一、中文部分
井上明仁(2012),遊戲化的時代(連玉萍譯),台北:時報出版。
吳明振,林雅幸,陳培基(2014),技職教育再造的挑戰與展望,中等教育,65(2),6-20。
吳偉義(2012),遊戲化的應用-以桌上遊戲教學影片為例,國立臺北教育大學數位科技設計研究所未出版之碩士論文。李振洋(2014),設計與發展國宛渝年級悅趣化節奏數位教材之研究,國立臺北教育大學課程與教學研究所未出版之碩士論文。Dignan, A. (2010),加入遊戲因子,解決各種問題:激發動機、改變行為、創造商機的祕密(廖大賢譯),台北:先覺出版。
林志成,鍾宜欣(2012),優質高中的挑戰與特色創新策略之研究,學校行政,80,台北:社團法人中華民國學校行政研究學會,178-198。
施力瑋(2013),遊戲式學習研究的現況、成果與課題,國立臺灣師範大學科技應用與人力資源發展研究所未出版之碩士論文。孫春在(2014),遊戲式數位學習,台北:高等教育。
張人偉(2012),探索社交媒體之遊戲化與社交性設計因素,國立交通大學工業工程與管理研究所未出版之碩士論文。湯志民(2006),政大附中創新經營的理念與策略,教育研究月刊,145,59-72。黃宇瑀(2014),從校園生態環境的轉變論述當前我國中等學校所面臨的挑戰與因應,中等教育,65(1),77-94。
劉旨峰,林俊閎,蕭顯勝,陳國棟,林珊如,黃武元,鄭朝陽(2009),台灣悅趣化學習與社會之研究分析,全球華人計算機教育應用大會(GCCCE 2009),台北。
蔡侑儒(2014),遊戲化於記帳APP的應用設計,國立臺北教育大學數位科技設計研究所未出版之碩士論文。駱豊儒(2014),應用遊戲化促進腦力激盪會議之研究,國立台灣科技大學設計研究所未出版之碩士論文。魏麗敏,林坤燦(2010),優質高中領導策略之分析,教育研究月刊,192,8-31。 二、英文部分
Bíró, G. I. (2014). Didactics 2.0: A Pedagogical Analysis of Gamifi-cation Theory from a Comparative Perspective with a Special View to the Components of Learning. Procedia-Social and Behavioral Sciences, 141, 148-151.
De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.
Deterding, S. (2012). Gamification: Designing for motivation. In-teractions, 19(4), 14-17.
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fer-nán-dez-Sanz, L., Pagés, C., & Martínez-Herráiz, J. (2013). Gam-ifying learning experiences: Practical implications and out-comes. Computers & Education, 63, 380-392.
Hamari, J. (2013). Transforming homo economicus into homo lu-dens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Application, 12, 236-245.
Hamari, J., & Koivisto, J. (2013). Social motivations to use gam-ifi-cation: An empirical study of gamifying exercise. Pro-ceedings of the 21st European Conference on Information Systems, 1-12.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Social motivations to use gamification: An empirical study of gamifying exercise. Proceedings of 2014 47th Hawaii International Conference on System Science (HICSS 2014).
Hanus, M. D. & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, Vol.80, 152-161.
Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146.
Muntean, C. I. (2011). Raising engagement in e-learning through gamification. The 6th International Conference on Virtual Learning ICVL 2011, 323-329.
Reiners, T., & Wood, L.C. (2015), Gamification in Education and Business. Springer International Publishing.
Rieber, L. P. (1996). Seriously considering play: Designing interac-tive learning environments based on the blending of mi-croworld, simulations, and games. Educational Technology Research and Development, 44(2), 43-58.
Seaborn, K. & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, Vol. 74, 14-31.
Simoes, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamifi-ca-tion framework for a K-6 learning platform. Computers in Human Behavior, 29, 345-353.
Tennyson R. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Wu, P. H., & Kuo, C. L. (2015). Does Gamification Work Well in Education Context? Meta-analysis Based on Current Gam-ifi-cation Studies. In Proceedings of 2015 International Con-fer-ence on Innovation and Management.
Zichermann, G., & Linder, J. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competi-tion. McGraw Hill Professional.