Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/33044
|
Title: | 使用學生製作立體虛擬世界以提昇動機和建構式學習策略:以英語為第二外語的台灣大學生為例 Using Student-built 3D Virtual Worlds to Promote Motivation and |
Authors: | 傅傑瑞 Fulton,Gerald C. |
Contributors: | 湯志民 張奕華 Tang,Chih Min Chang,I Hua 傅傑瑞 Fulton,Gerald C. |
Keywords: | 無 |
Date: | 2007 |
Issue Date: | 2009-09-17 15:09:50 (UTC+8) |
Abstract: | 無 Motivation is an important and essential element in promoting student learning and ensuring student success. Educators have used various methods and materials in search of ways to motivate their students to be involved with their studies and to take control of their own learning. One currently used direction involves the use of technology and technological tools to provide motivation. This is due partly to the increased use of technology and computers by students themselves, but also due to technology’s ability to deliver a more interesting and knowledge-rich educational experience. This study looked at using student-built virtual worlds as a vehicle for providing academic motivation and for enhancing constructivist learning in an English as a foreign language (EFL) classroom environment. Constructivist learning environments encourage students to actively participate in class activities, intensively collaborate with others, and deeply reflect on their own experiences related their own learning processes, and this study used virtual world building as the basis of course content and as an educational method for providing motivation towards learning English. Thirty-five Taiwanese university students took part in a conversation course which blended virtual world building instruction with related conversation activities. Students constructed virtual worlds which were based on a story of their own choosing and performed conversation activities related to the building elements of their created virtual worlds. The study used a mixed methods research methodology to investigate the specific case and utilized both qualitative and quantitative methods and measures in course of the investigation. Qualitative data included surveys related to second language learning and computer motivation as well as a survey regarding the constructivist learning environment of the technologically oriented course. Qualitative data included in-depth student interviews and teacher observation journal information. These data were collected, analyzed, and evaluated based on the mixed methods research triangulation design. The pretest to posttest survey comparison did not show an increase in motivation towards English or in computer attitude over the timeframe of the course; however, posttest statements regarding motivation towards both English and computers were generally positive. In addition, quantitative and qualitative data indicated the favorable constructivist environment of the course and its activities. Students were motivated to put time and effort into their virtual worlds and reported that these activities not only helped them to think about their projects but also allowed them to use their English skills. Overall, this study showed that student-built virtual worlds can provide a motivating and intellectually stimulating constructivist environment in an EFL setting. |
Reference: | Abram, S. (2006). Some tricks to build information fluency-part 2. MultiMedia & Internet@Schools, 13(6), 26-28. Retrieved January 12, 2007, from ProQuest database. Achterman, D. (2006). Beyond Wikipedia: Using wikis to connect students and teachers to the research process and to one another. Teacher Librarian 34(2), 19-22. Anderson, T., & Sturm, B. (2007). Cyberbullying: From playground to computer. Young Adult Library Services, 5(2), 24-27. 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. Bartle, R. (2004). Pitfalls of virtual property. The Themis Group white paper. Retrieved January 12, 2008, from http://mud.co.uk/richard/povp.pdf Bartle, R. (2006). Designing virtual worlds, Indianapolis, IN: New Riders Publishing. Bishop, G. D., & Doiron, G. (2004). Using online forums as a replacement for face-to-face discussion groups. CDTL Brief, 7(4). Retrieved May 12, 2006, from http://www.cdtl.nus.edu.sg/brief/V7n4/default.htm Bitmanagement Software GmbH. (2003). BS Contact VRML 6.1 [Computer Software]. Retrieved May 13, 2007, from http://www.bitmanagement.com/download/playerdownload.en.html#BS_Contact_VRML/X3D Book, B. (2004). Moving beyond the game: Social virtual worlds. Unpublished manuscript. Retrieved February 23, 2007, from http://www.virtualworldsreview.com/papers/BBook_SoP2.pdf Book, B. (2006). Virtual worlds review. Retrieved January 11, 2007, from http://www.virtualworldsreview.com/index.shtml Borja, R. (2005). `Blogs` catching on as tool for instruction. Education Week. 25(15), 1-2. Retrieved February 6, 2007, from ProQuest database. Borja, R. (2006). Educators experiment with student-written `wikis`. Education Week, 25(30), 10. Retrieved April 12, 2007, the Academic Search Premier database. Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. The Journal of the Learning Sciences, 2(2), 141-178. Bruno, A. (2006). Year of the Avatar. Billboard, 118(49), 20. Retrieved April 12, 2007, from the Academic Search Premier database. Canal Numedia (2000). Avatar Studio 2.0 [Computer Software]. Retrieved May 13, 2007, from http://www.web3d-fr.com/Avatars/AvatarStudio/Download.php Carter, D. (2005). Living in virtual communities: An ethnography of human relationships in cyberspace. Information, Communication & Society, 8(2), 148-167. Carter, R. B. (2007). In the virtual world of Second Life, teens tackle real children`s issues. Retrieved April 20, 2007, from http://www.unicef.org/adolescence/index_38145.html Casanueva, J., & Blake, E. (2000). Presence and co-presence in collaborative virtual environments. Technical Report CS00-06-00, Department of Computer Science, University of Cape Town. Retrieved April 12, 2007, from http://pubs.cs.uct.ac.za/archive/00000271/01/CS00-06-00.pdf Castronova, E. (2003). Theory of the avatar. CESifo Working Paper Series No. 863. Retrieved February 2, 2008, from http://ssrn.com/abstract=385103 Collins, M. A., & Amabile, T. M. (1999). Motivation and creativity. In R. Sternberg (Ed.), Handbook of creativity (pp. 297-312). Cambridge, MA: Cambridge University Press. Cheng, H., & Dornyei, Z. (2007). The use of motivational strategies in language instruction: The case of EFL teaching in Taiwan. Innovation in Language Learning and Teaching, 1(1), 153-174. Creswell, J. W. (1994). Research design: qualitative & quantitative approaches. Thousand Oaks, CA: Sage. Creswell, J. W. (1998). Qualitative inquiry and research design: Choosing among five designs. Thousand Oaks, CA: Sage. Creswell, J., & Plano Clark, V. (2007). Designing and conducting mixed methods research. Thousand Oaks, CA: Sage. Cromby, J., Standen, P., & Brown, D. (1995). Using virtual environments in special education. VR in the Schools, 1(3), 1-4. Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: HarperCollins. Czarnecki, K., & Gullett, M. (2007). Meet the new you. School Library Journal, 53(1), 36-39. Retrieved January 31, 2007 from the MAS Ultra-School Edition database. DaCruz, A. (2007). PhotoFiltre 6.2.7 [Computer Software]. Retrieved July 21, 2007, from http://photofiltre.free.fr/ Dalgarno, B., & Harper, B. (2004). User control and task authenticity for spatial learning in 3D environments. Australasian Journal of Educational Technology, 20(1), 1-17. Retrieved January 31, 2007 from http://www.ascilite.org.au/ajet/ajet20/ajet20.html Dara-Abrams, B. (2005). Reaching adult learners through the entry point framework and problem-based learning in a croquet-based virtual environment. Proceedings of the Third International Conference on Creating, Connecting and Collaborating through Computing, 119-126. Retrieved April 20, 2007, from IEEE Computer Society Digital Library database. Deci, E., & Ryan, R. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum Press. Deci, E., Vallerand, R., Pelletier, L., & Ryan, R. (1991). Motivation and education: The self-determination perspective. Educational Psychologist, 26(3 & 4), 325-346. Dede, C. (1995). The evolution of learning devices: Smart objects, information infrastructures, and shared synthetic environments. Retrieved April 19, 2007, from http://www.ed.gov/Technology/Futures/dede.html Dede, C., Clarke, J., Ketelhut, D., Nelson, B., & Bowman, C. (2005). Fostering motivation, learning, and transfer in multi-user virtual environments. Paper presented at the American Educational Research Association Conference, Montreal. Retrieved April 20, 2007, from http://muve.gse.harvard.edu/rivercityproject/documents/Dede_Games_Symposium_AERA_2005.pdf Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9(3), 160-172. Denzin, N., & Lincoln, Y. (1998). The Landscape of qualitative research: Theories and issues. Thousand Oaks, CA: Sage Publications. Denzin, N., & Lincoln, Y. (2003). The Landscape of qualitative research: Theories and issues (2nd ed.). Thousand Oaks, CA: Sage Publications. Dickey, M. (2003).Teaching in 3D: Pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning. Distance Education, 24(1), 105-121. Dickey, M. (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. Dickey, M. (2006). Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development. Retrieved April 4, 2007, from the SpringerLINK database. Digital branding: Virtual becomes reality. (2007). New Media Age, S.12. Retrieved April 12, 2007, from ProQuest database. Doolittle, P. (1999). Constructivism and online education. Paper presented at the 1999 online conference in teaching online in higher education. Retrieved April 10, 2007, from http://edpsychserver.ed.vt.edu/workshops/tohe1999/text/doo2.pdf Dornyei, Z. (1990). Conceptualizing motivation in foreign-language learning. Language Learning 40, 45-78. Dornyei, Z. (2003). Attitudes, orientations, and motivations in language learning: advances in theory, research, and applications. Language Learning, 53, 3-32. Driscoll, M. P. (2002). How people learn (and what technology might have to do with it). Retrieved April 20, 2007, from http://www.ericdigests.org/2003-3/learn.htm Eggen, P. D., & Kauchak, D. P. (1996). Strategies for teachers: Teaching content and thinking skills. MA: Allyn & Bacon. Engstrom, M., & Jewett, D. (2005). Collaborative learning the wiki way. TechTrends, 49(6), 12-15, 68. Fawkes, P. (2006). Will we see a dumbed down virtual world beat second life? Retrieved January 17, 2007, from http://sense.psfk.com/2006/10/will_we_see_a_d.html Foreman, J., Gee, J., Herz, J. C., Hinrichs, R., Prensky, M., & Sawyer, B. (2004). Game-based learning: How to delight and instruct in the 21st century. EDUCAUSE Review, 39(5), 50-66. Frauenheim, E. (2006). IBM learning programs get a `second life`. Workforce Management, 85(23), 6. Retrieved April 20, 2007, from the Academic Search Premier database. Fulton, G. C. (2006). Virtual communication- viral protection: Preparing for a global pandemic. Jinwen University Journal of Foreign Languages, 7, 129-146. Gall, M., Borg, W., & Gall, J. (1996). Educational research: An introduction. White Plains, NY: Longman. Gardner, H. (1995). Reflections on multiple intelligences: Myths and messages. Phi Delta Kappan, 77(3), 200-209. Retrieved June 12, 2006, from ProQuest database. Gardner, H. (2000). The three faces of intelligence. Retrieved May 20, 2006, from http://www.howardgardner.com/Papers/documents/Three Faces of Intelligence.pdf Gardner, R. C. (1985). Social psychology and second-language learning: The role of attitudes and motivation. London, England: Edward Arnold. Gardner, R. C. (2001). Integrative motivation: Past, present and future. Temple University Japan, Distinguished Lecturer Series. Retrieved May 13, 2007, from http://publish.uwo.ca/~gardner/GardnerPublicLecture1.pdf Gardner, R. C., & Lambert, W. (1972). Attitudes and motivation in second-language learning. Rowley, MA: Newbury House Publishers. Gardner, R., Masgoret, A., Tennant, J., & Mihic L. (2004). Integrative motivation: Changes during a year-long intermediate-level language course. Language Learning, 54(1), 1–34. Gardner, R. C., Smythe, P. C., & Brunet, G. R. (1977). Intensive second language study: Effects on attitudes, motivation and French achievement. Language Learning, 27(2), 243-261. Gardner, R., Tremblay, P., & Masoret, A. (1997). Towards a full model of second language learning: An empirical investigation. The Modern Language Journal, 81, 344-362. Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave MacMillan. Geirland, J. (1996). Go with the flow. Wired, 4(9), 160. Gibson, W. (1984). Neuromancer. New York: Ace Books. Google Inc. (2006). Google SketchUp 6 [Computer Software]. Retrieved May 13, 2007, from http://sketchup.google.com/download.html Graetz, K. (2006). The psychology of learning environments. EDUCAUSE Review, 41(6), 60-75. Grant, L. (2006). Using wikis in schools: a case study. Retrieved January 31, 2007, from http://www.futurelab.org.uk Greenberg, A. (2004). Navigating the sea of research on videoconferencing-based distance education. Retrieved January 25, 2007 from http://www.wainhouse.com/files/papers/wr-navseadistedu.pdf Guynup, S. L. (2003). From GUI to gallery: A study of online virtual environments. Retrieved January 31, 2007, from http://www.archimuse.com/mw2003/papers/guynup/guynup.html Guynup, S., & Demmers, J. (2005). Fake fun: transforming the challenges of learning to play. Proceedings of the ACM SIGGRAPH 2005 Educators Program. Retrieved April 12, 2007, from ACM Digital Library database. Hansson, T. (2005). English as a second language on a virtual platform - Tradition and innovation in a new medium. Computer Assisted Language Learning, 18(1&2), 63-79. Hinton, P. R. (1996). Statistics explained (2nd ed.). London and New York: Routledge. Ho, M. C. (1998). Culture studies and motivation in foreign and second language learning in taiwan. Language, Culture and Curriculum, 11(2), 165-182. Holahan, C. (2006). The dark side of Second Life. BusinessWeek online. Retrieved January 31, 2007, from http://www.businessweek.com/technology/content/nov2006/tc20061121_727243.htm Hopkins, K.D., Kopkins, B.R., & Glass G.V. (1996). Basic statistics for behavioural sciences (3rd ed.). Boston: Allyn & Bacon. Howe, K. (2003). Closing methodological divides: Toward democratic educational research. Dordrecht, the Netherlands: Kluwer. Jakes, D. (2006). Wild about wikis: Tools for taking student and teacher collaboration to the next level. Technology and Learning, 27(1), 6. Jakobsson, M. (2006). Virtual worlds & social interaction design. Unpublished doctoral dissertation. Umeå University, Sweden. Retrieved January 27, 2007, from Umeå: Faculty of Social Sciences, Informatics Web site: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750 Jensen, E. (1998). Teaching with the brain in mind. Alexandria, VA: Association for Supervision and Curriculum Development. 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. (1999). Designing constructivist learning environments on the Web: Engaging students in meaningful learning. EdTech99: Educational Technology Conference and Exhibition, Singapore Exhibition Centre, Sponsored by the Ministry of Education, Singapore: Retrieved April 25, 2007, from http://www.moe.gov.sg/edumall/mpite/edtech/papers/d1.pdf Jonassen, D.H. (n.d.). Welcome to the design of constructivist learning environments (CLEs). Retrieved January 31, 2007, from http://www.coe.missouri.edu/~jonassen/courses/CLE/ Jones, S. (2003). Let the games begin: Gaming technology and entertainment among college students. Pew Internet & American Life Project. Retrieved February 14, 2007, from http://www.pewinternet.org/pdfs/PIP_College_Gaming_Reporta.pdf Jung, H. (2002). Virtual reality modeling. Teaching English with Technology, 2(5) Retrieved January 11, 2007, from http://www.iatefl.org.pl/call/j_soft11.htm Kimball, R. (2007). ABNet2 (Version 2.05) [Computer Software]. Retrieved May 13, 2007, from http://kimballsoftware.com/abnet/abnetclient2_05.exe Kushner, D. (2004, April). My avatar, my self. Technology Review, 107(3), 50-54. Lacina, J. (2005). Promoting language acquisitions: Technology and English language learners. Childhood Education, 81(2), 113-115. Lagorio, C. (2007, January 7). Pepperdine in a treehouse. New York Times. Retrieved March 12, 2007, from ProQuest database. Lamb, B. (2004). Wide open spaces: Wikis, ready or not. EDUCAUSE Review, 39(5) 36–48. Lamb, G. M. (2006, October 5). Real learning in a virtual world. The Christian Science Monitor. Retrieved April 12, 2007, from ProQuest database. Layton, J. (2007). Can I make my living in Second Life? Retrieved April 2, 2007, from http://entertainment.howstuffworks.com/second-life-job.htm Leung, W. H., Goudeaux, K., Panichpapiboon, S., Wang, S. B., & Chen T. (2000). Networked intelligent collaborative environment (NetICE). Proceedings of the International Conference on Multimedia and Expo (ICME) 2000. (pp.1645–1648.) IEEE Signal Processing Society Press, New York. Leung, W. H., & Chen, T. (2001). Creating a multiuser-3d environment. Signal Processing Magazine, 18(3), 9-16. Living a second life - Virtual online worlds. (2006, September 30). The Economist, 380(8497) 98. Retrieved April 12, 2007, from ProQuest database. Lincoln, Y., & Guba, E. (1985). Naturalistic inquiry. Newbury Park, CA : Sage. Linden, R. (2006). Urgent security announcement. Retrieved February 16, 2007, from http://blog.secondlife.com/2006/09/08/urgent-security-announcement/ Lombardi, J., & McCahill, M. (2004). Enabling social dimensions of learning through a persistent, unified, massively multi-user, and self-organizing virtual environment. Proceedings of the Second International Conference on Creating, Connecting and Collaborating through Computing, 166-172. Retrieved April 20, 2007, from IEEE Computer Society Digital Library database. Lombardi, J., & McCahill, M. (2005). User interfaces for self and others in Croquet learning spaces. Proceedings of the Third International Conference on Creating, Connecting and Collaborating through Computing, 3- 10. Retrieved April 20, 2007, from IEEE Computer Society Digital Library database. Masgoret, A., & Gardner, R. (2003). Attitudes, motivation, and second language learning: A meta-analysis of studies conducted by Gardner and associates. Language Learning, 53(1), 167–210. Maor, D., & Fraser, B. (2005). An online questionnaire for evaluating students` and teachers` perceptions of constructivist multimedia learning environments. Research in Science Education, 35(4), 221-244. McCahill, M., & Lombardi, J. (2004). Design for an extensible Croquet-based framework to deliver a persistent, unified, massively multi-user, and self-organizing virtual environment. Proceedings of the Second International Conference on Creating, Connecting and Collaborating through Computing, 71- 77. Retrieved April 20, 2007, from IEEE Computer Society Digital Library database. McGraw, D. (2004). Expanding the mind. ASEE Prism, 13(9), 30-37. McPherson, K. (2006). Wikis and student writing. Teacher Librarian, 34(2), 70-73. Retrieved March 3, 2007, from ProQuest database. Media Machines (2007). Flux Studio 2.1 [Computer Software]. Retrieved May 13, 2007, from http://www.mediamachines.com/downloadplayerty.php Merriam, S. B. (1998). Qualitative research and case study applications in education. San Francisco: Jossey-Bass Publishers. Mynard, J. (2002). Using Internet chat rooms with language learners. Retrieved April 12, 2007, from http://jomynard.tripod.com/chat2002.htm My virtual life. (2006, May 1). Business Week, (3982), 72. Retrieved April 2, 2007, from ProQuest database. Neiburger, E., & Gullett, M. (2007). Out of the basement: The social side of gaming, Young Adult Library Services, 5(2), 34-6, 38. Nayman, I. (1999). Lessons from a videoconferenced course. CAUSE/EFFECT journal, 22(3). Retrieved March 2, 2007, from http://www.educause.edu/ir/library/html/cem/cem99/cem9930.html Noguchi, Y. (2005, November 22). Self 2.0: Internet users put a best face forward. Washington Post, p. A01. Retrieved January 12, 2007, from ProQuest database. Nomnian, S. (2002). Constructivism: Theory and its application to language teaching. Studies in Languages and Language Teaching Journal, 11, 62-71. Retrieved May 15, 2005, from http://www.sc.mahidol.ac.th/sclg/SLLT/html/issue_61.html Norris-Holt, J. (2001). Motivation as a contributing factor in second language acquisition. The Internet TESL Journal, 7(6). Retrieved January 17, 2008, from http://iteslj.org/Articles/Norris-Motivation.html O` Dowd, R. (n.d.). Videoconferencing in foreign language learning. Retrieved March 21, 2007, from http://www3.unileon.es/personal/wwdfmrod/vctext.html O’Dowd, R., & Ritter, M. (2006). Understanding and working with `Failed Communication` in telecollaborative exchanges. CALICO Journal, 23(3), 623–642. Onwuegbuzie, A., & Leech, N. (2004). Enhancing the interpretation of significant findings: The role of mixed methods research. The Qualitative Report 9(4), 770-792. Retrieved February 15, 2008, from http://www.nova.edu/ssss/QR/QR9-4/onwuegbuzie.pdf Osberg, K. M. (1997). Constructivism in practice:The case for meaning-making in the virtual world. Retrieved May 15, 2005, from http://www.hitl.washington.edu/publications/r-97-47/index.html Oxford, R., & Shearin, J. (1994). Language learning motivation: Expanding the theoretical framework. The Modern Language Journal, 78, 12-28. Palmer, D. (2005). A motivational view of constructivist-informed teaching. International Journal of Science Education, 27(15), 1853-1881. Peterson, M. (2005). Learner interaction in an avatar-based virtual environment: A Preliminary Study. PacCALL Journal, 1(1) 29-40. Peterson, M. (2006). Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19(1), 79-103. Pew internet & american life project. (2001). The internet and education. Retrieved May 15, 2007, from http://www.pewinternet.org/pdfs/PIP_Schools_Report.pdf Phillipson, R. (1992). Linguistic imperialism. Oxford: Oxford University Press. Preece, J., & Maloney-Krichmar, D. (2005). Online communities: Design, theory, and practice. Journal of Computer-Mediated Communication, 10(4). Retrieved April 5, 2007, from http://jcmc.indiana.edu/vol10/issue4/preece.html Rajagopalan, S., Doiron, J. A., & Song, M. (2004). Helping students relate classroom theory to practice in industry: Design considerations for web-based simulations. CDTL Brief, 7(5). Retrieved November 12, 2004, from http://www.cdtl.nus.edu.sg/brief/V7n5/default.htm Reiss, S. (2005, December). Virtual economics. Technology Review, 108(11), 34. Reuters, A. (2007). Congressional democrats` agenda gets SL stage. Retrieved March 15, 2007, from http://secondlife.reuters.com/stories/2007/01/02/congressional-democrats-agenda-gets-sl-stage/ Riner, R. (n.d.). Cultural simulation: Virtual wedding. Retrieved January 6, 2007, from http://www.eng.umu.se/vw/AssessmentRR.pdf Riner, R. (1996). Virtual ethics--Virtual reality. Futures Research Quarterly, 12(1), 57-70. Robinson, M. (2006). Wikis in education: social construction as learning. The Community College Enterprise, 12(2), 107-109. Retrieved April 12, 2007, from ProQuest database. Roussos, M., Johnson, A., Moher, T., Leigh, J., Vasilakis, C., & Barnes, C. (1999). Learning and building together in an immersive virtual world. Presence, 8(3), 247-263. Rummel, N., & Spada, H. (2005). Learning to collaborate: An instructional approach to promoting collaborative problem-solving in computer-mediated settings. Journal of the Learning Sciences, 14(2), 201-241. Scardamalia, M. (2002). Collective cognitive responsibility for the advancement of knowledge. In B. Smith (Ed.), Liberal education in a knowledge society (pp. 67-98). Chicago: Open Court. Schiefele, U. 2001. The role of interest in motivation and learning. In J. M. Collis & S. Messick (Eds.), Intelligence and personality: Bridging the gap in theory and measurement (pp. 163-194). Mahwah, NJ: Erlbaum. Seidman, I. (1998). Interviewing as qualitative research. New York: Teachers College Press. Skiljan, I. (2007). IrfanView 4.10 [Computer Software]. Retrieved July 21, 2007, from http://www.irfanview.com/ Sourin, A., Sourina, O., & Prasolova-Førland, E. (2006). Cyber-learning in cyberworlds. Journal of Cases on Information Technology, 8(4), 55-70. Soukup, C. (2004). Multimedia performance in a computer-mediated community: Communication as a virtual drama. Journal of Computer-Mediated Communication, 9(4). Stake, R. (2005). Qualitative case studies. In N. K. Denzin & Y. S. Lincoln (Eds.), The Sage handbook of qualitative research (3rded., pp. 433-466). Thousand Oaks, CA: Sage. Stephenson, N. (1992). Snow crash. New York: Bantam Books. Sternberg, R. J. (2003). Wisdom, intelligence, and creativity synthesized. Cambridge, UK: Cambridge Press. Taylor, T. L. (1999). Life in virtual worlds: Plural existence, multimodalities, and other online research challenges. The American Behavioral Scientist, 43(3), 436-450. Terdiman, D. (2006). Virtual magnate shares secrets of success. Retrieved April 8, 2007, from http://news.zdnet.com/2008-9588_22-6144967.html Tiala, S. (2007). Integrating virtual reality into technology education labs. Technology Teacher, 66(4), 9-13. Retrieved January 31, 2007, from the Academic Search Premier database. Urbaniak, G.C., & Plous, S. (2007). Research Randomizer 3.0 [Computer software]. Retrieved October 11, 2007, from http://www.randomizer.org/ Vogel, J., Greenwood-Ericksen, A., Cannon-Bowers, J., & Bowers, C. (2006).Using virtual reality with and without gaming attributes for academic achievement. Journal of Research on Technology in Education, 39(1)105-119. Vygotsky, L.S. (1976). Play and its role in the mental development of the child. In Bruner, J.S., Jolly, A., and Sylva, K. (Eds.), Play – Its role in development and evolution. New York: Basic Books. Vygotsky, L.S. (1978). Mind in society. Cambridge, MA: Harvard University Press. Warschauer, M. (1996). Motivational aspects of using computers for writing and communication. In M. Warshauer (Ed.). Telecollaboration in foreign language learning: Proceedings of the Hawai`i symposium. (pp. 29-46). Honolulu, Hawai`i: University of Hawai`i, Second Language Teaching and Curriculum Center. Williams O., Pickett, S., & Murphy, T. (2001). The future of virtual reality on the Web? Retrieved February 18, 2007, from Napier University Web Site: http://www.dcs.napier.ac.uk/~mm/socbytes/jun2001/Jun2001_7.htm Winn, W. (1997). The effect of student construction of virtual environments on the performance of high- and low-ability students. Proceedings of the 1997 AERA Conference. Retrieved April 12, 2007, from http://www.hitl.washington.edu/pubs/hitlpub.php Winn, W., Hoffman, H., Hollander, A., Osberg, K., Rose, H., & Char, P. (1999). Student-built virtual environments. Presence: Teleoperators and Virtual Environments, 8(3), 283-292. Wise, B., Cole, R., van Vuuren, S., Schwartz, S., Snyder, L., Ngampatipatpong, N., et al. (2005). Learning to read with a virtual tutor: Foundations to literacy, In Kinzer, C. & Verhoeven, L. (Eds) Interactive literacy education: Facilitating literacy learning environments through technology. Retrieved March 15, 2006, from http://cslr.colorado.edu/beginweb/reading/reading.html Yang, S. H., & Alty, J. L. (2002). Development of a distributed simulator for control experiments through the Internet. Future Generation Computer Systems, 18 (5), 595–611. Yashima, T. (2002). Willingness to communicate in a second language: The Japanese EFL context. The Modern Language Journal, 86, 54-66. Zhao, C. (2000). Evaluation of vrml for modeling virtual worlds. Unpublished master’s dissertation. Miami University, Ohio. Retrieved January 31, 2007, from OhioLINK Web site: http://www.ohiolink.edu/etd/view.cgi?acc_num=miami975621886 |
Description: | 博士 國立政治大學 教育研究所 91152517 96 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0911525172 |
Data Type: | thesis |
Appears in Collections: | [教育學系] 學位論文
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|