吳靜吉、程炳林(1992)。激勵的學習策略量表之修訂。測驗年刊(Psychological Testing),39,59-78。吳靜吉、程炳林(1993)。國民中小學生學習動機、學習策略與學業成績之相關研究。國立政治大學學報,(66),13-39。林佳儀(2008)。5E學習環教學模式對國一學生學習演化單元概念影響之研究。國立高雄師範大學科學教育研究所碩士論文,未出版。
洪榮昭、劉明洲(民71)。電腦輔助教學之設計原理與應用。台北:師大書苑。
財團法人台灣網路資訊中心(2010年3月30日)。2010年台灣寬頻網路使用調查報告出爐[新聞發佈]。台北市:交通部。2012年5月1日,取自http://www.twnic.net.tw/NEWS4/103.pdf
張竣凱、王姿文、田乃月、高毓瑩、羅怡珮(譯)(民97)。生物學:A brief guide to biology with physiology(原作者:Krogh, D.)。台北縣:學銘圖書。(原著出版年:2006)
盧秀琴(2007)。「生物演化」的繪本電子書編製與教學研究。2007年臺灣教育學術研討會論文集(編號:2007-03-07, 頁227-252)。市立台北教育大學。
顧錦濤(2001)。國小學童生物演化概念學習之研究--融入學習角學習策略。國立屏東師範學院數理教育研究所碩士論文,未出版。Anderson, D. L., K. M. Fisher, &; Norman, G. J. (2002). Development and evaluation of the conceptual inventory of natural selection. Journal of Research in Science Teaching, 39(10), 952-978. doi:10.1002/tea.10053
Annetta, L. A., Mangrum, J., Holmes, S., Collazo, K., &; Cheng, M. T. (2009). Bridging reality to virtual reality: Investigating gender effects and students engagement on learning through video game play in an elementary school classroom. International Jornal of Science Education., 31(8), 1091-1113. doi:10.1080/09500690801968656
Bishop, B. A., &; Anderson, C. W. (1990). Student conceptions of natural selection and its role in evolution. Journal of Research in Science Teaching, 27(5), 415-427. doi:10.1002/tea.3660270503
Brown, E., and Cairns, P. (2004). A Grounded Investigation of Game Immersion. CHI‘04 Extended Abstracts on Human Factors and Computing Systems (Vienna, April 2004), ACM Press, pp. 1297-1300. doi:10.1145/985921.986048
Brumby, M. N. (1984). Misconceptions about the concept of natural selection by medical biology students. Science Education, 68(4), 493-503. doi:10.1002/sce.3730680412
Campbell, N., Mitchel, L., &; Reece, J. (2000). Biology, Concepts and Connections. Pearson Benjamin Cummings, San Francisco, USA.
Chen, H., Wigand, R. T., &; Nilan, M. S. (1999). Optimal experience of Web activities. Computers in Human Behavior, 15(5), 585-608. doi:10.1016/S0747-5632(99)00038-2
Cheng, M. T. (2009). Middle school students’ learning of the impact of methamphetamine abuse on the brain through serious game play. Unpublished doctoral dissertation. North Carolina State University, Raleigh, NC.
Cheng, M. T., She, H. C., &; Annetta, L. A. (submitted). Development and validation of an inventory to measure game play experience: Game Immersion Questionnaire (GIQ). Cyberpsychology &; Behavior.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper-Perennial.
Csikszentmihalyi, M., &; Csikszentmihalyi, I. (1988). Introduction to part IV. In M. Csikszentmihalyi, &; I. S. Csikszentmihalyi (Eds.), Optimal experience: Psychological studies of flow in consciousness, New York: Cambridge University Press.
Csikszentmihalyi, M., &; LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56(5), 815-822. doi:10.1037/0022-3514.56.5.815
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), 439-451. doi:10.1111/j.1467-8535.2005.00477.x
Ermi, L., &; Mäyrä, F. (2005). Fundamental components of the gameplay experience: Analysing immersion. In S. de Castell &; J. Jenson (Eds.), Proceedings of DiGRA 2005 Conference: Changing Views-Worlds in Play (pp. 15-27).
Federation of American Scientists.(2006). Summit on educational games 2006: Harnessing the power of video games for learning. Available from http://www.fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf
Ferrari, M., &; M. T. H. Chi (1998). The nature of naive explanations of natural selection. International Journal of Science Education, 20(10), 1231-1256. doi:10.1080/0950069980201005
Garris, R., Ahlers, R., &; Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33(4), 441-467. doi:10.1177/1046878102238607
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy? ACM Computers in Entertainment, 1(1), 1-4. doi:10.1145/950566.950595
Gee, J. P. (2004). Learning by design: Game as learning machines. Interactive Educational Multimedia, 8, 15-23.
Gee, J. P. (2005). Why video games are good for your soul: Pleasure and learning, Common Ground.
Gee, J. P. (2008). Good videogames, the human mind, and good learning. In T. Willoughby &; E. Wood (Eds.), Children's learning in a digital world (pp. 40-63). Malden, MA: Blackwell.
Gudmundsen, J. (2006). Movement aims to get serious about games. Retrieved August 2, 2008, from http://www.usatoday.com/tech/gaming/2006-05-19-serious-games_x.htm
Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective 'Edutainment', University of Georgia. Retrieved July 11, 2012, from http://twinpinefarm.com/pdfs/games.pdf
Hsiao, H. C. (2007). A brief review of digital games and learning, IEEE. International Workshop on Digital Game and Intelligent Toy Enhanced Learning (IEEE DIGITEL 2007), 124-129. doi:10.1109/DIGITEL.2007.3
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641-661. doi:10.1016/j.ijhcs.2008.04.004
Jensen, M. S., &; Finley, F. N. (1995). Teaching evolution using historical arguments in a conceptual change strategy. Science Education, 79(2), 147-166. doi:10.1002/sce.373079020
Jensen, M. S., &; Finley, F. N. (1996). Changes in students' understanding of evolution resulting from different curricular and instructional strategies. Journal of Research in Science Teaching, 33(8), 879-900. doi:10.1002/(SICI)1098-2736(199610)33:8<879::AID-TEA4>3.0.CO;2-T3
Kiili, K. (2005a). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24. doi:10.1016/j.iheduc.2004.12.001
Kiili, K. (2005b). Educational game design: Experiential gaming model revised. Tampere University of Technology. Pori. Research report 4. Retrieved May 18, 2012, from http://amc.pori.tut.fi/publications/EducationalGameDesign.pdf
Kiili, K. (2006). Towards a participatory multimedia learning model. Education and Information Technologies, 11(1), 21-32. doi:10.1007/s10639-005-5711-7
Kirriemuir, J., &; McFarlane, A. (2004). Literature review in games and learning. Retrieved from http://telearn.archives-ouvertes.fr/docs/00/19/04/53/PDF/kirriemuir-j-2004-r8.pdf
Lawson, A. E. (2004). What kinds of concepts exist? Paper presented at Workshop on Enhancing Scientific Reasoning for better Science Teaching, National Taiwan Normal University, Taipei.
Lawson, A.E., Abraham, M.R., &; Renner, J.W. (1989). A Theory of Instruction: Using the Learning Cycle to Teach Science Concepts and Thinking Skills. NARST,1. Retrieved July 10, 2012, from http://eric.ed.gov/PDFS/ED324204.pdf
Lawson, A. E., Alkhoury, S., Benford, R., Clark, B. R., &; Falconer, K. A. (2000). What kinds of scientific concepts exist? Concept construction and intellectual development in college biology. Journal of Research in Science Teaching, 9, 996–1018. doi:10.1002/1098-2736(200011)37:9<996::AID-TEA8>3.0.CO;2-J
Malone, T. W. (1981). What makes computer games fun? Byte, 6(12), 258-277.
Malone, T. W. &; M. R. Lepper (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude learning and instruction, 3(3), 223-253.
Mayr, E. (2001). What evolution is. New York. Basic Books.
NAS. (1998). Teaching about Evolution and the Nature of Science. Washington, DC, USA: National Academies Press, 1998. p 61. Retrieved from http://site.ebrary.com/lib/nctu/Doc?
Oblinger, D. G. (2004). The next generation of educational engagement. Journal of interactive media in education, 2004(1).
Oblinger, D. G. (2006). Games and Learning: Digital games have the potential to bring play back to the learning experience. EDUCASE Quarterly, 29(3), 5-7.
Passmore, C. &; Stewart, J. (2002). A modeling approach to teaching evolutionary biology in high schools*. Journal of Research in Science Teaching, 39(3), 185-204. doi:10.1002/tea.10020
Pintrich, P. R., Smith, D. A., &; McKeachie, W. J. (1989). A Manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). Mich: National center for Research to Improve Postsecondary Teaching and Learning (NCRIPTAL), School of Education, The University Michigan.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.