1956.Taxonomy of Educational Objectives, the classification of educational goals – Handbook I:Cognitive Domain New York: McKay
Bodker S., Greenbaum J. & Kyng M. 1991, Setting the stage for design as action In Design at Work: CooperativeDesign of Computer Systems (eds J. Greenbaum & M. Kyng) , Lawrence Erlbaum Associates, Hillsdale, NJ., 139–154.
Boncenne, P. 1977. Pierre-Jean Remy s''explique. Lire (1977) 28-48.
Burke P. 1990. The French Historical Revolution: The Annales School, 1929-89, Cambridge: Polity Press, 1990
Braudel F. 1949. La Mediterranee et le monde mediterraneen a l''epoque de Philippe II,Paris: Armand Colin (2 volumes), 9e edition(1990).Translated from the French by S. Reynolds in 1972, Fontana(1995, 15th impression): The Mediterranean and the Mediterranean World in the Age of Philip II, 2 Volumes.
Braudel F. 1972. Personal Testimony. The Journal of Modern History, 44(4), 448- 467.
Braudel F.1980. On History. Translated from the French ”Ecrits sur
l’histoire,1969” by Sarah Matthews in 1980, University of Chicago Press (Chicago)
Campion, M. C., 1995. A Historian and His Games , Simulation &
Gaming , 26(2) ,168-178.
Charsky D. 2010. Making a Connection: Game Genres, Game Characteristics, and Teaching Structures. Gaming and Cognition.Ch.9,189-212. Hershey, PA: IGI Global.
Chijiiwa S. 1960. The houses of Taiwan’s indigenous, Maruzen Co., Tokyo, Japan
Collins, N.M., J.A. Sayer and T.C. Whitmore, 1991. The Conservation Atlas of Tropical Forests: Asia and the Pacific. IUCN, Gland and Cambridge Press, London, UK.,
Colquhoun, A. 1981/1986. Typology and Design Method, in Essays in Architectural Criticism: Modern Architecture and Historical Change, The MIT Press.
Crawford C. 2010. Interactivity, process, and algorithm. In Van Eck, R.(Ed.), Interdisciplinary models and tools for serious games: Emerging concepts and future directions. Ch.14,333-346. Hershey, PA: IGI Global.
CTGV 1993. Anchored instruction and situated cognition revisited. Educational Technology, 33 (3), 52- 70.
Denis G. and Jouvelot P. 2005. Motivation-driven educational game design: applying best practices to music education. Paper presented at the 2005 ACM-SIGHCI Advances in Computer Education Conference, 5 June 2005, Valencia, Spain.
Dickey, M.D. 2005. Three-dimensional virtual worlds and distance learning: two case studies of active worlds as a medium for distance education. British Journal of Educational Technology. 36 (3). 439-461.
Doulamis, A., Liarokapis, F, Panagiotis , P., Miaoulis. G. 2012. Serious Games for Cultural Applications. Intelligent Comp. Graphics 2011, SCI 374, 97-115
Drake M. A. 2003, Encyclopedia of Library and Information Science 2nd ed. New York: Marcel Dekker.
Ebner, M., Scerbakov, N., and Maurer, H. 2006: New Features for eLearning in Higher Education for Civil Engineering. Journal of Universal Science and Technology of Learning 0(0), 93–106.
Eckerson W. W. 1995: Three Tier Client/Server Architecture: Achieving Scalability,
Performance, and Efficiency in Client Server Applications. Open Information
Systems 10.
Federation of American Scientists. 2006. Harnessing the power of video games for learning [report]. In Summit on educational games. Washington, DC: Federation of American Scientists. Retrieved from. http://fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf.
Flaveil, J.H. 1963. The developmental psychology of Jean Piaget. New York: D. Van Nostrand.
Foni, A. E., Papagiannakis, G., and Magnenat-Thalmann, N. 2010. A taxonomy of visualization strategies for cultural heritage applications. J. Comput. Cult. Herit. 3, 1:1–1:21.
Fowler F. J. 2002. Survey research methods, Third Edition.UK: Sage Publications Ltd.
Friedmann, J. 1987. Planning in the public domain : From knowledge to action, Princeton, N.J. : Princeton University Press
Gee, J. P. 2003. What video games have to teach us about learning and literacy. New York: Palgrave.
Gee, J. P. 2007. What video games have to teach us about learning and literacy. Second Edition.New York: St Martins Press.
Gunter, H., Rayner, S., Butt, G., Fielding, A., Lance, A. and Thomas, H. 2007.
Transforming the school workforce: perspectives on school reform in England.
Journal of Educational Change, 8, 25-39.
Handa, R. 1999. Against arbitrariness: Architectural signification in the age of
globalization. Design Studies, 20(4), 363-380.
Harris O. 2004. Braudel: Historical Time and the Horror of Discontinuity, History Workshop Journal, 57, 161-174.
Hexter J. H. 1972. Fernand Braudel and the Monde Braudellien. The Journal of Modern History, 44(4), 480-539.
Hong J. C., Cheng C.L., Hwang M.Y., Lee C.K., and Chang H.Y. 2009. Assessing the educational Values of digital games. Journal of Computer Assisted Learning 25,423-427.
Holzinger, A., Pichler, A., Maurer, H. 2006. Multi Media e-Learning Software TRIANGLE Case-Study: Experimental Results and Lessons Learned. Journal of Universal Science and Technology of Learning 0(0), 61–92
Huizenga J., Admiraal W., Akkerman S., and Dam G. 2009. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game, Journal of Computer Assisted Learning 25, 332-344.
Iggers G. G. 1975. New Directions in European Historiography, USA: Wesleyan University Press.
IggerS G. G. 1997. Historiography in the Twentieth Century: From Scientific Objectivity to the Postmodern Challenge. Hanover, NH: Wesleyan University Press, published by University Press of New England.
Iggers, G. G. 2005. Historiography in the Twentieth Century: From Scientific Objectivity to the Postmodern Challenge, USA: Wesleyan University Press.
Ignasib de Sola-Morales, 1990. Neo-Rationalism and Figuration. Dr. Andreas C. Papadakis & Harriet Watson. New Classicism. London: Academy Group LTD.
Inhelder,B. & Piaget,J.1958. The Growth of Logical Thinking from Childhood to Adolesence . New York:Basic Books.
Johnson, T. E. and Huang, W. D. 2008. Complex skills development for today’s workforce. In D. Ifenthaler, J. M. Spector, & P. Pirnay-Dummer (Eds.), Understanding models for learning and instruction: Essays in honor of Norbert M. Seel (305-325). New York City, NY, USA: Springer.
Kolb, D. A. 1984. Experiential learning. Englewood Cliffs, NJ: Prentice Hall.
Ladurie E. 1975. Montaillou, Village Occitan de 1294 a 1324 (French), and translated to English by Barbara Bray in 2008 as Montaillou: The Promised Land of Error.
Ladurie E. 1981 . The mind and method of the historian, University of Chicago Press (Chicago)
Ladurie E. 2003. Historo Amongst the Chairs at the College de France, Theoria: A Journal of Social & Political Theory, Issue 102.
Lai C. C. 2000. Braudel''s concepts and methodology reconsidered, The European Legacy, 5(1), 65-86.
Lai C. C. 2004. Braudel’s Historiography Reconsidered, Maryland: University Press of America.
Liu Shu-Hsien.1998. The Mind, the Heart, and the Will: Reflections on the problems concerning general education, Journal of General Education 5(1), 1-11.
Leong, D., and Clark, H. 2003. Culture-based knowledge towards new design thinking and practice- A dialogue. Design Issues, 19(3), 48-58.
Mallik Anupama and Santanu Chaudhury, D. 2011. Nrityakosha: Preserving the Intangible Heritage of Indian Classical Dance. J. Comput. Cult. Herit. 4, 3, 11, 01–25.
Michael, D., and Chen, S. 2006. Serious games: Games that educate, train, and inform
Boston, MA.: Thomson Course Technology.
Paelaban D. 2010. The existence and the future of Taiwan''s aborigines, cultural policy of forward-looking forum, Taipei National University of the Arts.
Papastergiou, M. 2009. Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education. 52(1): 1-12
Pannese, L. and Carlesi, M. 2007. Games and learning come together to maximise effectiveness: the challenge of bridging the gap. British Journal of Educational Technology, 38, 438-454.
Piaget. J. 1964. Cognitive Development in Children:Development and
Learning,Journal of Research in Science Teaching. 2, 176-186.
Piaget. J., Inh1elder, B., and Szeminska, A. 1960a. The Child''s Conception of
Geometry. W W. Norton & Company, New York. London.
Piaget. J. 1960b.The Child’s Conception of Physical Causality. New Jersey:
Littlefield, Adams & Co.
Piaget, J.1969. The Child''s Conception of Time. Translated from the French by Pomerans, A.J., Routledge & Kegan Paul, London.
Piaget, J.1974. The Child''s Conception of Quantities. Translated from the French by
Pomerans,A.J., Routledge & Kegan Paul, London.
Prensky M. 2001. Digital Game-Based Learning. McGraw- Hill, NewYork.
Prensky M. 2003. Digital game-based learning. ACM Computers in Entertainment , 1 , 21–24.
Rollings, A., and Adams, E. 2003. Andrew Rollings and Ernest Adams on game design. Berkeley, CA: New Riders Publishing, Inc.
Sahlins M. 1976. Culture and Practical Reason, Chicago, University of Chicago
Press.
Sanoff H. 2006. Origins of community design. Progressive Planning 166, 14-17.
Sanoff H. 2007. Special issue on participatory design. Design Studies 28, 213-215.
Shank, R. C., Berman, T. R., & Macpherson, K. A. (1999). Learning by doing. In C. M. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory (Vol. II, 161-81). Mahwah, NJ: Lawrence Erlbaum Associates.
Schick, James B. M.,1990. Teaching History with a Compute r—A Complete Guide for
College Professors , Chicago: Lycem.
Schick, James B. M., 1993. The Decision to Use a Computer Simulation. The History
Teacher 27 (1)。
Squire K. 2002. Cultural framing of computer/video games. Game Studies 2, Available at: http://www.gamestudies.org/0102/squire/
Sun D.C. 2000. Caught in the ethnic construction: language, culture and politics of Taiwan''s aborigines Linking Publishing, Taipei, Taiwan.
The Council of Indigenous Peoples (The CIP), Executive Yuan.2012.
http://www.apc.gov.tw/portal/docList.html?CID=D6CE6A4C9BFECEEA&DID=D6CE6A4C9BFECEEA
Trevor-Roper H. R. 1972. Fernand Braudel, the Annales, and the Mediterranean. The Journal of Modern History, 44(4), 468-479.
Tuzun, H., Yilmaz-Soylu, M., Karakus, T., Inal, Y., and Kizilkaya, G. 2009. The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77.
Walis N. and Yu K.H. 2002. History of Taiwan''s Aborigines: Atayal history ,Taiwan
Historica.
Wang L.C. and Chen M.P. 2010. The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning, Innovations in Education and Teaching International 47(1), 39-52.
Watson R. W., Christopher J. M., and Constance A. H. 2011. A case study of the in-class use of a video game for teaching high school history, Computers & Education, 56, 466- 474.
White H. 1988. Historiography and Historiophoty, American Historical Review
Wrzesien M. and Raya M. A. 2010. Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55, 178- 1
Yair, K., Press, M., & Tomes, A. 2001. Crafting competitive advantage: Crafts
knowledge as a strategic resource. Design Studies, 22 (4), 377-394.
Zyda, M. 2005. From visual simulation to virtual reality to games. Computer, 38
(9), 25-32.
千千岩助太郎1936。 番屋漫談。臺灣山岳彙報,2(11),3-4。
千千岩助太郎1938a。 台湾高砂族住家の研究,第2報。臺灣建築會誌,10 (3) 。
千千岩助太郎1938b 。大武山、霧頭山縱走。台湾山岳,9,79-88。
千千岩助太郎1941。 台湾高砂族住家の研究,第4報。臺灣建築會誌,13 (5) 。
千千岩助太郎1942。台湾高砂族住家の研究,第5報。臺灣建築會誌,14(5) 。
千千岩助太郎1952。台湾高砂族住家の研究,第7報。日本建築學會會刊。
千千岩助太郎1960。臺灣高砂族の住家。日本東京: 丸善株式會社。
千千岩助太郎1962。臺灣高砂族住家の研究,九州大學工學博士論文。
千千岩助太郎1974。高砂族住居研究の思い出。えとのす(Ethnos in Asia) —
民族・民俗・考古・人類,1(1),27-31。
王嵩山 2001。台灣原住民的社會與文化。臺北市: 聯經。
角田憲一 2007。千々岩助太郎による台湾原住民住居調査に関する研究。九州大学博士論文。
汪麗君 2005。建築類型學。中國天津:天津大學出版社。
林榮泰 2005。文化創意,設計加值。藝術欣賞,1(7),26-32。施文玲 2007。以學習理論為基礎的數位化教學策略。生活科技教育月刊 40(2),
32-41。
徐啟賢、林榮泰 2011。文化產品設計程序。設計學報。16(4),1-18。
黃志弘、黃儀婷 2011。 千千岩助太郎臺灣原住民部落踏查路徑考證與地圖套疊研究。 2011數位典藏地理資訊研討會,2011/10/19, 台北。
黃志弘、楊詩弘編 2012 a。千千岩助太郎臺灣高砂族住家調查測繪手稿全集(上)。臺北市:國立臺北科技大學,。
黃志弘、楊詩弘、黃儀婷 2012b。從千千岩助太郎建築測繪推動賽德克族部落參與式組屋復原研究。2012第五屆台日原住民族研究論壇,屏東。
黃湘武 1993。西方社會科學理論的移植與應用,杜祖貽編,台北: 遠流出版社,
53-62。
黃儀婷 2012. Papakwaqa serious game preview [online]. Available at http://www.youtube.com/watch?v=Gi7w_TLSR6c. (3 December 2012).
黃儀婷、黃志弘 2013。溯源與新生: 千千岩助太郎臺灣原住民族建築史料分類與應用研究。民族學界 ,31,127-170。
黃文星、陳永坤 2009。 文化元素置入廣告之效果研究– 以臺灣原住民文化元素為例。朝陽商管評論,8 (3、4),1-23。
楊景盛、林素華、王國華、黃世傑 2010。認真遊戲課程模組發展與評估—以人體
內分泌系統為例。課程與教學季刊, 14 (1),199-232。
鄭晃二 2002。友善空間,創造對話的參與式營造。臺北市: 田園城市文化事業有限公司
葉思義、宋昀璐 2004。數位遊戲設計:遊戲設計知識全領域。 台北: 碁峰資訊
股份有限公司