簡易檢索 / 詳目顯示

研究生: 楊登智
Teng-chih, Yang
論文名稱: 鷹架策略與自我效能對國小學生流感防治之遊戲式數位學習成效與態度之影響
The Effects of Scaffolding and Self-Efficacy on Sixth-Graders’ Performance and Attitude of Influenza Concepts Learning
指導教授: 陳明溥
Chen, Ming-Puu
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2011
畢業學年度: 99
語文別: 中文
論文頁數: 118
中文關鍵詞: 遊戲式數位學習鷹架策略遊戲式數位學習自我效能健康教育
英文關鍵詞: digital game-based learning, scaffolding strategy, digital game-based learning self-efficacy, health education
論文種類: 學術論文
相關次數: 點閱:107下載:28
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究旨在探討不同鷹架策略(程序鷹架、反思鷹架),對高、低遊戲式數位學習自我效能國小生流遊戲式數位學習流感防治學習成效與態度之影響。學習內容為疾病防治局宣導的流感防治概念,包括一般感冒病毒、H1N1與H5N1的(1)流感預防方式,(2)流感感染症狀,(3) 流感治療方式,(4)如何辨別不同流感。本研究採用商業策略遊戲的遊戲編輯器設計遊戲式數位學習活動,透過守塔類型遊戲(Tower Defense)讓學習者抵禦遊戲中的病毒攻擊,藉由觀察遊戲中的英雄感染流感時的症狀與操控英雄選擇流感防治相關道具與生活習慣,讓學習者在遊戲的互動歷程中學習流感防治概念。研究結果顯示:(1) 程序鷹架有助於學習者在遊戲式數位學習於流感防治知識理解向度的學習成效;(2) 高、低遊戲式數位學習自我效能學習者在遊戲式數位學習流感防治學習成效之間無顯著差異;(3) 不論是哪一種鷹架策略或是遊戲式數位學習自我效能高、低,學習者對於遊戲式數位學習均抱持著正向的學習態度,而且高遊戲式數位學習自我效能的學習者表現出更為正向的學習態度。

    This research aims to examine the effect of participants’ performance and attitude influenza concept learning by game-based learning integrated different scaffolding strategies (procedural scaffolding and reflection scaffolding). The participants were divided into two groups including high or low digital game-based learning self-efficacy. The learning content included (a) method of influenza prevention, (b) symptoms, (c) treatment of influenza, and (d) how to distinguish difference influenza. This research used a commercial strategy game’s editor as a tool to create a game-based learning context. The tower defense-style strategy game enabled learners to identify the symptoms of the disease infection in hero, and the learners have to manipulate the hero, and to figure out the solution which increased hero’ resistance. The result revealed that: (a) procedural scaffolding enhanced students’ learning performance of influenza concept in digital game-based learning; (b) there is no significantly affect between high and low digital game-based learning self-efficacy students’ learning performance of influenza concept; (c) both two scaffolding strategies and two kinds of digital game-based learning self-efficacy learner have positive attitude to digital game-based learning influenza, especially high digital game-based learning self-efficacy learner have significantly positive attitude.

    附表目錄…………………………………………………v 附圖目錄…………………………………………………vi 第一章 緒論……………………………………………1 第一節 研究背景與動機………………………………1 第二節 研究目的與待答問題…………………………5 第三節 研究範圍與限制………………………………6 第四節 重要名詞釋義…………………………………8 第二章 文獻探討………………………………………10 第一節 遊戲式數位學習………………………………10 第二節 鷹架學習理論…………………………………19 第三節 自我效能理論…………………………………26 第三章 研究方法………………………………………33 第一節 研究對象………………………………………33 第二節 研究設計………………………………………35 第三節 實驗流程………………………………………53 第四節 研究工具………………………………………56 第五節 研究程序………………………………………58 第六節 資料處理與分析………………………………61 第四章 結果與討論……………………………………64 第一節 流感防治學習成效分析………………………64 第二節 遊戲式數位學習態度分析…………………..69 第五章 結論與建議……………………………………75 第一節 結論……………………………………………75 第二節 建議……………………………………………80 參考文獻…………………………………………………83 附錄一 遊戲式數位學習自我效能量表………………94 附錄二 鷹架策略提示…………………………………95 附錄三 程序鷹架組學習單……………………………102 附錄四 反思鷹架組學習單……………………………108 附錄五 流感防治學習成效前測測驗卷………………114 附錄六 流感防治學習成效後測測驗卷………………116 附錄七 遊戲式數位學習態度問卷……………………118

    吳明隆、涂金堂(2005)。SPSS與統計應用分析。臺北:五南。
    阮惠嵐(2008)。應用電腦輔助學習鷹架於國中自然與生活科技之學習成效與態度探討。未出版碩士論文,國立臺灣師範大學,臺北市。
    邱貴發(1996)。情境學習理念與電腦輔助學習-學習社群理念探討。台北市:師大書苑。
    教育部(2008)。97年國民中小學九年一貫課程綱要(100學年度實施)。台北市:教育部。
    許瑜真、陳穎慧(2005). APEC 會員體因應全球流感大流行準備計畫之比較與評析。疫情報導,21(9),699-719。
    蔡福興、游光昭、蕭顯勝(2010)。影響數位遊戲式學習行為與學習遷移成效之因素探討。教育科學研究期刊,55(2),167-206。
    衛生署疾病管制局(2011)。台灣流感速訊。線上檢索日期:2011 年6 月10 日。取自http://flu.cdc.gov.tw/public/Data/15259371471.pdf
    鄭晉昌(1993)。自「情境學習」的認知觀點探討電腦輔助中教材內容的設計-
    從幾個教學系統談起。教學科技與媒體雙月刊,12,3-14。
    鐘邦友(2000),以情境學習為觀點的統整課程設計,北縣教育,30,32-37。
    Alessi, S. (2000). Designing educational support in system-dynamics-based interactive learning environments. Simulation and Gaming: An International Journal, 31(2), 178-196.
    Amory, A., Naicker, K., Vincent, J., & Adams, C. (1999). Use of computer games as an educational tool: Identification of appropriate game types and game elements. British Journal of Educational Technology, 30(4), 311-321.
    Azevedo, R., Guthrie, J. T., & Seibert, D. (2004). The role of self-regulated learning in fostering students’ conceptual understanding of complex systems with hypermedia. Journal of Educational Computing Research, 30(1), 87-111.
    Bandura, A. (1982). Self-efficacy mechanism in Human Agency. American Psychologist, 37(2), 122-147.
    Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice Hall.
    Bandura, A. (1993). Perceived self-efficacy in cognitive development and functioning. Educational Psychologist, 28(2), 117-148.
    Bandura, A. (1997). Self-efficacy : The exercise of control. New York: Freeman.
    Bandura, A., & Cervone, D. (1986). Differential engagement of self-reactive influences in cognitive motivation. Organizational Behavior and Human Decision Processes, 38(1), 92-113.
    Bandura, A., & Schunk, D. H. (1981). Cultivating competence, self-efficacy, and intrinsic interest through proximal self-motivation. Journal of Personality and Social Psychology, 41(3), 586-598.
    Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74-82.
    Bartholomew, L., Gold, R., Parcel, G., Czyzewski, D., Sockrider, M., Fernandez, M., et al. (2000). Watch, discover, think, and act: Evaluation of computer-assisted instruction to improve asthma self-management in inner-city children. Patient Education and Counseling, 39(2/3), 269-280.
    Beale, I., Kato, P., Marin-Bowling, V., Guthrie, N., & Cole, S. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41(3), 263-270.
    Belanich, J., Sibley, D., & Orvis, K. L. (2004). Instructional characteristics and motivational features of a PC-based game (ARI Research Report 1822). U.S. Army Research Institute for the Behavioral and Social Sciences: Alexandria, VA.
    Betz, J. A. (1995). Computer games: increases learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems, 24(2), 195-205.
    Bonanno, P. & Kommers, P. A. M. (2008). Exploring the influence of gender and gaming competence on attitudes towards using instructional games. British Journal of Educational Technology, 39(1), 97-109.
    Bouffard-Bouchard, T. (1990). Influence of Self-Efficacy on Performance in a Cognitive Task. Journal of Social Psychology, 130(3), 353-363.
    Brown, J.S., Collins, A., & Duguid, P. (1989). Situated Cognition and the culture of learning. Educational Researcher, 18(1), 32-42.
    Burckhardt, C. S. (2005). Educating patients: Self-management approaches. Disability and Rehabilitation, 27(12), 703-709.
    Campbell, N. K. & Hackett, G. (1986). The effects of mathematics task performance on math self-efficacy and task interest. Journal of Vocational Behavior, 28(2), 149-162.
    Casazza, K., & Ciccazzo, M. (2006). Improving the dietary patterns of adolescents using a computer-based approach. Journal of School Health, 76(2), 43-46.
    Cavalier, J. C., & Klein, J. D. (1998). Effects of cooperative versus individual learning and orientating activities during computer-based instruction. Educational Technology Research and Development, 46(1), 5-17.
    Chang, Y. C., Peng, H. Y., & Chao, H. C. (2009). Examining the effects of learning motivation and of course design in an instructional simulation game. Interactive Learning Environments, 18(4), 319-339.
    Charles, D., & McAlister, M. (2004). Integrating ideas about invisible playgrounds from play theory into online educational digital games. In M. Rauterberg (Ed.), Entertainment Computing - ICEC 2004 (pp. 598-601). New York: Springer Berlin Heidelberg.
    Chi, M. T., Lewis, M. W., Peimann, P., & Glaser, R. (1989). Self-explanations: How students study and use examples in learning to solve problems. Cognitive Science, 13(2), 145-182.
    Ciavarro, C., Meanley, J., Bizzocchi, J., & Goodman, D. (2005). Embedding educational content between gameplay: An example from a sports action videogame. In P. Kommers & G. Richards (Eds.), Proceedings of world conference on educational multimedia, hypermedia and telecommunications 2005 (pp. 3825-3828). Chesapeake, VA: AACE.
    Clark, R. C., & Mayer, R. E. (2002). E-Learning and the science of instruction Proven guidelines for consumers and designers of multimedia learning. San Francisco, CA: John Wiley & Sons, Inc.
    Colquitt, J. A., LePine, J. A., & Noe, R. A. (2000). Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research. Journal of Applied Psychology, 85(5), 678-707.
    Conati, C. (2002). Probabilistic assessment of users emotions in educational games. Journal of Applied Artificial Intelligence, 16(7), 555-575.
    Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco: Jossey-Bass.
    Davis, E. A. (2000). Scaffolding students' knowledge integration: Prompts for reflection in KIE. International Journal of Science Education, 22(8), 819-837.
    Dewey, J. (1938). Experience and education. New York: MacMillan.
    Dewey, J. (1993). How we think: A restatement of the relation of reflective thinking to the educative process. Boston: D. C. Heath.
    Doolittle, P. E. (1998). Vygotsky’s zone of proximal development as a theory foundation for cooperative learning. Virginia Polytechnic Institute and State University.
    Dowrick, C. (1999). Uncertainty and responsibility. In C.Dowrick & L. Frith (Eds.), General practice and ethics:Uncertainty and responsibility (pp. 13-28). London:Routledge, Taylor, & Francis Group.
    De Jong, T., & van Joolingen, W. R. (1998). Scientific discovery learning with computer simulations of conceptual domains. Review of Educational Research, 68(2), 179-202.
    DeJong, M. T., & Bus, A. G. (2003). How well suited are electronic books to supporting literacy? Journal of Early Childhood Literacy, 3(2), 147-164. Designing for change in teaching and learning (pp. 45-57). BV Amsterdam: Elsevier Science.
    Duplantis, W., MacGregor, E., Klawe, M., & Ng, M. (2002). ‘Virtual family’: An approach to introducing java programming. ACM SIGCSE Bulletin, 34(2), 40-43.
    Egenfeldt-Nielsen, S. (2005). Beyond edutainment: exploring the educational potential of computer games. Unpublished doctoral dissertation, IT-University of Copenhagen, Netherland. <http://www.itu.dk/people/sen/egenfeldt.pdf> Accessed 31.07.06.
    Eccles, J., Wigfield, A. (1995). In the Mind of the Actor: The Structure of Adolescents' Achievement Task Values and Expectancy-Related Beliefs. Personality and Social Psychology Bulletin, 21(3), 215-225.
    Eysenck, M.W. & Keane, M.T. (2000) Cognitive psychology: A student’s handbook (4th edition). Philadelphia: Psychology Press. [KC, pp. 305-311 for word recognition; pp. 335-347 for language comprehension]
    Facer, K. (2003). Computer games and learning. http://www.futurelab.org.uk/resources/documents/discussion_papers/Computer_Games_and_Learning_discpaper.pdf [last access: 27/08/2007].
    Fund, Z. (2007). The effects of scaffolded computerized science problem-solving on achievement outcomes: A comparative study of support programs. Journal of Computer Assisted Learning, 23(5), 410-424.
    Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., & Kirk, D. (2004). Savannah: Mobile gaming and learning? Journal of Computer Assisted Learning, 20(6), 399-409.
    Gee, J. P. (2003). What video games have to teach us about learning and literacy. NY: MacMillan.
    Gredler, M. E. (1996). Educational games and simulations: A technology in search of a Research paradigm. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology (pp. 521-540). New York: Simon & Schuster Macmillan.
    Gredler, M. E. (2002). Educational games and simulations: A technology in search of research paradigm. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology (pp. 521-539). NY: MacMillan.
    Greene, P. (2006). The potential of gaming on K-12 education. MultiMedia & Internet@school, 13(3), 16-20.
    Greenfield, P. M. (1984). A theory of the teacher in the development of everyday life. In B. Rogoff & J. Lave (Eds), Everyday cognition: Its development in social context (pp. 95-116). Cambridge, MA: Harvard University Press.
    Garofalo, J., & Lester, F. (1985). Metacogintion, cognitive monitoring and mathematical performance. Journal for Research in Mathematics Education, 16(3), 163-175.
    Ge, X., & Land, S. M. (2003) Scaffolding students’ problem-solving processes in an ill-structured task using question prompts and peer interactions. Educational Technology Research and Development, 51(1), 21-38.
    Gee, J. P., Michaels, S., & O’Conner, M. C. (1992). Discourse analysis. In M. D. LeCompte, W. L. Millroy, & J. Preissle (Eds.), The handbook of qualitative research in education (pp. 227-291). New York: Academic Press.
    Gill, D. L. & Martin, J. J. (1995) The relationship of competitive orientations and self-efficacy to goal importance, thoughts and performance in high school distance runners. Journal of Sport & Exercise Psychology, 7(1), 50-62.
    Gist, M. E., Schwoerer, M., C., & Rosen, B. (1989). Effects of alternative training methods on self-efficacy and performance in computer software training. Journal of Applied Psychology, 74(6), 884-891.
    Goodman, D., Bradley, N., Paras, B., Williamson, I., & Bizzocchi, J. (2006). Video gaming promotes concussion knowledge acquisition in youth hockey players. Journal of Adolescence, 29(3), 351-360.
    Gopher, E., Weil, M., & Bareket, T. (1994). Transfer of a skill from a computer game training to flight. Human Factors, 36(3), 387-405.
    Graham, S., & Harris, K. R. (2000). The role of self-regulation and transcription skills in writing and writing development. Educational Psychologist, 35(1), 3-12.
    Gravill, J. I., Compeau, D. R., & Marcolin, B. L. (2002). Metacognition and IT: The influence of self-efficacy and self-awareness. Eight Americas Conference on Information Systems, 1055-1064.
    Hannafin, M. J. (1999) Learning in open-ended environments: tools and technologies for the next millennium. Available online at: http://it.coe.uga.edu/itforum/paper34/paper34.html (accessed 14 March 2005).
    Hewitt, M., Denman, S., Hayes, L., Pearson, J., & Wallbanks, C. (2001). Evaluation of ‘Sun-safe’: A health education resource for primary schools. Health Education Research, 16(5), 623-633.
    Hill, J., & Hannafin, M.J. (2001). Teaching and learning in digital environments: The resurgence of resource-based learning. educational technology research and development, 49(3), 37-52.
    Hill, T., Smith, N. D., & Mann, M. F. (1987). Role of efficacy expectations in predicting the decision to use advanced technologies: The case of computers. Journal of Applied Psychology, 72(2), 307-313.
    Hornung, R., Lennon, P., Garrett, J., DeVellis, R., Weinberg, P., & Strecher, V. (2000). Interactive computer technology for skin cancer prevention targeting children. American Journal of Preventive Medicine, 18(1), 69-76.
    Jackson, S., Stratford, S., Krajcik, J. & Soloway, E. (1996) Making system dynamics modeling accessible to pre-college science students, Interactive Learning Environments, 4(3), 233-257.
    Kafai, Y. B. (2001). The educational potential ofelectronic games: from games-to-teach to games-to-learn. <http://culturalpolicy.uchicago.edu/conf2001/ papers/ kafai.html> Accessed 13.02.06.
    Ke, F. (2008b). Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Educational Technology Research and Development, 56(5-6), 539-556.
    Ketelhut, J (2007). The impact of student self-efficacy on scientific inquiry skills: An exploratory investigation in River city, a multi-user virtual environment. Journal of Science Education and Technology, 16(1), 99-110.
    Kiili, K. (2005). Digital game-based learning: Toward an experiential gaming model. Internet and Higher Education, 8(1), 13-24.
    Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational Technology, 38(3), 394-404.
    King, A. (1991). Effects of training in strategic questioning on children’s problem-solving performance. Journal of Educational Psychology, 8(3), 307-317.
    King, A. (1992). Facilitating elaborative learning through guided student-generated questioning. Educational Psychologist, 27(1), 1-111.
    King, A. (1994) Guiding knowledge construction in the classroom: effects of teaching children how to question and how to explain, American Educational Research Journal, 31(2), 338-368.
    Karakus, T., Inal, Y., & Cagiltay, K. (2008). A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24(6), 2520-2529.
    Ke, F. & Grabowski, B. (2007). Gameplaying for maths learning: cooperative or not? British Journal of Educational Technology, 38(2), 249-259.
    Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning: A Report for NESTA Futurelab.
    Klawe, M. (1999). Computer games, education and interfaces: The E-GEMS project. In Proceedings of the graphics interface conference (pp. 36-39). Ontario, Canada.
    Knerr, B. W., Simutis, Z. M., & Johnson, R. M. (1979). Computer-based simulations for maintenance training: Current ARI research (Technical Report 544). U.S. Army Research Institute for the Behavioral and Social Sciences: Arlington, VA.
    Lee, J. (1999). Effectiveness of computer-based instructional simulation: A meta analysis. International Journal of Instructional Media, 26(1), 71-85.
    Lieberman, D. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
    Lim, C. P. (2001) Learner control and task-orientation in a hypermedia learning environment: a case study of two economics departments, International Journal of Instructional Media, 28(3), 271-285.
    Lin, X. (2001). Designing metacognitive activities. Educational Technology Research and Development, 49(2), 23-40.
    Linton, F. (2000) The Intranet: an open learning environment. Available online at: http://virtcampus.cl-ki.uniosnabrueckde/its-2000/paper/poster4/ws2-poster-4.htm (accessed 14 March 2005).
    Leemkuil, H., de Jong, T., de Hoog, R., & Christoph, N. (2003). KM Quest: A collaborative internet-based simulation game. Simulation & Gaming, 34, 89-111.
    Mager, R.F. (1992). No self-efficacy, no performance. Training, April, pp.32-36.
    Malone, T. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL Symposium and the 1st SIGPC Symposium (pp. 162-169). Palo Alto, USA.
    Malone, T. W. (1981). What makes computer games fun? Byte, 6, 258-277.
    Moreno, R. (2002). Who learns best with multiple representations? Cognitive theory implications for individual differences in multimedia learning. Paper presented at World Conference on Educational Multimedia, Hypermedia, & Telecommunications. Denver, CO.
    Malone, T. W., Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning and instruction. Hillsdale, NJ: Lawrence Erlbaum Associates.
    Mathieu, J.E., Martineau, J.W., & Tannenbaum, S.I. (1993). Individual and situational influences on the development of self-efficacy: implications for training effectiveness. Personnel Psychology, 46(1), 125-147.
    Miller, C. S., Lehman, J. F., & Koedinger, K. R. (1999). Goals and learning in microworlds. Cognitive Science, 23(3), 305-336.
    Mumtaz, S. (2001). Children’s enjoyment and perception of computer use in the home and the school. Computers and Education, 36(4), 347-362.
    Munguba, M., Valdes, M., & da Silva, C. (2008). The application of an occupational therapy nutrition education programme for children who are obese. Occupational Therapy International, 15(1), 56-70.
    Mysirlaki, S. & Paraskeva, F. (2007). Digital games: Developing the issues of socio-cognitive learning theory in an attempt to shift an entertainment gadget to an educational tool. In Proceedings of the first IEEE international workshop on digital game and intelligent toy enhanced learning [DIGITEL2007] (pp. 147-151). Jhongli, Taiwain.
    Nippold, M., Duthie, J., & Larson, J. (2005). Literacy as a leisure activity: Free-time preferences of older children and young adolescents. Language, Speech and Hearing Services in Schools, 36(2), 93-102.
    O’Neil, H. F., Jr., & Fisher, Y.-C. (2004). A technology to support leader development: Computer games. In D. V. Day, S. J. Zaccaro, & S. M. Halpin (Eds.), Leader development for transforming organizations (pp. 99–121). Mahwah, NJ: Lawrence Erlbaum Associates.
    Oblinger, D. G. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 2004(8), 1-18.
    Oka, R. K., DeMarco, T., & Haskell, W. L. (2005). Effect treadmill testing and exercise training on self-efficacy in patients. European Journal of Cardiovascular Nursing, 4(2), 215-219.
    Oliver, K., & Hannafin, M. (2000). Student management of web-based hypermedia resources during open-ended problem solving. The Journal of Educational Research, 94(2), 75-92.
    Papastergiou, M. (2009). Digital game-based learning in high-school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1-12.
    Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers and Education, 53(3), 603-622.
    Papert, S. (1998). Does easy do it? Children, games, and learning. Game Developer, 6, 87-88.
    Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
    Ping, L. C., & Swe, K. M. (2004). Engaging junior college students in computer-mediated lessons using scaffolding strategies. Journal of Educational Media, 29(2), 97-112.
    Pintrich, P. R. & Schunk, D. H. (2002) Motivation in education: Theory, research and applications (2nd edn) (Englewood Cliffs, NJ, Prentice Hall Merrill).
    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(NCPIPTAL), School of Education, The University Michigan.
    Quinn, C. N. (1994). Designing educational computer games. In K. Beattie, C. McNaught, & S. Wills (Eds.), Interactive multimedia in University Education.
    Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58.
    Randel, J., Morris, B., Wetzel, C. D., & Whitehall, B. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation & Gaming, 23(3), 261-276.
    Robertson, J. & Good, J. (2003) Using a collaborative virtual role-play environment to foster characterisation in stories. Journal of Interactive Learning Research, 14(1), 5-29.
    Robertson, J. & Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers & Education, 50(2), 559-578.
    Roehler, L. R., & Cantlon, D. J. (1997) Scaffolding: a powerful tool in social constructivist classrooms. In K. Hogan & M. Pressley (Eds.), Scaffolding student learning (pp. 6-42). Cambridge, MA: Brookline Books.
    Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., et al. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers and Education, 40(1), 71-94.
    Rosenshine, B. & Meister, C. (1992). The use of scaffolds for teaching higher level cognitive strategies. Educational Leadership, 49(7), 26-33.
    Rosenshine, B., Meister, C., & Chapman, S. (1996). Teaching students to generate questions: A review of the intervention studies. Review of Educational Research, 66(2), 181-221.
    Salen K, Zimmerman E. (2005). Game design and meaningful play. In: Raessens J, Goldstein J, eds. Handbook of computer games studies. Cambridge MA: The MIT Press:59-79.
    Schunk, D. H. (1990). Goal Setting and Self-Efficacy During Self-Regulated Learning. Educational Psychologist, 25(1), 71-86.
    Schunk, D. H. (1996). Goal and self-evaluative influences during children’s cognitive skill learning. American Educational Research Journal, 33(2), 359-382.
    Schunk, D. H. (2000). Learning theories: An educational perspective (3rd ed.). Upper Saddle River, NJ: Prentice Hall.
    Soloman, J. (1987). New thoughts on teacher education. Oxford Review of Education, 13(3), 267-274.
    Squire, K. (2002). Biohazard education at the speed of fear. Boston, MA: MIT/Microsoft, Comparative Media Studies Department. Accessed 28.12.07 <http:// www.educationarcade.org/gtt/documents/biohazard/biohazard.pdf>.
    Squire, K. (2004). Replaying History: Learning World History Through Playing Civilization III. Unpublished doctoral dissertation, Indiana University, Indiana. <http://website.education.wisc.edu/kdsquire/dissertation.html> Accessed 02.02.06.
    Suchman, L. A. (1987). Plans and Situated Actions: The Problem of Human Machine Communication. New York: Cambridge University Press.
    Scardamalia, M., Bereiter, C., & Steinbach, R. (1984). Teach ability of reflective processes in written composition. Cognitive Science, 8(2), 173-190.
    Scardamalia, M., Bereiter, C., McLean, R. S., Swallow, J., & Woodruff, E. (1989). Computer supported intentional learning environments. Journal of Educational Computing Research, 5, pp.51-68.
    Schunk, D. H., & Hanson, A. R. (1985). Peer Models: Influence on children’s self-efficacy and achievement. Journal of Educational Psychology, 77(3), 313-322.
    Sharma, P., & Hannafin, M. J. (2007). Scaffold in technology-enhanced learning environments. Interactive Learning Environments, 15(1), 27-46.
    Sheffield, B. (2005). What games have to teach us: An interview with James Paul Gee. Game Developer. San Francisco, 12(10), 4–9.Accessed 28.12.07 <http://ucfproxy.fcla.edu/login?url=http://proquest.umi.com.ucfproxy.fcla.edu/pqdweb?did=924550961&sid=1&Fmt=4&clientId=20176&RQT=309&VName=PQD>.
    Silk, K., Sherry, J., Winn, B., Keesecker, N., Horodynski, M., & Sayir, A. (2008). Increasing nutrition literacy: Testing the effectiveness of print, website, and game modalities. Journal of Nutrition Education and Behavior, 40(1), 3-10.
    Skinner, E. A. Wellborn, J. G., & Connell, J. P. (1990). What it takes to do well in school and whether I've got it: A process model of perceived control and children’s engagement and achievement in school. Journal of Educational Psychology, 82(1), 22-32.
    Thiagarajan, S. (1998). The myths and realities of simulations in performance technology. Educational Technology, 38(4), 35-41.
    Tabachnick, B. G., & Fidell, L. S. (2006). Using Multivariate Statistics (5th ed.). Pearson International Edition: Allyn and Bacon.
    Tien, F. F. & Fu, T. T. (2008). The correlates of the digital divide and their impact on college student learning. Computers & Education, 50(4), 421-436.
    Vygotsky, L.S. (1978). Mind and society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
    Wolfe, J. (1997). The effectiveness of business games in strategic management course Work. Simulation & Gaming, 28(4), 360-376.
    Virvou, M., Katsionis, G., & Manos, K. (2005). Combining software games with education: Evaluation of its educational effectiveness. Educational Technology and Society, 8(2), 54-65.
    Wang, H. Y. & Wang, Y. S. (2008). Gender differences in the perception and acceptance of online games. British Journal of Educational Technology, 39(5), 787-806.
    Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry, 17(2), 89-100.
    World Health Organization, (2011, June 3). Cumulative Number of Confirmed Human Cases of Avian Influenza A/(H5N1) Reported to WHO. [News Release]. Washington, DC: Author. Retrieved June 3, 2011 from the World Wide Web: http://www.who.int/csr/disease/avian_influenza/country/cases_table_2011_06_3/en/index.html#
    Woszczynski, A.B., Roth, P.L., Segars, A.H., (2002). Exploring the theoretical foundations of playfulness in computer interactions. Computers in Human Behavior 18(4), 369-388.
    Yawn, B., Algatt-Bergstrom, P., Yawn, R., Wollan, P., Greco, M., Gleason, M., et al. (2000). An in-school CD-ROM asthma education program. Journal of School Health, 70(4), 153-159.
    Zimmerman, B. J. (1989). Models of Self-regulated learning and academic achievement. In B. J. Zimmerman & D. H. Schunk (Eds.), Self-regulatedlearning and academic achievement: Theory, research, and practice (pp. 1-25). New York: Springer.
    Zimmerman, B. J. (1995). Self-efficacy and educational development. In A. Bandura (Ed.), Self-efficacy in changing societies (pp. 202-231). New York: Cambridge University Press.
    Zimmerman, B. J. (2000). Attaining self-regulation: A social cognitive perspective. In M. Boekaerts, P. R. Pintrich, & M. Zeidner, Handbook of self-regulation. (pp. 13-39). San Diego: Academic Press.
    Zembal-Saul, C., Munford, D., Crawford, B., Friedrichsen, P., & Land, S. (2002). Scaffolding preservice science teachers' evidence-based arguments during an investigation of natural selection. Research in Science Education, 32(4), 437-465.

    下載圖示
    QR CODE