一、中文部分
王偉斌(2013)。動態視覺化觸控式學習環境之實作:以國中多項式的乘法為例(未出版之碩士論文)。國立臺灣師範大學,臺北市。王瓊珠(2014)。低成就學生之心理特質與輔導。載於陳淑麗、宣崇慧(主編),帶好每一個學生:有效的補救教學(29-46 頁)。臺北市:心理。
吳美瑤(2019)。認知與學習的新觀點:體現認知在課程與教學之應用。課程與教學季刊,23(1),193~216。DOI:10.6384/CIQ.202001_23(1).0008
李盈賢(2006)。高雄市國二學生一元二次方程式迷思概念之研究(未出版之碩士論文)。國立高雄師範大學,高雄市。李家豪(2008)。應用5E教學模式探討國中學生的「配方法解一元二次方程式」概念改變之研究(未出版之碩士論文)。國立彰化師範大學,彰化市。林美娟(2011)。高雄市國二學生解一元二次方程式錯誤類型之分析研究(未出版之碩士論文)。國立高雄師範大學,高雄市。邱振源(2018)。十字交乘法之遊戲式學習活動設計與教學成效評估(未出版之碩士論文)。國立臺灣師範大學,臺北市。施偉隆(2019)。體現認知的意涵及其對學習的觀點――以概念形成為例。清華教育學報,36(2),1-42。DOI:10.6869/THJER.201912_36(2).0001
張春興(2007)。教育心理學:三化取向的理論與實踐。臺北市:東華書局。
教育部(2018)。十二年國民基本教育課程綱要。臺北市:教育部。
陳澤民(譯)(1995)。數學學習心理學(原作者:Richard R. Skemp)。臺北市:九章。(原作出版年:1987)
二、英文部分
Abrahamson, D., & Lindgren, R. (2014). Embodimant and embodied design. In R.K. Sawter (Ed.), The Cambridge handbook of the learning sciences (2nd Edition). Cambridge, MA: Cambridge University Press
Arnon, I, Cottrill, J, Dubinsky, E, Oktaç, A, Fuentes, SR, Trigueros, M, & Weller, K. (2014). APOS Theory: a framework for research and curriculum development in mathematics education. London: Springer. doi: 10.1007/978-1-4614-7966-6
Lesh, R., Post, T., & Behr, M. (1987). Representations and translations among representations in mathematics learning and problem solving. Problems of Representations in the Teaching and Learning of Mathematics, 21, 33-40.
Nathan, M. J., and Walkington, C. (2017). Grounded and embodied mathematical cognition: promoting mathematical insight and proof using action and language. Cogn. Res. 2:9. doi: 10.1186/s41235-016-0040-5
Prensky, M. (2007).Digital game-based learning.Paragon House.
R. G. Mangowal, U. L. Yuhana, E. M. Yuniarno and M. H. Purnomo (2017). MathBharata: A serious game for motivating disabled students to study mathematics. 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), Perth, WA, 2017, pp. 1-6. doi: 10.1109/SeGAH.2017.7939277.
Renkema, W. (2019). Effectiveness of Dynamic Visualisation in Video-based Animated Algebra Instruction (master's thesis, Utrecht University). Retrieved from https://dspace.library.uu.nl/handle/1874/383402
Sheng-Yuan Wang, Shao-Chen Chang, Gwo-Jen Hwang & Pei-Ying Chen (2018). A microworld-based role-playing game development approach to engaging students in interactive, enjoyable, and effective mathematics learning. Interactive Learning Environments, 26:3, 411-423. doi: 10.1080/10494820.2017.1337038
Thomas W. Malone (1983) Guidelines for Designing Educational Computer Programs, Childhood Education, 59:4, 241-247, DOI: 10.1080/00094056.1983.10520592