跳到主要內容

臺灣博碩士論文加值系統

(216.73.217.5) 您好!臺灣時間:2026/06/08 09:40
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:李文驤
研究生(外文):Wen-hsiang Lee
論文名稱:情境式數位遊戲結合凱利方格對高中地理學習成效與學習行為之影響
論文名稱(外文):Effects of a repertory grid-based situated computer game on students’ learning performances and behaviors in a high school geography course
指導教授:黃國禎黃國禎引用關係
指導教授(外文):Gwo-Jen Hwang
口試委員:伍柏翰王淑玲宋涵鈺朱蕙君黃國禎
口試委員(外文):Po-Han WuShu-ling WangHan-Yu SungHui-chun ChuGwo-Jen Hwang
口試日期:2018-06-22
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:數位學習與教育研究所
學門:教育學門
學類:教育科技學類
論文種類:學術論文
論文出版年:2018
畢業學年度:106
語文別:中文
論文頁數:146
中文關鍵詞:情境式學習數位遊戲式學習多維度凱利方格後設認知察覺
外文關鍵詞:situated learningdigital game-based learningmulti-dimensional repertory gridmetacognitive awareness
相關次數:
  • 被引用被引用:5
  • 點閱點閱:628
  • 評分評分:
  • 下載下載:57
  • 收藏至我的研究室書目清單書目收藏:1
隨著資訊科技發展,以及資訊融入教學,運用數位科技輔助教學已經成為教育的未來趨勢。遊戲可以幫助學生學習,並且引起學生高度的學習動機,而數位遊戲式學習可營造情境式學習的環境。透過數位遊戲式學習所塑造虛擬的空間環境給予學生體驗真實的情境,並且產生有意義的問題、情境與脈絡,使學生能做中學的過程中,增進學生認知與技能的潛力,還能協助學生進行更高層次的思考與分析,如問題解決與後設認知察覺。學者指出,凱利方格可以提高學生反思及建構知識的能力,幫助學生進行高層次的思考;而多維度凱利方格改變傳統凱利方格以文字呈現的方式,發展成使用指標圖形化的顯示方式,更適合於數位遊戲式學習系統中呈現豐富且結構化的資訊。本研究以多維度凱利方格作為學生自我建構知識的心智工具,將全球氣候類型的十五種氣候類型與氣候要素建置於多維度凱利方格中,進而發展成情境式數位遊戲結合多維度凱利方格的學習系統。本研究採用準實驗設計,探討使用「情境式數位遊戲結合凱利方格學習策略」(實驗組)與「情境式數位遊戲學習策略」(控制組)的學生,在學習成就、學習動機、個人自我效能、認知負荷、後設認知察覺與學習行為的表現。實驗結果顯示,實驗組學生的學習成就、學習動機、個人自我效能與後設認知察覺等方面都優於控制組學生;在認知負荷的心智負荷與心智努力兩方面實驗組與控制組的學生無顯著差異。另外,由學習行為分析發現,實驗組學生閱讀學習教材與查看地圖的學習行為的相關性達顯著水準。所以,因此,若提供學習情境讓學生置身其中,再加上適當的學習策略,將能有效提升學生的學習表現。
With the advancement of information technology and the incorporation of information into teaching, digital technology assisted teaching has become a current trend. Gaming can not only enhance students’ learning but trigger their learning motivation. Digital game-based learning can build the environment of situated learning. The virtual space created by digital game-based learning helps students gain realistic experience, and offers meaningful questions, situations and context. Learning through doing strengthens students’ potential for cognition and skill as well as facilitates their higher order thinking and analyzing, such as problem-solving and metacognition awareness. Scholars have pointed out that repertory grid can prompt students’ ability to reflect and acquire knowledge, and help student conduct higher order of thinking. Unlike the traditional repertory grid, multi-dimensional repertory grid is illustrated in form of index graphic style, which suits better with the rich and structural information of digital game-based learning. This study adopts multi-dimensional repertory grid as mindtools for students to accumulate knowledge, and includes the world’s 15 weather types and factors into multi-dimensional repertory. This study uses nonequivalent control-group design, comparing students’ performances in terms of learning achievement, learning motivation, individual self-efficacy, cognitive load, metacognition awareness between “learning tactic combining situated educational computer game with repertory grid” (experimental group) and “learning tactic of digital game-based learning” (controlled group). The results show students in experimental group outperform those in controlled group in learning achievement, learning motivation, individual self-efficacy, metacognition awareness. Yet there is no significant difference in mental load and mental efforts. Moreover, the analysis of students’ learning behavior reveals that students in experimental group perform significantly better when reading learning materials and maps. Hence, it is believed that by providing students with situated learning environments and proper learning tactics, we could efficiently elevate students’ academic performance.
目 錄
摘 要 I
ABSTRACT II
誌 謝 IV
目 錄 V
圖 目 錄 IX
表 目 錄 XII
第一章 緒論 - 1 -
1.1 研究背景與動機 - 1 -
1.2 研究目的與問題 - 3 -
1.3 名詞釋義 - 5 -
1.3.1 情境式學習 (Situated learning) - 5 -
1.3.2 數位遊戲式學習 (Digital game-based learning) - 5 -
1.3.3 多維度凱利方格 (Multi-dimensional repertory grid) - 5 -
1.3.4 學習成就 (Learning achievement) - 6 -
1.3.5 學習動機 (Learning motivation) - 6 -
1.3.6 個人自我效能 (Self-efficacy) - 7 -
1.3.7 後設認知察覺 (Metacognitive awareness) - 7 -
1.3.8 認知負荷 (Cognitive load) - 7 -
1.3.9 序列分析 (Sequential analysis) - 8 -
第二章 文獻探討 - 9 -
2.1 情境式學習 (Situated learning) - 9 -
2.1.1 情境式學習的定義 - 9 -
2.1.2 情境式學習的策略 - 10 -
2.1.3 情境式學習的建立 - 11 -
2.2 數位遊戲式學習 (Digital game-based learning) - 13 -
2.2.1 數位遊戲式學習的定義 - 13 -
2.2.2 數位遊戲式學習的特性 - 14 -
2.2.3 數位遊戲式學習的的應用 - 15 -
2.3 多維度凱利方格 (Multi-dimensional repertory grid) - 16 -
2.3.1 心智工具 (Mindtools) 的定義 - 16 -
2.3.2 專家系統 (Expert systems) 的定義 - 18 -
2.3.3 知識擷取—多維度凱利方格 - 20 -
2.4 後設認知察覺 (Metacognitive awareness) - 26 -
2.4.1 後設認知的意涵 - 26 -
2.4.2 後設認知察覺 - 28 -
2.4.3 後設認知的相關研究 - 28 -
第三章 系統開發 - 30 -
3.1 系統架構與功能 - 30 -
3.2 多維度凱利方格的建置 - 32 -
3.3 系統開發環境 - 38 -
3.4 遊戲內容 - 39 -
3.5 遊戲設計 - 44 -
第四章 研究方法 - 64 -
4.1 研究架構 - 64 -
4.2 研究對象 - 65 -
4.3 研究課程 - 66 -
4.4 實驗流程 - 69 -
4.5 研究工具 - 70 -
4.5.1 學習成就測驗 - 70 -
4.5.2 學習動機量表 - 71 -
4.5.3 個人自我效能量表 - 72 -
4.5.4 後設認知察覺量表 - 72 -
4.5.5 認知負荷量表 - 72 -
4.5.6 質性半結構式訪談 - 73 -
4.5.7 序列分析 - 73 -
4.6 分析方法 - 73 -
第五章 研究結果與分析 - 76 -
5.1 學習成就之共變數分析與獨立樣本 t 檢定 - 76 -
5.1.1 學習成就之共變數分析 - 76 -
5.1.2 學習成就後測之各題組—獨立樣本 t 檢定 - 78 -
5.2 學習動機之共變數分析 - 79 -
5.2.1 學習動機之共變數分析 - 79 -
5.2.2 學習動機之內在動機—共變數分析 - 80 -
5.2.3 學習動機之外在動機—共變數分析 - 82 -
5.3 個人自我效能之共變數分析 - 84 -
5.4 後設認知察覺之共變數分析 - 85 -
5.5 認知負荷之獨立樣本 t 檢定 - 87 -
5.5.1 認知負荷—心智負荷構面之獨立樣本 t 檢定 - 87 -
5.5.2 認知負荷—心智努力構面之獨立樣本 t 檢定 - 87 -
5.6 質性半結構式訪談內容 - 88 -
5.7 序列分析 - 90 -
第六章 結論與未來展望 - 98 -
6.1 研究結果與討論 - 98 -
6.2 研究限制 - 104 -
6.3 建議與未來研究 - 105 -
參 考 文 獻 - 106 -
附件一 全球氣候分類學習成就測驗(前測) - 114 -
附件二 全球氣候分類學習成就測驗(後測) - 118 -
附件三 學習動機量表 - 124 -
附件四 個人自我效能量表 - 125 -
附件五 後設認知察覺能力量表 - 126 -
附件六 認知負荷量表 - 127 -
附件七 質性半結構式訪談 - 128 -

圖 目 錄
圖2-1專家的凱利方格-蝴蝶特徵的比較 - 22 -
圖2-2多維度凱利方格 - 25 -
圖3-1系統架構圖 - 30 -
圖3-2元素填入多維度凱利方格 - 33 -
圖3-3配對屬性組特徵填入多維度凱利方格 - 34 -
圖3-4特徵值填入多維度凱利方格 - 35 -
圖3-5實驗組與控制組的共同閱讀教材 - 36 -
圖3-6實驗組的多維度凱利方格 - 37 -
圖3-7控制組的重點整理 - 37 -
圖3-8 RPG Maker XP 編輯介面 - 38 -
圖3-9遊戲架構圖 - 39 -
圖3-10遊戲任務之氣候長條與曲線的混合圖 - 41 -
圖3-11遊戲任務之氣候曲線圖 - 42 -
圖3-12遊戲任務之氣候統計表 - 43 -
圖3-13遊戲情境引導 - 44 -
圖3-14芬蘭的機會之門與學習教材 - 45 -
圖3-15芬蘭的命運之洞與遊戲任務 - 46 -
圖3-16遊戲系統的獎勵—金幣與寶物 - 47 -
圖3-17遊戲系統的回饋與反思 - 48 -
圖3-18遊戲系統-損失金幣 - 49 -
圖3-19遊戲設計的第一階段—歐洲區域 - 50 -
圖3-20前進第二階段—非洲區域 - 51 -
圖3-21學生實際學習情境 - 52 -
圖3-22遊戲系統-歐洲地圖指示 - 52 -
圖3-23遊戲系統-學習教材 - 53 -
圖3-24學生實際遊戲任務闖關 - 54 -
圖3-25遊戲系統-歐洲的遊戲任務 - 54 -
圖3-26遊戲系統-三種求救方式 - 55 -
圖3-27實驗組學生實際回饋與反思 - 56 -
圖3-28實驗組的回饋與反思-多維度凱利方格 - 56 -
圖3-29實驗組的氣候比較-多維度凱利方格 - 57 -
圖3-30控制組的回饋與反思-重點整理 - 57 -
圖3-31遊戲系統-非洲地圖指示 - 58 -
圖3-32遊戲系統-非洲的遊戲任務 - 59 -
圖3-33遊戲系統-美洲地圖指示 - 60 -
圖3-34遊戲系統-美洲的遊戲任務 - 61 -
圖3-35金幣與寶物表的顯示 - 62 -
圖3-36獎勵數量-金幣與寶物 - 62 -
圖3-37遊戲結束畫面 - 63 -
圖4-1研究架構圖 - 65 -
圖4-2實驗流程圖 - 70 -
圖5-1實驗組學生行為轉換圖 - 94 -
圖5-2控制組學生行為轉換圖 - 94 -
圖5-3實驗組與控制組學生的學習行為差異比較圖 - 95 -

表 目 錄
表2-1元素填入凱利方格 - 23 -
表2-2配對屬性組特徵填入凱利方格 - 23 -
表2-3特徵值填入凱利方格 - 24 -
表3-1全球十五種氣候類型的屬性與特徵值 - 35 -
表4-1柯本氣候分類法 - 68 -
表4-2 柯本氣候分類編碼表 - 69 -
表4-3學習歷程編碼表 - 75 -
表5-1學習成就前測Levene檢定分析摘要表 - 77 -
表5-2學習成就前測之組內迴歸係數同質性檢定分析摘要表 - 77 -
表5-3學習成就後測ANCOVA分析摘要表 - 78 -
表5-4學習成就後測不同題型之獨立樣本 t 檢定分析摘要表 - 78 -
表5-5學習動機前測Levene檢定分析摘要表 - 79 -
表5-6學習動機前測之組內迴歸係數同質性檢定分析摘要表 - 80 -
表5-7學習動機後測ANCOVA分析摘要表 - 80 -
表5-8學習動機前測之內在動機Levene檢定分析摘要表 - 81 -
表5-9學習動機前測之內在動機的組內迴歸係數同質性檢定分析摘要表 - 81 -
表5-10學習動機後測之內在動機ANCOVA分析摘要表 - 82 -
表5-11學習動機前測之外在動機Levene檢定分析摘要表 - 82 -
表5-12學習動機前測之外在動機的組內迴歸係數同質性檢定分析摘要表 - 83 -
表5-13學習動機後測之外在動機ANCOVA分析摘要表 - 83 -
表5-14個人自我效能前測Levene檢定分析摘要表 - 84 -
表5-15個人自我效能前測之組內迴歸係數同質性檢定分析摘要表 - 84 -
表5-16個人自我效能後測ANCOVA分析摘要表 - 85 -
表5-17後設認知察覺前測Levene檢定分析摘要表 - 86 -
表5-18後設認知察覺前測之組內迴歸係數同質性檢定分析摘要表 - 86 -
表5-19後設認知察覺後測ANCOVA分析摘要表 - 86 -
表5-20認知負荷—心智負荷之獨立樣本 t 檢定分析摘要表 - 87 -
表5-21認知負荷—心智努力之獨立樣本 t 檢定分析摘要表 - 88 -
表5-22訪談題目與各組回答摘要表 - 89 -
表5-23.1實驗組之學習行為分析殘差表 - 92 -
表5-23.2實驗組之學習行為分析殘差表 - 92 -
表5-24.1控制組之學習行為分析殘差表 - 93 -
表5-24.2控制組之學習行為分析殘差表 - 93 -
【中文部分】
施添福(2004)。高中地理第一冊。臺北:龍騰文化。
施添福(2004)。高中地理第一冊教學手冊。臺北:龍騰文化。
陳國彥(1984)。柯本氣候分類的方法與教育。中等教育,35(2),4-9。
盛承禹(1999)。世界氣候。臺北:明文。
楊家興(1995)。情境教學理論與超媒體學習環境。教育科技與媒體,22,40-48。

【外文部分】
Adelman, L. (1989). Measurement issues in knowledge engineering. Systems, Man and Cybernetics, IEEE Transactions on, 19(3), 483-488, 1989.
Anderson, J. R., Reder, L. M., & Simon, H. A. (1996). Situated learning and education. Educational Researcher, 25(4), 5-11.
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice- Hall.
Barell, J. (1992).「Like an incredibly hard algebra problem: Teaching for metacognition」In A. L. Costa, J. A. Bellanca, & R. Fogarty (eds.) If minds matter: A foreword to the future, Volume I (pp. 257-266). Palatine, IL: IRI/Skylight Publishing, Inc.
Burke, K. (1999).「The Mindful School: How to Assess Authentic Learning」 (3rd ed.), SkyLight Training and Publishing, USA. ISBN 1-57517-151-1
Brown, A. L. (1978). Knowing when, where, and how to remember: A problem of metacognition. Advances Instructional Psychology, 1, 77-165.
Brown, A. L. (1987). Metaognition , executive control , selfregulation and other more mysterious mechanisms. In F. E. Weinert &; R. H. Kluwe (Eds.), Metacognition , motivation , and understanding, (65-116). Hilldale , NJ : Erlbaum.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32-42.
Cagiltay, N. E. (2007). Teaching software engineering by means of computer-game development: Challenges and opportunities. British Journal of Educational Technology, 38(3), 405-415.
Champion, E. M. (2007). Otherness of place: game-based interaction and learning in virtual heritage projects. International Journal of Heritage Studies, 14(3), 210-228.
Cheng, Y. M. & Chen, P. F. (2008), “Building an online game-based learning system for elementary school”, International Conference on Intelligent Information Hiding and Multimedia Signal Processing, pp. 35-38.
Cheng, Kun-Hung, & Hou, Huei-Tse. (2013). Exploring students’ behavioural patterns during online peer assessment from the affective, cognitive, and metacognitive perspectives: a progressive sequential analysis. Technology, Pedagogy and Education, 1-18. doi: 10.1080/1475939X.2013.822416
Chu, H. C., & Hwang, G. J. (2008). A Delphi-based approach to developing expert systems with the cooperation of multiple experts. Expert Systems with Applications, 34(4), 2826-2840.
Chu, H. C., Hwang, G. J., & Tsai, C. C. (2010). A knowledge engineering approach to developing mindtools for context-aware ubiquitous learning. Computers & Education, 54(1), 289-297.
Collins, A. (1994). Goal-Based Scenarios and the Problem of Situated Learning: A Commentary on Andersen Consulting's Design of Goal-Based Scenarios. Educational Technology, 34(9), 30-32.
Collins, A. (1996). Design issues for learning environments. NJ: LEA: Mahwah.
Csete, J., Wong, Y. II., & Vogel, D. (2004). Mobile devices in and out of the classroom. Paper presented at the ED-MEDIA Conference, Lugano, Switzerland.
Easterby-Smith, M., Thorpe, R., & Holman, D. (1996). Using Repertory Grids In Management. Journal of European Industrial Training, 20(3), 3-30.
Flavell, J. H. (1976). Metacognitive aspects of problem solving. In L.B.Resnick (Ed.), The nature of intelligence. Hillsdale, NJ : Erlbaum.
Flavell, J. H. (1979). Metacognition and cognition monitoring : A new area of cognitive-developmental inquiry. American Psychologist, 34, 906-911.
Flavell, J. H. (1987). Speculations about the nature and development of metacognition. In F. E. Weinert &; R. H. Kluwe (Eds.), Metacognition, motivation , and understanding, (21-30). Hillsdale, NJ : Erlbaum.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation &; gaming, 33(4), 441-467.
Herrington, J., & Oliver, R. (1995). Critical characteristics of situated learning: Implications for the instructional design of multimedia. In: ASCILITE 1995 Conference, 3 - 7 December 1995, University of Melbourne, Melbourne pp. 253-262.
Hogle, J. G. (1996), Considering Games as Cognitive Tools: In Search of Effective Edutainment, in University of Georgia Department of Instructional Technology.Neville, D. O. (2010). Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition. Foreign Language Annals, 43(3), 446-469.
Huang, Y. M., Liao, Y. W., Huang, S. H., & Chen, H. C. (2014). A jigsaw-based cooperative learning approach to improve learning outcomes for mobile situated learning. Educational Technology & Society, 17 (1), 128–140.
Hudlicka, E. (1996). Requirements elicitation with indirect knowledge elicitationtechniques: comparison of three methods.
Hwang, G. J., Chen, J. M., Hwang, G. J., & Chu, H. C. (2006). A time scale-oriented approach for building medical expert systems. Expert Systems with Applications, 31(2), 299-308.
Hwang, G. J., Kuo, F. R., Yin, P. Y., & Chuang, K. H. (2010). A Heuristic Algorithm for planning personalized learning paths for context-aware ubiquitous learning. Computers & Education, 54(2), 404-415.
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, G. J., Sung, H. Y., Hung, C. M., Huang, I., & Tsai, C. C. (2012). Development of a personalized educational computer game based on students’ learning styles. Educational Technology Research and Development , 60, 623-638
Hwang, G. J., Sung, H. Y., Hung, C. M., Yang, L. H., & Huang, I. (2013). A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge. British Journal of Educational Technology, 44(2), 183-196.
Hwang, G. J., & Wang, S. Y. (2016). Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies. Computers & Education, 102, 188-201.
Hwang, G. J., Yang, T. C., Tsai, C. C., & Yang, Stephen J. H. (2009). A context-aware ubiquitous learning environment for conducting complex science experiments. Computers & Education, 53(2), 402-413.
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(1), 121-130.
Jonassen, D. H. (1996). Computers in the classroom: Mindtools for critical thinking. Columbus, OH: Merrill/Prentice-Hall.
Jonassen, D. H. (1999). Computers as Mindtools for schools, engaging critical thinking.Englewood Cliffs, NJ: Prentice-Hall.
Jonassen, D. H., Carr, C., & Yueh, H. P. (1998). Computers as mindtools for engaging learners in critical thinking. TechTrends, 43(2), 24–32.
Jonassen, D. H., Howland, J., Moore, J. C., & Marra, R. M. (2003). Learning to solve problems with technology - a constructivist perspective. Upper Saddle River, N.J.: Merrill/Prentice Hall.
Kelly, G. A. (1955). The psychology of personal constructs (Vol. 1). New York: W.W Norton.
Kickmeier-Rust, M. D., & Albert, D. (2010). Micro-adaptivity: protecting immersion in didactically adaptive digital educational games. Journal of Computer Assisted Learning, 26, 95-105.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24.
Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning. Bristol: Nesta Futurelabs.
Köppen, W. (1936). Das geographische System der Klimate–Handbuch der Klimatologie, Vol. 1, Part C, Gebr. Borntrager Verl., Berlin, 388.
Kurz, T. L., & Middletin, J. A., (2006). Using a Functional Approach to Change Preservice Teachers’ Understanding of Mathematics Software. Journal of Research on Technology in Education, 39(1), 45-65.
Lai, C. L., & Hwang, G. J. (2014). Effects of mobile learning time on students’ conception of collaboration, communication, complex problem-solving, meta-cognitive awareness and creativity. International Journal of Mobile Learning and Organisation, 8(3), 276-291.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge university press.
Liu, C. C., & Lee, J. H. (2005). Prompting conceptual understandingwith computer-mediated peer discourse and knowledge acquisition techniques. British Journal of Educational Technology, 36(5), 821-837.
Liu, C. C., & Tsai, C.M. (2005). Peer assessment through web-based knowledge acquisition: tools to support conceptual awareness, Innovations in Education and Teaching International, 42(1), 43-59.
Malone, T. W. (1980). What Makes Things Fun to Learn? A study of Intrinsically Motivation Computer Games. Palo Alto: Xerox.
Nelson, T. O. (1992). Metacognition: Core readings. Allyn & Bacon.
Oblinger, D. G. (2004). The next generation of educational engagement. Interactive Media in Education, 8, 1-18.
Ostrovsky, M. A., Weetall, H. H., Parama, J. R., Penabad, M. R., Brisaboa, N. R., & Amparo, A. B. (1998). EECB: a knowledge elicitation tool based on repertory grid and city block metric. Expert Systems with Applications, 14(3), 249-258.
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), 429-434.
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.
Pintrich, P.R., Smith, D.A.F., Garcia, T., & McKeachie, W.J. (1991). A manual for the use of the motivated strategies for learning questionnaire (MSLQ). MI: National Center for Research to Improve Postsecondary Teaching and Learning. (ERIC Document Reproduction Service No. ED 338122)
Pintrich, P. R. (2002). The role of metacognitive knowledge in learning, teaching and assessing. Theory into Practice, 41(4), 219-225.
Pivec, M. (2007). Editorial: Play and learn: potentials of game-based learning. British Journal of Educational Technology, 38(3), 387-393.
Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.
Roblyer, M. D., & Knezek, G. (2003). New millennium research for educational technology: A call for a national research agenda. Journal of research on Technology in Education, 36(1), 60-71.
Schraw, G., & Dennison, R. S. (1994). Assessing metacognitive awareness. Contemporary Educational Psychology, 19, 460-475.
Schunk, D. H., Pintrich, P R., & Meese, J. (2007). Motivation in education: Theory, research, and applications (3rd ed.). Englewood Cliffs, NJ: Prentice Hall.
Shamir, A., Zion, M., & Spector_Levi, O. (2008). Peer tutoring, metacognitive processes and multimedia problem-based learning: The effect of mediation training on critical thinking. Journal of Science Education and Technology, 17(4), 384-398.
Sperling, R. A., Howard, B. C., Miller, L. A., & Murphy, C. (2002). Measures of children’s knowledge and regulation of cognition. Contemporary Educational Psychology, 27, 51-79.
Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2(1), 49-62.
Sweller, J., Van Merrienboer, J. J. G., & Paas, F. G. W. C. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10(3), 251-297.
Tan, F. B., & Hunter, M. G. (2002).The Repertory Grid Technique: A Method for the Study of Cognition in Information Systems. MIS Quarterly, 26(1), 39-57.
Tsai, Y. H., Lin, C. H., Hong, J. C., & Tai, K. H. (2018). The effects of metacognition on online learning interest and continuance to learn with MOOCs. Computers & Education, 121, 18-29.
Tüzün, H., Yılmaz-Soylu, M., Karakus, T., Inal, 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.
Wagner, W. P., Najdawi, M. K., & Chung, Q. B. (2001). Selection of knowledge acquisition techniques based upon the problem domain characteristics of production and operations management expert systems. Expert Systems, 18(2), 76-87, 2001.
Wang, L. C., & 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.
Whitehead, A. N. (1929). The aims of education. New York: Macmillan.
Yaxley, B. G. (1991). Developing teachers’ theories of teaching: A touchstone approach. London: the Falmer Press.
Zheng, D., Newgarden, K., & Young, M. F. (2012). Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing.ReCALL, 24(03), 339-360.
連結至畢業學校之論文網頁點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊
 
1. 結合擬題策略與同儕競賽學習模式對於學生護理學習成效及感受之影響
2. 結合同儕互評機制的行動學習環境對學生 HTML5 網頁程式設計之學習成就、動機與批判思考意向之影響
3. 基於多層次概念構圖擬題引導策略之無所不在學習模式對學生學習表現及感受之影響
4. 結合深層思考促進機制之擴增實境行動學習系統對小學生水墨畫課程學習成就及感受之影響
5. 影片教學與數位遊戲式學習應用於台灣原住民文化教育之成效分析與反思-以北排灣拉瓦爾的藥用植物文化教學為例
6. 環景影像 VR 環境下使用同儕互評對 EFL學生英語口說表現的影響
7. 堅毅度及網路使用自我效能對護理人員網路學習情意與行為之影響
8. 情境遊戲式學習模式對學生英語文法之學習表現、學習行為的影響
9. 基於雙層次問題導向學習機制之情境遊戲對於學生的自然科學習成就、學習感受及科學學習方法之影響
10. 基於主動學習促進機制之行動遊戲對小學生英文學習成就及行為模式之影響
11. 基於思維導圖的情境式遊戲學習模式在大學觀光英文課程對學生寫作表現、學習感知及行為之影響
12. 基於表格式心智工具之合作式數位遊戲對自然科學習成效及感受的影響
13. 翻轉教學策略與教學管理平台對英語學習成效、 行為、及感受之影響
14. 以概念構圖為基礎之多階段擬題引導策略對學生翻轉學習成效之影響
15. 情境式電腦遊戲中不同題型引導策略對學生英文單字學習表現及行為之影響