English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113656/144643 (79%)
Visitors : 51729018      Online Users : 374
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/76455


    Title: 合作閱讀標註系統之遊戲化激勵機制對於提升同儕互動與閱讀理解成效的影響研究
    Enhancing peer interactions and reading comprehension performance by using a collaborative annotation system with gamification motivate mechanisms
    Authors: 陳姿君
    Chen, Tze Chun
    Contributors: 陳志銘
    Chen, Chih Ming
    陳姿君
    Chen, Tze Chun
    Keywords: 遊戲化
    激勵機制
    合作閱讀標註
    社會網絡互動
    沉浸經驗
    閱讀理解成效
    gamification
    motivate mechanism
    cooperative reading annotation
    social network interaction
    immersion experience
    reading comprehension achievement
    Date: 2015
    Issue Date: 2015-07-13 11:12:45 (UTC+8)
    Abstract: 近年來數位閱讀逐漸受到重視,許多閱讀標註系統被發展出來輔助提升數位閱讀成效,然而至今卻尚未出現具遊戲化激勵機制的閱讀標註系統。過去許多研究指出,遊戲化學習不但有助於提升學生的學習動機,並且透過遊戲競爭有助於激勵學習。因此本研究在「雲端高互動合作式閱讀標註系統」上發展遊戲化激勵機制,以探討採用有無遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,對於標註行為、閱讀理解成效、社會網絡互動及沉浸經驗的影響差異。此外,也探討不同性別與學習風格的學習者在有無遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,其標註行為、閱讀理解成效、社會網絡互動及沉浸經驗彼此之間是否具有顯著差異。

    研究結果發現:(1)採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的學習者;(2)男性與女性學習者以及主動型、反思型與感覺型學習者採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(3)直覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(4)感覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在詮釋理解的表現上顯著優於採用不具遊戲化激勵機制的系統;(5)採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在程度中心度、接近中心度與中介中心度上均顯著優於採用不具遊戲化激勵機制的學習者;(6)男性與女性以及主動型、反思型、感覺型與直覺型的學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在程度中心度與接近中心度上均顯著優於採用不具遊戲化激勵機制的系統;(7)採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在第一階段(投入)與整體沉浸經驗上均顯著優於採用不具有遊戲化激勵機制的學習者;(8)感覺型的學習者採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在第一階段(投入)的沉浸經驗上顯著優於採用不具有遊戲化激勵機制的系統;(9)學習者透過具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習後,對於系統的滿意度極高。

    最後,基於研究結果,本研究亦提出對教師、閱讀推廣單位的建議,也提出幾個未來的研究方向。
    The emphasis on digital reading has various reading annotation systems being developed for enhancing digital reading achievement. However, there has not been a reading annotation system with gamification motivate mechanism. Past research indicated that gamification learning could enhance students’ learning motivation and motivate learning willingness through game-based competition. Accordingly, the Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism is developed in this study to compare its effects on annotation behavior, reading comprehension achievement, social network interaction, and immersion experience with those without gamification motivate mechanism. Under the Cloud-based High-Interaction Cooperative Reading Annotation System with/ without gamification motivate mechanism, the differences among learners with distinct gender and learning styles in the annotation behavior, reading comprehension achievement, social network interaction, and immersion experience are also investigated.

    The research findings are summarized as following. (1) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (2) Male, female, active, reflective, and sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (3) Intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, and annotation ability. (4) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on reading achievement for interpreting, integrating, and evaluating processes.(5) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on degree centrality, closeness centrality, and betweenness centrality. (6) Male, female, active, reflective, sensing, and intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading outperform those without gamification motivate mechanism on degree centrality and closeness centrality. (7) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on the first stage (engagement) and overall immersion experience. (8) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on immersion experience at the first stage (engagement). (9) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading present extremely high system satisfaction.

    Based on the research results, suggestions for teachers and reading promotion units as well as for future research are proposed.
    Reference: 一、中文文獻
    丁千珊(2011)。紙本童書與觸控式電子童書對兒童的閱讀成效與態度之影響。臺灣師範大學設計研究所在職進修碩士班學位論文,未出版,台北市。
    王梅玲(2013)。從電子書數位閱讀探討圖書館推廣策略。臺北市立圖書館館訊,30(4),9-24。
    呂佳勳(2007)。小學圖書館以Moodle平台實施主題式數位閱讀之研究---以台中縣吉峰國小為例。 中興大學圖書資訊學研究所碩士論文,未出版,台中市。
    李正翰(2010)。紙本與數位教材無縫整合學習環境中提問式鷹架對英文閱讀成效之影響。中山大學資訊管理學系研究所碩士論文,未出版,高雄市。
    周暐達(2008)。數位閱讀及其版權管理之探討。研考雙月刊,32(3),44-52。
    林巧敏(2010)。國小學童數位閱讀興趣與數位閱讀行為之研究研究成果報告(精簡版)
    林巧敏(2011)。臺灣國小學童數位閱讀興趣與行為之調查分析。國家圖書館館刊,100(2), 30-59。
    林巧敏(2011)。學童數位閱讀資源與學習興趣之探討。圖書與資訊學刊,77,13-32。
    林育如(2011)。行動閱讀之資訊呈現方式對於學習者專注力、閱讀理解與認知負荷之影響研究。國立政治大學圖書資訊與檔案學研究所碩士論文,未出版,台北市。
    林書毅(2009)。虛擬社群激勵機制與會員忠誠度之研究-以線上遊戲社群為例。未出版之碩士論文,中山大學,嘉義市。
    林凱胤、楊子瑩、王國華(2010)。實習教師在部落格中的社會網絡與互動行為,屏東教育大學學報-教育類,32,67-90。
    林聚任(2009)。社會網絡分析:理論、分析與應用。北京:北京師範大學出版社。
    柯華葳、幸曼玲、陸怡琮、辜玉旻(2010)。閱讀理解策略教學手冊。臺北市:教育部。
    柯華葳、詹益綾、丘嘉慧(2013)。PIRLS2011報告(臺灣四年級學生閱讀素養),取自 https://sites.google.com/site/reading8learning01/pirls/pirls-2011。搜尋日期:20140112。
    柯華葳、詹益綾、張建妤、游婷雅(2009)。臺灣四年級學生閱讀素養(PIRLS2006報告)第二版。取自https://sites.google.com/site/reading8learning01/pirls/pirls-2006。搜尋日期:20150210。
    柯華葳策劃(2011)。在職教師閱讀教學增能研習手冊。國立台灣師範大學教育研究與評鑑中心閱讀研究團隊。網址:http://beworkshop.cere.ntnu.edu.tw/RTE/file/20110731.pdf
    洪菁筠(2012)。節奏遊戲化教學之研究—以國小三年級為例.。國立臺北教育大學音樂學系學位論文,未出版,臺北市。
    夏蓉(2010)。數位閱讀服務體驗-以電子書閱讀器, 智慧型手機, 平板電腦三種裝置探討使用者採用之意願與偏好。臺灣大學資訊管理學研究所學位論文,未出版,台北市。
    孫春在、林珊如(2007)。網路合作學習:數位時代的互動學習環境、教學與評量。台北市:心理。
    徐慧成(2003)。利用網頁資訊建構多階層指導教授與研究生之網絡關係。未出版碩士論文,國立中山大學資訊管理研究所碩士論文,高雄市。
    徐慧芸(2012)。社會互動排名與學習夥伴推薦機制對於激發潛水者之成效評估研究。國立政治大學圖書資訊學數位碩士在職專班論文,未出版,台北市。
    張文華(2004)。同步網路合作學習中學習風格對國小學童學習之影響。國立台南師範學院碩士論文,未出版,台南市。
    張明華(2014)。學習如「打 Game」葉丙成翻轉大學教育。評鑑雙月刊,52,34-36。
    張家豪(2008)。不同測驗類型融入超媒體學習環境對國小學童自我調整學習和閱讀成效之影響。國立臺灣師範大學資訊教育學系碩士論文,未出版,台北市。
    許詒婷(2009)。遊戲化音樂教學對於幼兒創造力影響之個案研究。國立臺北教育大學音樂學系碩士班學位論文,未出版,臺北市。
    許瑞敏(2010)。網路學習社群經營機制對於提昇教師 教學關注之研究 -以桃園縣e化學習平台閱讀策略課程為例。國立政治大學圖書資訊學數位碩士在職專班論文,未出版,台北市。
    許慧珍(2011) 以代幣機制探討網路學習成效。中華管理評論國際學報。1,1-15。
    陳志銘、韋祿恩、吳志豪(2010)。認知型態與標註品質對閱讀成效之影響與關聯研究:以數位閱讀標註系統為例。圖書與資訊學刊,76,1-25。
    陳芳雅(2012)。不同合作模式對國小學童閱讀學習影響之研究。國立政治大學圖書資訊學數位碩士在職專班論文,未出版,台北市。
    陳勇汀(2011)。合作式閱讀標註之知識萃取機制研究。國立政治大學圖書資訊與檔案學研究所碩士論文,未出版,台北市。
    陳珍妮(2014)。以人機互動觀點建構與評估遊戲化傳統中國醫藥數位學習系統。國立高雄第一科技大學資訊管理研究所碩士論文,未出版,高雄市。
    陳軒德、黃子芸(2010)。註記分享平台實施網路合作學習應用研究-以Diigo為例。論文發表於第十四屆全球華人計算機教育應用大會(GCCCE 2010)。新加坡南洋理工大學,2012年6月1日至6月4日,2012。
    陳靜儀、賴盈雯、彭慶東(2012)。以互動科技結合遊戲化學習應用於右腦潛能開發。數位內容與多媒體應用研討會論文集,447-458頁。
    程毓明、蘇怡仁、王俞揮(2010)。遊戲式學習虛擬貨幣對小學生數學學習成效之研究。論文發表於樹德科技大學資訊學院舉辦之第九屆離島資訊技術與應用研討會,屏東縣。
    黃柏翰(2012)優質標註萃取機制提昇閱讀成效之研究:以合作式閱讀標註系統為例。國立政治大學圖書資訊與檔案學研究所碩士論文,未出版,台北市。
    褚麗絹、李承霖、郭靜蘭(2011)。沉浸經驗於互動式多媒體教材學習效果之影響,文化事業與管理研究,6,1-24。
    劉瑞啟(2011)。繼續還是不繼續?網路文學作品持續閱讀與沉迷程度之影響。國立中央大學資訊管理學系碩士論文,未出版,桃園市。
    潘率均(2013)。莫札特音樂融入電子書閱讀任務對小學生閱讀理解表現與緩解學習焦慮之研究。成功大學工程科學系碩士論文。未出版,台南市。
    蔡昌智(2005)。不同激勵機制對網路學習活動參與程度之影響。國立臺南大學資訊教育研究所碩士論文,未出版,臺南市。
    蔡懷恩(2014)。閱讀具標註數位文本之體感互動閱讀模式及其學習成效評估研究。國立政治大學圖書資訊與檔案學研究所碩士論文,未出版,台北市。
    鄧凱元(2014)。台灣閱讀分數進步全球第一。天下雜誌。上網日期:2014年4月21日。網址:http://www.cw.com.tw/article/article.action?id=5055174
    賴苑玲(2008)。數位學習平臺推動國小學童閱讀之可行性研究。第七屆海峽兩岸兒童及中小學圖書館學術研討會,吉林:長春少兒圖書館。
    戴伯芬(2011)。亞洲四小龍公民社會組織的國際化網絡初探。城市學學刊, 2(1), 1-29。
    謝文全(2012)。教育行政學(四版)。台北市:高等教育。
    顏百鴻 (2009)。不同激勵機制對國小六年級學童網路學習意願、參與程度及滿意度之影響。國立臺南大學教育學系科技發展與傳播碩士班論文,未出版,臺南市。
    顏百鴻、歐陽誾(2012)。不同激勵機制對國小六年級學童網路學習活動影響之研究。教育學誌,27,221-262。

    二、英文文獻
    Amin, T. S. (2014). The effect of teaching strategies and learning styles on the students achievement in reading comprehension. Retrieved from Feb. 21, 2015 http://digilib.unimed.ac.id/the-effect-of-teaching-strategies-and-learning-styles-on-the-students-achievement-in-reading-comprehension-30998.html
    Arifah, K. F., & Kuswardani, R., Pd, S., Appl, M. (2013). Optimizing reading comprehension through learning style based on building learning power. Retan, 1(3).
    Baker, L., Scher, D., & Mackler, K. (1997). Home and family influences on motivations for reading. Educational Psychologist, 32, 69-82.
    Ballera, M., Lukandu, I. A., & Radwan, A. (2013). Collaborative problem solving using public social network media: Analyzing student interaction and its impact to learning process. International Journal of Digital Information and Wireless Communications (IJDIWC), 3(1), 25-42.
    Bastian, M., Heymann, S., & Jacomy, M. (2009). Gephi: an open source software for exploring and manipulating networks. ICWSM, 8, 361-362.
    Beach, R. (2012). Constructing digital learning commons in the literacy classroom. Journal of Adolescent & Adult Literacy, 55(5), 448-451.
    Betts, B. W., Bal, J., & Betts, A. W. (2013). Gamification as a tool for increasing the depth of student understanding using a collaborative e-learning environment. International Journal of Continuing Engineering Education and Life Long Learning, 23(3), 213-228.
    Borgatti, S.P. (1998). What Is Social Network Analysis? http://www.analytictech.com/networks/whatis.htm.
    Brantmeier, C. (2003). Does gender make a difference? Passage content and comprehension in second language reading. Reading in a foreign language,15(1), 1-27.
    Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. In CHI`04 extended abstracts on Human factors in computing systems (pp. 1297-1300). ACM.
    Brozo, W. G., Sulkunen, S., Shiel, G., Garbe, C., Pandian, A., & Valtin, R. (2014). Reading, Gender, and Engagement. Journal of Adolescent & Adult Literacy, 57(7), 584-593.
    Brühlmann, F., Mekler, E., & Opwis, K. (2013). Gamification From the Perspective of Self-Determination Theory and Flow.
    Burt, R. S. (1992). Structural holes: The social structure of competition. Harvard University Press: Cambridge, MA.
    Cardoso, G., & Carla Ganito, C. F. (2012). Digital Reading: The transformation of reading practices. In Proceedings of the 16th International Conference on Electronic Publishing. Guimaraes, Portugal.
    Chamberlain, J., Poesio, M., & Kruschwitz, U. (2008,September). Phrase detectives: A web-based collaborative annotation game. In Proceedings of the International Conference on Semantic Systems (I-Semantics’ 08) , 42-49.
    Chapman, J., & Tunmer, W. (1995).Development of young children’s reading self concepts: an examination of emerging subcomponents and their relationship with reading achievement. Journal of Educational Psychology, 87(1), 154.
    Chen, C. M., & Chang, C. C. (2014). Mining learning social networks for cooperative learning with appropriate learning partners in a problem-based learning environment. Interactive Learning Environments, 22(1),97-124.
    Chen, C. M., & Chen, F. Y. (2014). Enhancing digital reading performance with a collaborative reading annotation system. Computers & Education, 77, 67-81.
    Chen, Y. C., Hwang, R. H., & Wang, C. Y. (2011). Development and evaluation of a Web 2.0 annotation system as a learning tool in an e-learning environment. Computers & Education, 58(4), 1094-1105.
    Cheng, M‐T., H‐C. She, and L. A. Annetta. (2014).Game immersion experience: its hierarchical structure and impact on game‐based science learning. Journal of Computer Assisted Learning .
    Cheng, R., & Vassileva, J. (2006). Design and evaluation of an adaptive incentive mechanism for sustained educational online communities. User Modeling and User-Adapted Interaction, 16(3-4), 321-348.
    Cheong,C, Cheong, F.C., & Filippou, J.(2013). Quick Quiz: A Gamified Approach for Enhancing Learning. In Proceedings of Pacific Asia Conference on Information Systems, June 18-22, 2013, Jeju Island, Korea.
    Chiu, Ming Ming. & McBride-Chang, C. (2006). Gender,context, and reading: A comparison of students in 43 countries. Scientific Studies of Reading, 10(4), 331–362. doi:10.1207/s1532799xssr1004_1.
    Cho, H., Gay, G., Davidson, B., & Ingraffea, A. (2007). Social networks, communication styles, and learning performance in a CSCL community. Computers & Education, 49, 309– 329.
    Coles, M. & Hall, C. (2002). Gendered readings: Learning from children’s reading choices. Journal of Research in Reading, 25(1), 96–108. doi:10.1111/1467-9817.00161.
    Cull, B. W. (2011). Reading revolutions: Online digital text and implications for reading in academe. First Monday, 16(6).
    Davis, J. R., & Huttenlocher, D. P. (1995). Shared annotation for cooperative learning. In The first international conference on Computer support for collaborative learning (pp. 84-88). L. Erlbaum Associates Inc..
    De Laat, M., Lally, V., Lipponen, L., & Simons, R. J. (2007). Investigating patterns of interaction in networked learning and computer-supported collaborative learning: A role for Social Network Analysis. International Journal of Computer-Supported Collaborative Learning, 2(1), 87-103.
    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.
    De Meo, P., Ferrara, E., Fiumara, G., & Provetti, A. (2014). On Facebook, most ties are weak. Communications of the ACM, 57(11), 78-84.
    De Nooy, W., Mrvar, A., & Batagelj, V. (2011). Exploratory social network analysis with Pajek (Vol. 27). Cambridge University Press.
    Denton, C. A., Wolters, C. A., York, M. J., Swanson, E., Kulesz, P. A., & Francis, D. J. (2015). Adolescents` use of reading comprehension strategies: Differences related to reading proficiency, grade level, and gender. Learning and Individual Differences, 37, 81-95.
    Deterding, S., Björk, S. L., Nacke, L. E., Dixon, D., & Lawley, E. (2013). Designing gamification: creating gameful and playful experiences. In CHI`13 Extended Abstracts on Human Factors in Computing Systems (pp.3263-3266). ACM.
    Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011).From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
    Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J.(2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63,380-392.
    Erginer, E. (2014). A study of the Correlation between Primary School Students’ Reading Comprehension Performance and the Learning Styles Based on Memory Modeling. Egitim ve Bilim-Education and Science,39(173), 66-81.
    Faust, K. (2006). Comparing social networks: size, density, and local structure. Metodološki zvezki, 3(2), 185-216.
    Felder, R. M., & Silverman, L. K. (1988). Learning styles and teaching styles in engineering education. Engineering Education, 78(7), 674–681
    Fernández-Luna, J. M., Huete, J. F., Rodríguez-Avila, H., & Rodríguez-Cano, J. C. (2014). Enhancing collaborative search systems engagement through gamification. In Proceedings of the First International Workshop on Gamification for Information Retrieval (pp. 42-45). ACM.
    Fms Inc. (2007). Sentinel Visualizer: The Next Generation of Big Data Visualization Retrieved on May 8, 2015, from http://www.fmsasg.com/fmsasg/Products/SentinelVisualizer/.
    Freeman, L. C. (1979). Centrality in social networks conceptual clarification. Social networks, 1(3), 215-239.
    Gartner Inc. (2013). Survey analysis: Consumer digital reading preferences reveal the exaggerated death of paper. Retrieved on February 25, 2015, from http://www.gartner.com/resId=1651116.
    Gil-Flores, J., Torres-Gordillo, J. J., & Perera-Rodríguez, V. H. (2012). The role of online reader experience in explaining students’ performance in digital reading. Computers & Education, 59(2), 653-660.
    Hakulinen, L., Auvinen, T., & Korhonen, A.(2013). Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment. In Proceedings of Learning and Teaching in Computing and Engineering (LaTiCE) conference, Macau, pp. 47-54
    Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
    Hanneman, R., and Riddle, M. (2005).Introduction to social network methods. Chapter 10: Centrality and power. http://www.faculty.ucr.edu/∼hanneman/nettext/C10 Centrality.html.
    Hansen, D., Shneiderman, B., & Smith, M. A. (2010). Analyzing social media networks with NodeXL: Insights from a connected world. Morgan Kaufmann.
    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, 80, 152-161.
    Hawk, T. F., & Shah, A. J. (2007). Using learning style instruments to enhance student learning. Decision Sciences Journal of Innovative Education, 5(1), 1-19.
    Hsieh, Y. H., Lin, Y. C., & Hou, H. T. (2013). Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students` game-based learning. Interactive Learning Environments, (ahead-of-print), 1-16.
    Huhtala, J., Isokoski, P., & Ovaska, S. (2012). The usefulness of an immersion questionnaire in game development. In CHI`12 Extended Abstracts on Human Factors in Computing Systems (pp. 1859-1864). ACM.
    Hummel, H. G., Burgos, D., Tattersall, C., Brouns, F., Kurvers, H., & Koper, R. (2005). Encouraging contributions in learning networks using incentive mechanisms. Journal of computer assisted learning, 21 (5), 355-365.
    Inaba, A., & Mizoguchi, R. (2004). Learners’ roles and predictable educational benefits in cooperative learning: An ontological approach to support design and analysis of CSCL. In J. Lester, R.M. Vicari & F. Paraguacu (Eds.), ITS 2004 (pp. 285–294). Berlin: Springer-Verlag.
    Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008).Measuring and defining the experience of immersion in games.International journal of human-computer studies, 66(9), 641-661.
    Johnson, D.W., Johnson, R.T., & Stanne, M.B. (2000). Cooperative learning methods: A meta-analysis. Retrieved from Feb. 23, 2015, http://www.ccsstl.com/sites/default/files/Cooperative% 20Learning%20Research%20.pdf
    Johnson, T. E., Archibald, T. N., & Tenenbaum, G. (2010). Individual and team annotation effects on students’reading comprehension, critical thinking, and meta-cognitive skills. Computers in human behavior, 26(6), 1496-1507.
    Khademi, M., Motallebzadeh, K., & Ashraf, H. (2013). The relationship between Iranian EFL instructors’understanding of learning styles and their students’success in reading comprehension. English Language Teaching, 6(4), p134.
    Knaving, K., & Björk, S. (2013). Designing for Fun and Play: Exploring possibilities in design for gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 131-134). ACM.
    Knoke, D., & Yang, S. (Eds.). (2008). Social network analysis (Vol. 154). Sage.
    Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
    Kristina Knaving and Staffan Björk. 2013. Designing for fun and play: exploring possibilities in design for gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (Gamification `13). ACM, New York, NY, USA, 131-134
    Lewis, T. (2013). The impact of learning-style based instruction on student engagement and reading comprehension in a third grade classroom (Doctoral dissertation, Wichita State University).
    Lewis, K., Kaufman, J., Gonzalez, M., Wimmer, A., & Christakis, N. (2008). Tastes, ties, and time: A new social network dataset using Facebook. com. Social networks, 30(4), 330-342.
    Li, W., Grossman, T., & Fitzmaurice, G. (2012). Gamicad: a gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and technology (pp. 103-112). ACM.
    Lipponen, L., Rahikainen, M., Lallimo, J., & Hakkarainen, K. (2001). Analyzing patterns of participation and discourse in elementary students’ online science discussion. In European perspectives on computer-supported collaborative learning (pp. 421-428).
    Liu, Z.(2012). Digital reading: An overview. Chinese Journal of Library and Information Science, 5(1).
    Logan, S. & Johnston, R.S. (2009). Gender differences in reading: Examining where these differences lie. Journal of Research in Reading, 32(2), 199–214. doi:10.1111/j.1467-9817.2008.01389.x.
    Lu, J., & Deng, L. (2013). Examining students` use of online annotation tools in support of argumentative reading. Australasian Journal of Educational Technology, 29(2).
    Lynn, R., & Mikk, J. (2009). Sex differences in reading achievement. Trames, 13(63/58), 3-13.
    Mangen, A. (2008). Hypertext fiction reading: haptics and immersion. Journal of Research in Reading, 31(4), 404-419.
    Marin, A., & Wellman, B. (2011). Social network analysis: An introduction. The SAGE handbook of social network analysis, 11-25.
    Marinak, B.A. & Gambrell, L.B. (2010). Reading motivation: Exploring the elementary gender gap. Literacy Research and Instruction, 49, 129–141. doi:10.1080/19388070902803795.
    Marzban, A., & Akbarnejad, A. A. (2013). The Effect of Cooperative Reading Strategies on Improving Reading Comprehension of Iranian University Students. Procedia-Social and Behavioral Sciences, 70, 936-942.
    McGeown, S., Goodwin, H., Henderson, N., & Wright, P. (2012). Gender differences in reading motivation: does sex or gender identity provide a better account? Journal of Research in Reading, 35(3), 328-336.
    McIntosh, K., Reinke, W. M., Kelm, J. L., & Sadler, C. A. (2012). Gender Differences in Reading Skill and Problem Behavior in Elementary School. Journal of Positive Behavior Interventions, 1098300712459080.
    Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Disassembling gamification: the effects of points and meaning on user motivation and performance. In CHI`13 Extended Abstracts on Human Factors in Computing Systems (pp. 1137-1142). ACM.
    Merisuo-Storm, T. (2006). Girls and boys like to read and write different texts. Scandinavian Journal of Educational Research, 50(2), 111–125. doi:10.1080/00313830600576039.
    Miqowati, A. H., & Sulistyo, G. H. (2014). The PQRST strategy, reading comprehension, and learning styles. Indonesian Journal of Applied Linguistics, 4(1), 123-139.
    Mullis, I.V.S., Martin, M.O., Kennedy, A.M. & Foy, P. (2007). PIRLS 2006 international report: IEA’s progress in international reading literacy study in primary schools in 40 countries. Chestnut Hill, MA: Boston College. Retrieved from http://timss.bc.edu/pirls2006/index.html
    Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL(pp. 323-329).
    Newman, M. E. (2003). The structure and function of complex networks. SIAM review, 45(2), 167-256.
    Nganwa-Bagumah, M. & Mwamwenda, T.S. (l991). Effects on reading comprehension tests of matching and mismatching students` design preferences. Perceptual and Motor Skills, 72(3), 947-951.
    Nokelainen, P., Miettinen, M., Kurhila, J., Floréen, P., & Tirri, H. (2005). A shared document‐based annotation tool to support learner‐centred collaborative learning. British Journal of Educational Technology, 36(5), 757-770.
    Norvell, GW(1958). What boys and girls like to read. Morristown, NJ: Silver Burdett.
    O`hara, K., & Sellen, A. (1997, March). A comparison of reading paper and on-line documents. In Proceedings of the ACM SIGCHI Conference on Human factors in computing systems (pp. 335-342). ACM.
    Oshima, J., Oshima, R., & Matsuzawa, Y. (2012). Knowledge Building Discourse Explorer: a social network analysis application for knowledge building discourse. Educational technology research and development, 60(5), 903-921.
    Palonen, T., & Hakkarainen, K. (2000, April). Patterns of interaction in computer supported learning: A social network analysis. In Fourth International Conference of the Learning Sciences (pp. 334-339).
    Pedro, L. Z., Lopes, A. M., Prates, B. G., Vassileva, J., & Isotani, S. (2015). Does Gamification Work for Boys and Girls? An Exploratory Study with a Virtual Learning Environment. Retrieved from June. 11, 2015, http://www.researchgate.net/profile/Seiji_Isotani/publication/271643441_Does_Gamification_Work_for_Boys_and_Girls_An_Exploratory_Study_with_a_Virtual_Learning_Environment/links/54ce3eee0cf24601c090028b.pdf
    Pfister, A. (2000). The effect of personality type of bilingual students on English reading performance in a computer driven developmental reading laboratory: Implications for educational leaders. Boston: The University of Boston.
    Plass, J. L., Chun, D. M., Mayer, R. E., & Leutner, D. (1998). Supporting visual and verbal learning preferences in a second-language multimedia learning environment. Journal of educational psychology, 90(1),25.
    Quan-Haase, Anabel and Wellman, Barry (2006). Hyperconnected network, in CharlesHeckscher and Paul Adler (eds.). The Firm as a Collaborative Community.
    Rabbany, R., Elatia, S., Takaffoli, M., & Zaïane, O. R. (2014). Collaborative learning of students in online discussion forums: A social network analysis perspective. In Educational Data Mining (pp. 441-466). Springer International Publishing.
    Rabbany, R., Takaffoli, M., & Zaïane, O. R. (2011). Analyzing participation of students in online courses using social network analysis techniques. In Proceedings of educational data mining.
    Rainie, L., Zickuhr, K., Purcell, K., Madden, M., & Brenner, J. (2012). The rise of e-reading. Pew Research Center’s Internet & American Life Project: Washington, DC. http://libraries.pewinternet.org/2012/04/04/the-rise-of-e-reading/
    Rau, P. L. P., Chen, S. H., & Chin, Y. T. (2004). Developing web annotation tools for learners and instructors. Interacting with Computers, 16(2), 163-181.
    Reffay, C., & Chanier, T(2002). Social Network Analysis used for modelling collaboration in distance learning groups. In Intelligent Tutoring Systems (pp. 31-40).Springer Berlin Heidelberg.
    Ribière, M., Picault, J., & Squedin, S. (2010). The sBook: towards social and personalized learning experiences. In Proceedings of the third workshop on Research advances in large digital book repositories and complementary media (pp. 3-8). ACM.
    Richardson, J., Smith, R., Lenarcic, J., McCrohan, R., & O’Hare, R. (2010). The emergence of social networking through the communal annotations of an e-book system. Curriculum, technology & transformation for an unknown future. Proceedings ASCILITE Sydney, 803-807.
    Rickman, J. T., Von Holzen, R., Klute, P. G., & Tobin, T. (2009). A Campus-Wide E-Textbook Initiative. Educause Quarterly, 32(2), n2.
    Roscheisen M, Mogensen C and Winograd T (1994) Shared Web annotations as a platform for third-party valueadded information providers: Architecture protocols and usage examples. Technical Report CSDTR/DLTR http://www-digilib.stanford.edu/digilib/pub/reports/commentor.ps.
    Saadi, I. A., Alharbi, M. A., & Watt, A. P. (2013). Assess learning styles profile of High and Low Arabic reading achievement in preparatory schools students in Saudi Arabia. Life Science Journal, 10(2), 2230-2238.
    Sabater, J., & Sierra, C. (2002, July). Reputation and social network analysis in multi-agent systems. In Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1 (pp.475-482). ACM.
    Sadeghi, N., Kasim, Z. M., Tan, B. H., & Abdullah, F. S. (2012). Learning styles, personality types and reading comprehension performance. English Language Teaching, 5(4), p116.
    Sawyer, S., Eschenfelder, K., & Hexkman, R. (2000). Knowledge markets: cooperation among distributed technical specialists. Knowledge management for the information professional, 181-204.
    Schickler, M., Mazer, M., & Brooks, C. (1996) Pan-Browser Support for Annotations and Other Meta-Information. on the WWW Special Issue of Computer Networks and ISDN Systems, 28 (7-11), 1063-1074.
    Schwabe, F., McElvany, N., & Trendtel, M. (2015). The School Age Gender Gap in Reading Achievement: Examining the Influences of Item Format and Intrinsic Reading Motivation. Reading Research Quarterly.
    Scott, J. (2000). Social Network Analysis. SAGE Publications.
    Scott, J. (2011). Social network analysis: developments, advances, and prospects. Social network analysis and mining, 1(1), 21-26.
    Shea, T.C. (1983). An investigation of the relationship among preferences for the learning style element of design, selected instructional environments, and reading achievement with ninth-grade students to improve administrative determinations concerning effective educational facilities, Unpublished Doctoral Dissertation, New York City: St. John`s University.
    Shirky, C.: Fame vs. fortune: micro-payments and free content. First published Sept. 5, 2003 on the “Network, Economics and Culture” mailing list, available on line at: http://shirky.com/writings/fame_vs_fortune.html (last accessed on March 1, 2015)
    Slavin, R. E. (2010). Co-operative learning: what makes group-work work? The nature of learning: Using research to inspire practice, 161-178.
    Sousa, R. M., Moreira, F., & Alves, A. C. (2013). Active learning using physical prototypes and serious games. In 5th International Symposium on Project Approaches in Engineering Education (PAEE’2013) (pp. 27-1). CiED.
    Stepanyan, K., Mather, R., & Dalrymple, R. (2014). Culture, role and group work: A social network analysis perspective on an online collaborative course. British Journal of Educational Technology, 45(4), 676-693.
    Streeter, C. L., & Gillespie, D. F. (1993). Social network analysis. Journal of Social Service Research, 16(1-2),201-222.
    Su, A., Yang, S. J., Hwang, W. Y., & Zhang, J. (2010). A Web 2.0-based collaborative annotation system for enhancing knowledge sharing in collaborative learning environments. Computers & Education, 55(2), 752-766.
    Thorndike, RL (1941). Children`s reading interests. New York, NY: Columbia University Press.
    Tse, S. K., Lam, R. Y. J., Lam, J. W. I., Chan, Y. M., & Loh, E. K. Y.(2006). Attitudes and attainment:A comparison of Hong Kong, Singaporean and English students’ reading. Research in Education, 76, 74-87.
    Wasserman, Stanley and Faust, Katherine (1994). Social Network Analysis. Cambridge: Cambridge University Press.
    Wasserman, S., & Faust, K. (1997). Social network analysis: Methods and applications. Cambridge:Cambridge University Press.
    Waters, N. (2014). Social network analysis. In Handbook of regional science (pp. 725-740). Springer Berlin Heidelberg.
    Watts, Duncan (1999) Small Worlds. Princeton, NJ: Princeton University Press
    White, H. D., Wellman, B., & Nazer, N. (2004). Does citation reflect social structure? Journal of the American Society for Information Science and Technology, 55(2): 111-126.
    Wolfe, J. (2002). Annotation technologies: A software and research review. Computers and Composition, 19(4), 471-497.
    Wolfe, J. (2008). Annotations and the collaborative digital library: Effects of an aligned annotation interface on student argumentation and reading strategies.International Journal of Computer-Supported Collaborative Learning, 3(2), 141-164.
    Yang, S. J., & Chen, I. Y. (2008). A social network-based system for supporting interactive collaboration in knowledge sharing over peer-to-peer network. International Journal of Human-Computer Studies, 66(1),36-50.
    Yang, S. J., Chen, I. Y. L., & Shao, N. W. (2004). Ontology Enabled Annotation and Knowledge Management for Collaborative Learning in Virtual Learning Community. Educational Technology & Society, 7(4), 70-81.
    Yang, S. J., Zhang, J., Su, A. Y., & Tsai, J. J. (2011). A collaborative multimedia annotation tool for enhancing knowledge sharing in CSCL. Interactive Learning Environments, 19(1), 45-62.
    Description: 碩士
    國立政治大學
    圖書資訊學數位碩士在職專班
    102913009
    103
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0102913009
    Data Type: thesis
    Appears in Collections:[圖書資訊與檔案學研究所] 學位論文

    Files in This Item:

    File SizeFormat
    300901.pdf3998KbAdobe PDF2530View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback