跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.106) 您好!臺灣時間:2026/04/02 21:41
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:陳薇如
研究生(外文):CHEN, WEI-RU
論文名稱:探討遊戲化融入英語教學之成效以及對於學生學習焦慮與學習態度之影響
論文名稱(外文):Apply Gamification to English Learning to Evaluate the Effectiveness of Learning Achievement, Students’ Learning Anxiety and Learning Attitude
指導教授:莊宗嚴莊宗嚴引用關係
指導教授(外文):CHUANG, TSUNG-YEN
口試委員:范丙林林豪鏘莊宗嚴
口試委員(外文):FAN, PING-LINLIN, HAO-CHIANGCHUANG, TSUNG-YEN
口試日期:2018-06-21
學位類別:碩士
校院名稱:國立臺南大學
系所名稱:數位學習科技學系碩士在職專班
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:93
中文關鍵詞:遊戲化學習動機學習焦慮學習態度
外文關鍵詞:GamificationLearning MotivationLearning AnxietyLearning Attitude
相關次數:
  • 被引用被引用:16
  • 點閱點閱:1663
  • 評分評分:
  • 下載下載:430
  • 收藏至我的研究室書目清單書目收藏:5
「遊戲化學習」為近年來相當熱門的議題,國內外許多研究發現,相較於傳統式教學,遊戲化學習能有效提升學生的學習動機及學習效果,並促使其自主學習。本研究欲探討遊戲化融入英語教學之成效以及對於學生學習焦慮與學習態度之影響。研究中運用遊戲化平台「艾薾蘿荻」結合英語課程,平台上設置英語任務及實體課堂活動,學生完成任務後可得到獎勵,也可在積分板上與同儕競爭。研究對象為台南市某國小六年級生共61位學童。實際教學時間為20週,每週進行兩次共80分鐘。實驗中將進行兩次英語測驗、問卷及訪談以了解學生學習狀況。
研究結果發現,利用遊戲化學習,學生的成績不僅在兩次後測中有所提升,在秩序及課堂活動參與表現有明顯改善。此外,透過訪談,也了解學生對於遊戲化課程為正向態度,甚至由外在動機(遊戲化)轉為內在動機(成就感),能跳脫實驗延續至未來課程中。在問卷分析中也發現,學童對英語學習焦慮的覺知情形屬偏低程度,不論實驗前後皆以「考試焦慮」為最高,其次依序為「溝通焦慮」、「負面評價焦慮」。學童對英語學習態度的覺知程度尚稱積極,不論實驗前後皆以「對語言本身的態度」為最高,其次依序為「對課程的態度」、「對自己的態度」。從研究中進一步得知,遊戲化的成效經觀察能延續至實驗結束,對於學生學習成長方面是有所幫助的。
Gamification has been a popular trend recently. From several studies, compared to traditional ways of teaching, learning through gamification can enhance students’ learning motivation. The purpose of this study is to realize learning achievement, the effectiveness of learning anxiety and learning attitude when applying gamification to English classroom. In this research, gamification system, “Ilrotic”, was applied to the English classes, combining the basic course with the system in order to encourage students to learn. Students would get the rewards after finishing the tasks and activities in the system. Also, they could compete with peers by checking the leaderboard. Participants were 61 6th graders, and the program would practice over 20 weeks period with each group receiving two-40 minutes sessions per week. The questionnaires and tests were implemented twice during the experiment.
Compared to the tests practiced in and after the experiment, the scores has improved through gamification. Also, students were well-behaved and were more willing to participate in the courses. Besides, the researcher acknowledges that participants consider gamification as a positive tool which can assist students’ learning from the conducted interview. Students are motivated by extrinsic motivation (gamification) at first, but turned into intrinsic motivation (sense of achivement) after the experiment, and it shows that the effectiveness of gamification can help students in further education. The status of students’ English learning anxiety were all below the average. Among the three dimensions of English learning anxiety, “test anxiety” was predominated before and after the experiment. The followings were “communication apprehension” and “fear of negative evaluation”. The status of students’ English learning attitude were all above the average. Among the three dimensions of English learning attitude, “attitude towards language” was predominated before and after the experiment. The followings were “attitude towards courses” and “attitude towards oneself”. From teacher’s observation and students’ interview results, we can confirm that gamification can facilitate students ‘learning not only in the experiment but also their real lives.
目 次
摘要 i
ABSTRACT ii
目 次 iv
表 次 vi
圖 次 vii
第一章 緒論 1
第一節 研究動機 1
第二節 研究目的 3
第二章 文獻探討 4
第一節 遊戲式學習 4
第二節 遊戲化 6
第三節 學習動機 10
第四節 學習態度 13
第五節 學習焦慮 17
第三章 研究方法 20
第一節 研究設計 20
第二節 研究對象 21
第三節 研究工具 22
第四章 研究結果與討論 27
第一節 學生英語學習測驗前、後測差異比較 27
第二節 學生課堂狀況分析 32
第三節 實驗前學生英語學習焦慮與學習態度之現況分析 35
第四節 實驗後學生英語學習焦慮與學習態度之現況分析 43
第五節 學生訪談資料分析 51
第五章 結論與建議 60
第一節 主要研究發現 60
第二節 結論 63
第三節 建議 67
參考文獻 71
附錄 81
附錄一 前測英語試卷 81
附錄二 後測英語試卷 83
附錄三 前測問卷 85
附錄四 後測問卷 89
一、中文部分
王福林(1990)。新制師院學生與師專學生家庭社經地位及其學習行為、學業成就之調查分析(未出版之碩士論文)。國立臺灣師範大學,臺北。
朱敬先(2000)。教育心理學-教學取向。臺北:五南文化。
吳怡靜、何瑜琦(2003)。英語力敲開全球化大門。天下雜誌。
吳知賢(1990)。學習動機的研究-成就動機、制握信念、習得無助、歸因理論的文獻探討。臺南師範初等教育學報,3,277-326。
李宜賢、邱華慧(2006)。幼兒園美語課程與幼兒壓力行為之關係。台東教育大學學報,17(2),59-81。
李詠吟與單文經(民84): 教學原理(修訂版)。台北。遠流出版公司。
杜依涵(2014)。新北市七星分區偏遠國小六年級學童英語學習態度、英語學習動機與英語學習成就之相關研究(未出版之碩士論文)。國立臺北教育大學,臺北。
林生傳(1997)。父母社經地位與國中生學習動機、學業成就之相關性研究。家庭教育雙月刊,32,6-27
林羿珊(2006)。透過數學遊戲進行補救教學之研究—以國小二年級加減單元為例(未出版的碩士論文)。國立台南大學,台南市。
林雪萍(2008)。語言學習策略教學對國小學童英語學習動機及學習成就之影響。國立台南大學教育學系課程與教學碩士班碩士論文,未出版,台南。
林嘉莉(2008)。台北市國小高年級學童英語學習動機及其先前英語學習經驗之相關研究。國立台北教育大學國民教育學系碩士論文,未出版,台北。
林寶山(民92)。實用教學原理。台北。心理出版社。
洪美玉(2010)。台南市國小高年級學生英語學習焦慮、學習動機與學習策略之研究。國立臺南大學教育學系課程與教學碩士班碩士論文,未出版,台南。
洪暉鈞、楊叔卿(2014)。手持載具之英文字版連線遊戲系統設計以增強國民小學英文字彙學習投入與成效研究。數位學習科技期刊,6(2),1-24。
范進偉,周秀珠(2010)。多媒體動畫融入小學數學教學之探究。教育曙光58(3),133-148。
徐右任(2008)。數學教學信念和學習態度的提昇與轉變:以「遊戲教學法」為例。教師專業發展電子報,5,1-9。
秦夢群(1992)。高中教師管理心態、學生內外控制與學生學習習慣與態度關係之研究。國立政治大學教育與心理研究,15,129-172。
康琇晴(2015)。台南市國小五六年級學生英語學習態度和學習成就之研究(未出版之碩士論文)。康寧大學,臺南。
張武昌、葉錫南、周碩貴、游毓玲、陳秋蘭、廖美玲 (2007)。臺灣英語教育政策對英語教學影響調查研究。2007 國際應用英語教學研討會暨工作坊論文集,672-686。臺北市。
張春興(1996)。教育心理學-三化取向的理論與實踐(2 版):東華書局。
張春興(民96): 教育心理學---三化取向的理論與實踐。台北。東華書局。
莊維貞、簡曉琳(2007)。彰化縣近郊國小五年級學童英語學習動機、英語學習策略及英語學習成就狀況探討。研究與動態,15,159-178。
許郡芳(民98)。國小高年級學童同儕關係與利社會行為之研究。國立臺中教育大學教育學系碩士論文,未出版,台中。
陳孟君(2009)。遊戲因子對國小二年級學童學習動機之研究-以數學領域數位教材為例(未出版之碩士論文)。國立台北教育大學。台北市。
曾思維(2005)。國民小學學生英語焦慮與英語學習策略之相關研究(未出版之碩士論文)。臺中師範學院,臺中。
黃韻如(2017)。高雄市國小六年級學童英語學習焦慮與學習態度關係之研究。國立屏東大學社會發展學系社會科教學碩士班碩士論文,未出版,屏東。
楊心怡(2013)。從認知負荷觀點探討鷹架輔助遊戲式學習於人體血液循環之研究。教育與傳播科技研究,106,65-78。
詹棟樑(1994)。兒童人類學─兒童發展。台北:五南。
詹餘靜、姜毓玟(2004)。國小英語補救教學-英語童書閱讀教學策略之應用。國民教育,44(5),20-28。
廖文綺 (2013)。英語數位遊戲平台對英語學習動機與學習成就之研究-以雲林縣某國小四年級學童為例。南華大學,資訊管理學系,碩士。
廖靜韻(1997)。遊戲教育一外語教學上的應用。文藻學報,11,75-90。
劉律廷(2011)。個別差異對使用線上遊戲學習英語之影響。國立中央大學網路學習科技研究所,桃園縣。
盧重佑(2010)。悅趣化合作學習融入國中英語補救教學研究。國立嘉義大學教育科技研究所學文論文,嘉義縣。

二、西文部分
Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3), 1185-1194.
Annetta, L.A. (2008). Video games in education: Why they should be used and how they are being used. Theory Into Practice, 47(3), 229-239.
Ajzen, I. (1988). Attitudes, personality, and behavior: Miltom Keyes: Open University Press.
Bacon, S. M. & Finnemann, M.D.(1990). A study of the attitudes, motives and strategies of university foreign languages students and their disposition to authentic oral and written input. Modern Language Journal, 74, 459-471.
Barab, S., Thomas, M., Dodge, T., Carteaux, R. & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1) 86-107.
Bellotti, F., Berta, R., De Gloria, A., Lavagnino, E., Dagnino, F. M., Antonaci, A., et al. (July 2013). A gamified short course for promoting entrepreneurship among ICT engineering students. In , 2013. Paper presented at the advanced learning technologies (ICALT), 2013 IEEE 13th international conference on (pp. 15e18).
Bernhaupt, R. (2010). User experience evaluation in entertainment. In J. Karat & J. Vanderdonckt (Eds.), Evaluating user experience in games: Concepts and methods (pp. 1-7). New York, NY: Springer.
Brom, C., Buchtová, M., Šisler, V., Děchtěrenko, F., Palme, R., & Glenk, L. M. (2014). Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study. Computers & Education, 79, 69-100.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566–575
Chang, Y. C., Peng, H. Y., & Chao, H. C. (2010). Examining the effects of learning motivationand of course design in an instructional simulation game. Interactive Learning Environments, 18(4), 319-339.
Cheng, M. T., Su, T. F., Huang, W. Y., & Chen, J. H. (2014). An educational game for learning human immunology: What do students learn and how do they perceive? British Journal of Educational Technology, 45(5), 820e833.
Cheng, Y., & Wang, S. H. (2011). Applying a 3D virtual learning environment to facilitate student’s application ability -- The case of marketing. Computers in Human Behavior, 27(1), 576-584.
Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through virtual worlds. Computers & Education, 57(4), 2382-2394.
Crookall, D., Oxford, R. L., & Saunders, D. (1987).Towards a reconceptualization of simulation:From representation to reality. Simulation/Games of Learning, 17, 147-171.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32.
Denny, P. (2013). The effect of virtual achievements on student engagement. In Paper presented at the proceedings of the SIGCHI conference on human factors in computing systems, Paris, France.
Desurvire, H., & Wiberg, C. (2010). User experience design for inexperienced players: GAP– Game approachability principles. In J. Karat & J. Vanderdonckt (Eds.), Evaluating user experience in games: Concepts and methods (pp. 131-147). New York, NY: Springer.
de-Marcos, L., Garcia-Lopez, E., Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computer & Education. 95, 99-113
Dickey, M. D. (2011). Murder on Grimm Isle: the impact of game narrative design in an educational game-based learning environment. British Journal of Educational Technology, 42(3), 456–469.
Dornyei, Z. (1990). Conceptualizing motivation in foreign language learning. Language Learning. 40, 45-78.
Dornyei, Z. (1994a). Motivation and motivating in the foreign language classroom, Modern Language Journal, 78, 3, 273-284.
Dornyei, Z. (1994b). Understanding L2 motivation: On with the challenge. Modern Language Journal, 78, 515-523.
Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Computers & Education, 49(3), 873–890
Ely, C. M. (1986). Language learning motivation: A descriptive and causal analysis. The Modern Language Journal, 70, i, 28-35.
Engeser, S., & Rheinberg, F. (2008). Flow, performance and moderators of challenge-skill balance. Motivation and Emotion, 32(3), 158-172.
Fengfeng, K. (2008). Alternative goal structures for computer game-based learning. International Journal of Computer-Supported Collaborative Learning, 3, 429–445.
Fisher, J., & Neill, A. (2007). Exploratory study of home-school partnership: Numeracy. In Findings from the New Zealand Numeracy Development Project 2006. Wellington: Ministry of Education.
Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2012). A gamified mobile application for engaging new students at university orientation. In Paper presented at the proceedings of the 24th Australian computer-human interaction conference, Melbourne, Australia.
Gardner, R. C., & Lambert, W. E. (1972). Attitudes and Motivation In Second Language Learning. Newbury House: Rowley, Mass.
Gardner, R. C. (1985). Social Psychology and Second Language Learning: The role of attitudes and motivation. London: Arnold.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macrnillan.
Gee, J. P. (2004). Learning by design: Games as learning machines. Interactive Educational Multimedia, 8, 15-23.
Gee, J. l. (2005). Why Video Games are Good for Your Soul: Pleasure and Learning. Melbourne,Australia: Common Ground
Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Giannakos, M. N. (2013). Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education, 68, 429-439.
Girard, C., Ecalle, J., & Magnan, A. (2012). Serious games as new educational tools: How effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207-219.
Graham, S. and Weiner, B.,(1996). Theories and principles of motivation, In D. Berliner & R. Calfee (Eds.), Handbook of Educational Psychology, p.63-84, NY: Simon and Schuster Macmillan
Gunter, G. A., Kenny, R. F., & Vick, E. H. (2007). Taking educational games seriously: Using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research and Development, 56(5-6), 511-537.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - a literature review of empirical studies on gamification. In Paper presented at the 47th Hawaii international conference on system sciences, Hawaii, USA.
Huang, W.H., Huang, W.Y., Tschopp, J.A. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55, 789-797.
Huang, Y. M., Huang, S. H., & Wu, T. T. (2014). Embedding diagnostic mechanisms in a digital game for learning mathematics. Etr&D-Educational Technology Research and Development, 62(2), 187e207.
Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective “edutainment”. Athens, GA: University of Georgia. (ERIC Document Reproduction Service No. ED425737)
Horwitz,E. K., Horwitz,M. B., & Cope, J. (1986). Foreign language classroom anxiety. The Modern Language Journal, 70, 125-132. What does language anxiety research suggest ? The Modern Language Journal, 75, 426-439.
Jenkins, H. (2002). Game theory. Technology Review, 29, 1-3.
Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2011). At least nine ways to play: Approaching gamer mentalities.Games & Culture, 6(4), 327-353.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
Karp, Karl. (2014, March). GAMIFICATION: Separating Fact From Fiction. The Chief Officer, March 14, 42-52
Keller, J., Bless, H., Blomann, F., & Kleinbohl, D. (2011). Physiological aspects of flow experiences: Skills-demand-compatibility effects on heart rate variability and salivary cortisol. Journal of Experimental Social Psychology, 47(4), 849-852.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13-24. 36.
Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91.
Krashen, S. (2003). Explorations in Language Azquisition and Use, Portsmouth, NH: Heinemann.
Lepper, M.R. 1985. Microcomputers in education: Motivational and social issues. Ame. Psychol. 40(1): 1-18.
Lee, Y.-Y, Cheon, J., & Key, S. (2008). Learners’ perceptions of video games for second/foreign language learning. Proceedings of Society for Information Technology and Teacher Education International Conference 2008, 1733-1738.
Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: a gamified tutorial system for first time autocad users. In Paper presented at the proceedings of the 25th annual ACM symposium on user interface software and technology, Cambridge, Massachusetts, USA.
Liu, C. C., Cheng, Y. B., & Huang, C. W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907-1918.
Liu, E. Z. F., & Lin, C. H. (2009). Developing evaluative indicators for educational computer games. British Journal of Educational Technology, 40(1), 174-178.
Lumsden, L. S. (1994). Student Motivation To Learn. ERIC Digest, Number 92. (ERIC Document Reproduction Service No. ED370-200)
MacIntyre, P. D., & Gardner, R. C. (1991b). Language anxiety: its relation to other anxieties and to processing in native and second-languages. Language Learning,41, 82-117.
McCroskey, J. C. (1978). Validity of the PRCA as an index of oral communication apprehension. Communication Monographs, 45, 192-203.
McFarlane, A., Sparrowhawk, A., &Heald, Y. (2002). Report on the educational use of games: An exploration by TEEM of the contribution which games can make to the education process: Cambridge.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin Books.
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.
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), 745-771.
Pekrun, R., & Stephens, E. J. (2012). Academic emotions. In K. R. Harris, S. Graham, T. Urdan, J. M. Royer, & M. Zeidner (Eds.), Individual differences and cultural and contextual factors: Vol. 2. APA educational psychology handbook (pp. 3-31). Washington, DC: American Psychological Association.
Prensky, M. (2001). Types of learning and possible game styles, digital game-based learning. NY: McGraw-Hill.
Price, M. L. (1991). The subjective Experience of foreign language anxiety: Interviews with highly anxious students. In E. K. Horwitz, & D.J. Young (Eds), Language anxiety: From theory and research to classroom implications. Englewood Cliffs, NJ: Prentice-Hall.
Robertson, J., & Howell, C. (2008). Computer game design: Opportunities for successful learning. Computers & Education, 50, 559-578.
Santos, J., Charleer, S., Parra, G., Klerkx, J., Duval, E., & Verbert, K. (2013). Evaluating the use of open badges in an open learning environment. In D. Hernandez-Leo, T. Ley, R. Klamma, & A. Harrer (Eds.), Scaling up learning for sustained impact (Vol. 8095, pp. 314e327). Springer Berlin Heidelberg.
Sarason, I. (1984). Stress, anxiety, and cognitive interference: Reactions to tests. Journal of Personality and Social Psychology, 46, 929-38
Schrader, C., & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28(2), 648-658.
Sheldon, L. (2012). The multiplayer classroom: designing courseware as a game. Boston: Course Technology. Cengage Learning.
Shernoff, D. J., Csikszentmihalyi, M., Shneider, B., & Shernoff, E. S. (2003). Student engagement in high school classrooms from the perspective of flow theory. School Psychology Quarterly, 18(2), 158.
Smith, L & Mann, S. (2002). Playing the Game: A Model for Gameness in Interactive Game Based Learning. 15 annual. NACCQ
Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528.
Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors’ flow experience while browsing a web site:Its measurement, contributing factors, and consequences. Computers in Human Behavior, 20, 403-422.
Squire, K., Jenkins, H., Holland, W., MiIler, H., O'Driscoll, A., Tan, K. P., & Todd, K. (2003). Design Principles of Next Generation Digital Gaming for Education. Educational Technology (5) 17-23.
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York: Teachers College Press.
Squire, K., & Steinkuehl, C. (2005). Meet the gamers. Library Journal, 130(7), 38-42.
Takatalo, J., Häkkinen, J., Kaistinen, J., & Nyman, G. (2010). Presence, involvement, and vlow in digital games. In J. Karat & J. Vanderdonckt(Eds.), Evaluating user experience in games: Concepts and methods (pp. 23-46). New York, NY: Springer.
Tobias, S. (1986). Anxiety and cognitive processing of instruction. In R. Schwarzer(Eds.), Self-related cognitions in anxiety and motivation, 35-53. Hillsdale, NJ:Erlbaum.
Verkijika, S. F., & DeWet, L. (2015). Using a brain-computer interface (BCI) in reducing math anxiety: Evidence from South Africa. Computers & Education, 81, 113e122.
Wang, Y. J., Shang, H. F.*, & Briody, P. (2011). Investigating the impact of using games in teaching children English. International Journal of Learning and Development, 1(1), 127-141.
Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interaction. Computers in Human Behavior, 9(4), 411-426.
Wong, L. H., Chai, C. S., Aw, G. P., & King, R. B. (2015). Enculturating seamless language learning through artifact creation and social interaction process. Interactive Learning Environments, 23(2), 130e157.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.
Wrzesien, M., & 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(1), 178-187.
Yen, Y. C., Hou, H. T., & Chang, K. E. (2015). Applying role-playing strategy to enhance learners' writing and speaking skills in EFL courses using facebook and skype as learning tools: A case study in Taiwan. Computer Assisted Language Learning, 28(5), 383e406.
Young-Loveridge, J. (2005). Students’ views about mathematics learning: A case study of one school involved in the great expectations project. Retrieved from http://numeracydb.nzmaths.co.nz/Numeracy/References/comp_young-loveridge2.pdf
Zheng, D., Michael F., Young, M., Robert, B., & Wagner, M. (2009). Attitude and 78 Self-Efficacy Change: English Language Learning in Virtual Worlds. CALICO Journal, 27(1), 205-231.
Zichermann, G., & Linder, J. (2010). Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests. John Wiley & Sons.

QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊