|
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice- Hall, Inc Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65-79. Bloom, B. S. (1968). Learning for mastery. Evaluation Comment, 1(2), 1-12. Callaghan, M. J., McCusker, K., Losada, J. L., Harkin, J., & Wilson, S. (2013). Using game-based learning in virtual worlds to teach electronic and electrical engineering. IEEE Transactions on Industrial Informatics, 9(1), 575-584. Carey, S. (2000). The origin of concepts. Journal of Cognition and Development, 1(1), 37-41. Chen J. M., Chu, H. C., & Yang, S. M. (2016). Development of a Mobile Digital Game-based Learning system based on Concept Effect Relationship for improving Mathematic Fraction learning achievements of Elementary School Students in Taiwan. The 23rd International Conference on Computers in Education. Chen, S. L., Liang, T., Lee, M. L., & Liao, I. C. (2011). Effects of concept map teaching on students’ critical thinking and approach to learning and studying. Journal of Nursing Education, 50(8), 466-469. Chiou, C.C. (2008). The effect of concept mapping on students’ learning achievements and interests. Innovations in Education & Teaching International, 45, 375–387. Chu, H. C., & Hung, C. M. (2015). Effects of the Digital Game-Development Approach on Elementary School Students’ Learning Motivation, Problem Solving, and Learning Achievement. International Journal of Distance Education Technologies (IJDET), 13(1), 87-102. Chu, H. C., Hwang, G. J., & Huang, Y. M. (2010). An enhanced learning diagnosis model based on concept–effect relationships with multiple knowledge levels. Innovations in Education and Teaching International, 47(1), 53-67. Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd. Ed.). Hillsdale, NJ: Lawrence Erlbaum Associates. De Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & education, 46(3), 249-264. Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167. Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29(3), 1113-1121. Fennema, E., & Sherman, J. A. (1976). Fennema-Sherman mathematics attitudes scales: Instruments designed to measure attitudes toward the learning of mathematics by females and males. Journal for research in Mathematics Education, 7(5), 324-326. Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33, 441-467. Gentile, D. A., & Gentile, J. R. (2005). Violent video games as exemplary teachers. Atlanta. Green, S. B., Lissitz, R. W. & Mulaik, S. (1977) Limitations of coefficient alpha as an index of test unidimensionality. Journal of Educational and Psychological Measurement, 37, 827-839. Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179. Heritage, M. (2007). Formative Assessment: What Do Teachers Need to Know and Do? Phi Delta Kappan, 89(2), 140-145. Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective. Hung, C. M., Huang, I., & Hwang, G. J. (2014). Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 1(2-3), 151-166. Hwang, G. J. (2003). A conceptual map model for developing intelligent tutoring systems. Computers & Education, 40(3), 217-235. Hwang, G. J., Shi, Y. R., & Chu, H. C. (2011). A concept map approach to developing collaborative Mindtools for context‐aware ubiquitous learning. British Journal of Educational Technology, 42(5), 778-789. 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. Hwang, G. J., Tseng, J. C., & Hwang, G. H. (2008). Diagnosing student learning problems based on historical assessment records. Innovations in Education and Teaching International, 45(1), 77-89. Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10. Hwang, G. J., Wu, P. H., & Ke, H. R. (2011). An interactive concept map approach to supporting mobile learning activities for natural science courses. Computers & Education, 57(4), 2272-2280. Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013). A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Computers & Education, 69, 121-130. Inaltun, H., & Ateş, S. (2015). Investigating Relationships among Pre-Service Science Teachers’ Conceptual Knowledge of Electric Current, Motivational Beliefs and Self-Regulation. Eurasia Journal of Mathematics, Science & Technology Education, 11(6). Johnson, D. W., & Johnson, R. T. (2004). Making cooperative learning work. Theory into Practice, 38(2), 67-73. Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons. Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model, Internet and Higher Education, 8, 13-24 Kimmerle, J., Thiel, A., Gerbing, K. K., Bientzle, M., Halatchliyski, I., & Cress, U. (2013). Knowledge construction in an outsider community: Extending the communities of practice concept. Computers in Human Behavior, 29(3), 1078-1090. Kirriemuir, J., & McFarlane, A. (2004). Literature Review in Games and Learning (No. 8). Bristol: Nesta Futurelabs. Kuo, M. J. (2007). How does an online game based learning environment promote students’ intrinsic motivation for learning natural science and how does it affect their learning outcomes? Proceedings of the First IEEE International Workshop on Digital Game and Intelligent Toy Enhances Learning, 135-143. Li, L. Y. (2015). Development and evaluation of a Web-based e-book with a concept mapping system. Journal of Computers in Education, 2(2), 211-226. Lim, S. Y., & Chapman, E. (2012). An investigation of the Fennema-Sherman mathematics anxiety subscale. Measurement and Evaluation in Counseling and Development, 0748175612459198. Liu, C. C., Chen, H. S., Shih, J. L., Huang, G. T., & Liu, B. J. (2011). An enhanced concept map approach to improving children’s storytelling ability. Computers & Education, 56(3), 873-884. Liu, C.C., Don, P.H., & Tsai, C.M. (2005). Assessment based on linkage patterns in concept maps. Journal of Information Science and Engineering, 21, 873-890. Markham, K. M., Mintzes, J. J., & Jones, M. G. (1994). The concept map as a research and evaluation tool: Further evidence of validity. Journal of research in science teaching, 31(1), 91-101. McClure, J. R., Sonak, B., & Suen, H. K. (1999). Concept map assessment of classroom learning: Reliability, validity, and logistical practicality. Journal of research in science teaching, 36(4), 475-492. Miller, N., & Pollock, V. E. (1994). Meta-analytic synthesis for theory development. In H. Cooper & L. V. Hedges (Eds.). The handbook of research synthesis, 457-483. Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature. Nicase, V., Cogerino, G., Fairclough, S., Bcois, J., & Davis, K. (2007). Teacher feedback and interactions in physical education: Effects of student gender and physical activities. European Physical Education Review, 13(3), 319-337. Novak, J. D. (2010). Learning, creating, and using knowledge: Concept maps as facilitative tools in schools and corporations. Routledge. Novak, J. D., & Gowin, D. B. (1984). Learning how to learn. New York: Cambridge University Press. Paas, F. G. (1992). Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach. Journal of educational psychology, 84(4), 429. Paas, F. G. W. C., & Van Merriënboer, J. J. G. (1994). Instructional control of cognitive load in the training of complex cognitive tasks. Educational Psychology Review, 6(4), 351-371. 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. Peng, H.Y., Su, Y.J., Chou, C., & Tsai, C.C. (2009). Ubiquitous knowledge construction: Mobile learning re-defined and a conceptual framework. Innovations in Education and Teaching International, 46, 171–183. Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), 745-771. Prensky, M. (2001). Digital game-based learning. Prensky, M. (2007). How to teach with technology: Keeping both teachers and students comfortable in an era of exponential change. Emerging technologies for learning, 2(4), 40-46. Richardson, F. C., & Suinn, R. M. (1972). The mathematics anxiety rating scale: psychometric data. Journal of counseling Psychology, 19(6), 551. Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., ... & Rodriguez, P. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94. Ruiz-Primo, M.A., & Shavelson, R.J. (1996). Problems and issues in the use of concept maps in science assessment. Journal of Research in Science Teaching, 33, 569-600. Schwendimann, B. A., & Linn, M. C. (2016). Comparing two forms of concept map critique activities to facilitate knowledge integration processes in evolution education. Journal of Research in Science Teaching, 53(1), 70-94. Shih, J. L., Shih, B. J., Shih, C. C., Su, H. Y., & Chuang, C. W. (2010). The influence of collaboration styles to children’s cognitive performance in digital problem-solving game ‘William Adventure’: A comparative case study. Computers & Education, 55(3), 982-993. Stoica, I., Moraru, S., & Miron, C. (2011). Concept maps, a must for the modern teaching-learning process. Romanian Reports in Physics, 63(2), 567-576. Sweller, J., Van Merriënboer, J. J. G., & Paas, F. G. W. C. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10(3), 251-297. Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE review, 41(2), 16. Wu, P. H., Hwang, G. J., Milrad, M., Ke, H. R., & Huang, Y. M. (2012). An innovative concept map approach for improving students’ learning performance with an instant feedback mechanism. British Journal of Educational Technology, 43(2), 217-232. 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. Wang, J. Y., Chu, H. C., & Hwang, G. J. (2010). Effects of diverse technologies-based concept map strategies on learning attitude and academic achievement of students. In 6th Taiwan E-Learning Forum (TWELF 2010), Taichung, Taiwan.
|