Publications-Theses

Article View/Open

Publication Export

Google ScholarTM

NCCU Library

Citation Infomation

Related Publications in TAIR

題名 五歲幼兒在數位小遊戲中的問題解決歷程與策略研究
Exploring five-year-old children`s problem-solving process and strategies while playing digital game
作者 陳家綺
Chen, Chia Chi
貢獻者 邱淑惠
陳家綺
Chen, Chia Chi
關鍵詞 數位遊戲
問題解決
五歲幼兒
digital game
problem-solving
five-year-old children
日期 2013
上傳時間 6-Aug-2014 17:52:39 (UTC+8)
摘要 科技的進步改變了當代童年的樣貌,孩子語言中的「遊戲」二字不再是過往的傳統遊戲,而是充滿聲光效果的多媒體遊戲。這樣的現象讓許多研究相繼投入探討數位遊戲對兒童造成的影響,然而在這眾聲喧嘩的議題中,關注的對象並不包含學齡前幼兒。因此,本研究站在積極理解的角度,探究學齡前幼兒在數位遊戲中的思維活動,企盼增加對當代童年的瞭解。
本研究目的是探討五歲幼兒在數位小遊戲中的問題解決歷程和策略,因此從臺北市邀請18位五歲的大班幼兒,以兩人一組的方式共同進行遊戲<小羊回家>約20分鐘,並隨後訪談5分鐘關於在遊戲中遇到的問題與策略。研究採集的資料內容包含觀察紀錄、訪談語料、錄音和錄影,並將整理後的資料以質性方式分析和詮釋。
研究發現幼兒的問題表徵受到遊戲畫面複雜程度的影響,但幼兒初始建立的遊戲假設和過關成功沒有絕對關係。而本研究考量到幼兒在遊戲中的動作與想法,重新提出六種問題解決策略:(1)反覆操作來內化按鍵功能、(2)排列組合已知條件、(3)逐步縮短與目標的差距、(4)用相同動作試探發生的可能、(5)錯誤排除、(6)重新表徵遊戲目標」。同時也發現隨著幼兒個性和風格不同,會產生出不同樣貌的問題解決歷程:「在簡單道路上循序漸進」、「賭博般孤注一擲」、「在規則中發散遊走」,最後意外地看見,過關並不是遊戲唯一的目標,在遊戲中獲得不同程度的滿足感也是相當重要的。
The development and growth of digital games have been changing people’s childhood in the world. Nowadays, most children tend to play digital games instead of traditional ones. Though there are a great number of studies into how digital games affect children’s behavior, few ones on preschool children have been found. Through positive approach, this study, as a result, is aimed at discussing and analyzing the thinking of five-year-old children while they are playing digital games, and is also for future reference about children in digital times.
The purposes of this study are designed to explore five-year-old children’s problem-solving process and strategies during playing digital game. In this study, eighteen young children in Taipei City are selected to play a digital game, “Home sheep home.” They played in pairs about twenty minutes, and then were given an interview about ‘How did you pass the game?’ and ‘what strategies did you use?’ around five minutes. In order to confirm the trustworthiness of the study, the raw data were collected from various sources including observation, conversation, audio and video. Afterwards, those records were reorganized into qualitative information for further data analysis and interpretation
The conclusions of the study are:
1. Young children’s problem representation has nothing to do with accomplishing the game’s mission. Instead, it is affected by the complication of the content on screen.
2. Six problem-solving strategies are re-raised in the study like “Press keyboard repeatedly,” ”Organize all the possibilities” , ”Approach the goal gradually,” ”Repeat the same action to produce a possible result,” ”Avoid the same mistakes,” , ”represent game goal again” .
3. Three problem-solving processes have been concluded into three parts: ”Step-by-step attempt,” ”High-risk attempt” , ”Unfocused attempt “。
參考文獻 中文部分
方永泉(2003)。從「遊戲」意義的轉折來反思當代遊戲文化的特徵及其引發的教育思考。教育研究集刊,49(3),63-92。
方郁琳(2001)。幼兒電腦教學:論點觀。社會科學學報,9,45-64。
丘嘉慧(2007)。不同教學介入對幼兒知識表徵的影響-以幼兒科學問題解決歷程為例。。國立政治大學教育學系研究所博士論文,未出版,臺北市。
成令方、林鶴玲、吳嘉苓(譯)(2006)。A. G. Johnson著。見樹又見林:社會學作為一種生活、實踐與承諾(The forest and the trees: Sociology as life, practice, and promise.)。臺北市:群學。
吳幸玲、郭靜晃(譯)(2003)。J. E. Johnson, J. F. Christie, T. D. YawKey著。兒童遊戲-遊戲發展的理論與實務(第二版)(Play and Early Childhood Development , 2nd ed.)。臺北:揚智文化。
吳芝儀、廖梅花(譯)(2001)。A. Strausss& J. Corbin著。性研究入門:紮根理論研究方法(Basics of Qualitative Research )。臺北:濤石。
李雅惠(2005)。國小低年級學童問題解決歷程之研究。國立台南大學自然科學教育研究所碩士論文,未出版:臺南市。
李政賢、廖志恆、林靜如(譯)(2008)。U. Flick著。質性研究導論(Qualitative Sozialforschung)。臺北:五南。
李鴻章、謝義勇(2007)。電腦遊戲對幼兒可能影響之分析及其引發之教育思考。幼教研究彙刊,1,101-115。
李胤禎(2009,11月)。悅趣化數位學習的現在與未來。數位典藏與學習電子報,8(11)。2010年12月21日,取自http://newsletter.teldap.tw/news/InsightReportContent.php?nid=3130&lid=306
邱淑惠(2008)。聽他們在談些甚麼?探討兒童在操作不同學習軟體時的談話差異。師大學報,教育類,53(2),59-82。
邱淑惠(2010)。創新的學習工具—以幼兒說故事軟體的設計與應用為例。教育研究月刊,190,87-100。
邱淑惠、陳家綺、陳重均(2010)。兒童在《 楓之谷》 做些甚麼? 探討兒童玩線上遊戲的行爲與態度。教學科技與媒體,94,25-39.
洪漢鼎(譯)(1993)。H.Gadamer著。真理與方法:哲學詮釋學的基本特徵(Wahrheit und methode grundzuge einer pilosophischen hermeneutik)。臺北市 : 時報文化。
柯舜智(2009)。合成世界:線上遊戲文化傳播研究。 臺北市;五南。
郭玉詩、江新合。(2004)。低年級兒童在彈珠問題解決歷程的思考研究。南師學報, 38 ,1-25。
陳淑敏(1999)。幼兒遊戲。臺北市:心理 。
徐學庸譯注(2009)。《理想國篇》譯注及評介。臺北 : 臺灣商務。
張春興(2001)。教育心理學。臺北: 東華書局。
梁朝雲(2007)。寓樂於教與寓教於樂—國內線上遊戲產業之新契機。科技發展政策報導,2 ,15-34。
張靜儀(2005)。幼兒問題解決的教/學初探。國教天地,162,58-65。
張靜儀、蘇宇萍、黃聿綾(2010)。幼兒科學問題解決能力之研究─以「滾珠台」為例。論文發表於行政院國家科學委員會、大仁科技大學人文暨社會學院幼兒保育系聯合舉辦之「2010幼兒遊戲與數學和科學學習」研討會,屏東縣。
張麗芬(2006)。相似性對兒童類比問題解決的影響。兒童與教育研究,2,115-144。
張恬君(2004)。數位時代遊戲美學之教育意義。國立交通大學應用藝術研究所碩士論文 ,未出版:新竹縣。
張慧芝(譯)(2001)。人類發展 : 兒童心理學。臺北:桂冠。
黃幸美(2003)。兒童的問題解決思考研究。臺北:心理。
黃茂在、陳文典(2004)。「問題解決」的能力。科學教育,27,21-41。
鄭昭明(1993)。認知心理學:理論與實踐。臺北:桂冠。
蔡淑苓(2004)。遊戲理論與應用-以幼兒遊戲與幼兒教師教學為例。臺北:五南。
潘慧玲(主編)(2003)。教育研究的取徑。臺北市:高教。
廖晨鈞(2007)。電腦區的社會遊戲—幼兒間的同儕支持行為。國立臺南大學幼兒教育學系研究所碩士論文,未出版:臺南市。
翟本瑞(2001,11月15日)。戲遊遊戲。網路社會學通訊期刊,18。2010年12月22日,取自:http://www.nhu.edu.tw/~society/e-j/18/18-16.htm
劉育忠(2000)。對話、遊戲與教育—高達美與德希達之對比研究。國立政治大學教育學系研究所碩士論文,未出版,臺北市。
羅素貞(1996)。 問題表徵與問題解決。國立屏東師院學報,9,149-176。
英文部分
Afan, E. C. (2008) Mini-game experience packs big punch with kids. KidScreen Magazine, Oct 2008,83.
Bransford, J., & Stein, B. (1984). The IDEAL problem solver. New York: W. H. Freeman.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-41.
Caillois, R. & Barash, M. (2001).Man, play, and games. University of Illinois.
Clements, D. H. & Sarama, J. (2003a). Strip Mining for Gold: Research and Policy in Educational Technology—A Response to “Fool’s Gold”. AACE Journal, 11(1), 7-69.
Clements, D. H., & Sarama, J. (2003b). Young children and technology:What does the research say? Young Children, 58(6), 34-40.
Couse, L. J., & Chen, D. W. (2010). A tablet computer for young children” Exploring its viability for early childhood education. Journal of Research on Technology in Education, 43(1), 75–98
Cordes, C., & Miller, E. (2000). Fool’s gold: a critical look at computers in childhood. College Park, MD: Alliance for Childhood.
Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Gee, J. P. (2003). What video games have to teach us about learning and literacy (1st ed.). New York: Palgrave Macmillan.
Gee, J. (2008). Learning theory, video games, and popular culture. In K. Drotner& S. Livingstone(Eds.).The International Handbook of Children, Media and Culture (pp.196-212). Lodon:Sage.
Goldberg, I. (1996). Internet addicative disorder (IAD) diagnostic criteria. Retrieved December 22, 2010,from http://www.psycom.net/iadcriteria.html
Huitt, W. (1992). Problem solving and decision making: Consideration of individual differences using the Myers-Briggs Type Indicator. Journal of Psychological Type, 24, 33-44.
Huizinga, J.(1955). Homo Ludens: A Study of the Play-Element in Culture. Boston : Beacon Press.
Ito, M. (2008). Mobilizing the imagination in everyday play: The case of Japanese media mixes. In K. Drotner & S. Livingstone (Eds.), The international handbook of children, media and culture(pp.397-421). London:Sage.
Johnson, S. (2006) Everything bad is good for you : how today`s popular culture is actually making us smarter. New York : Riverhead Books.
Jenkins, H. (1998) Complete freedom of movement: video games as gendered play spaces. In H. Jenkins and J. Cassell (Eds.), From Barbie to Mortal Kombat : Gender and Computer Games(pp. 262-297). Cambridge, Mass : MIT Press.
Kerr, A.(2006).The businesss of making digital game. In J. Rutter & J. Bryce (Eds.), Understanding digital games(pp. 36-57). London: Sage.
Kiili, K. (2005). Educational Game Design: Experiential Gaming Model Revised. Tampere University of Technology. Pori. Research report 4. Retrieved January 17, 2011, from: http://amc.pori.tut.fi/publications/EducationalGameDesign.pdf
Kiili, K. (2007). Foundation for Problem-based Gaming. British Journal of Educational Technology, 38(3), 394-404.
Klahr, D.(2002) Exploring Science: The Cognition and Development of Discovery Processes .Cambridge. MA: MIT Press.
Kling, R.(ed.). (1996).Computerization and Controversy: Value Conflicts and Social Choices (2nd Ed.). San Diego: Academic Press.
Leemkuil, H., de Jong, T., & Ootes, S. (2000). Review of educational use of games and simulations. simulations. Project KITS (IST-1999-13078), KITS Deliverable D1, Enschede: KITS Consortium.The Netherlands: University of Twente.
Mayer, R. E. (1992). Thinking, problem solving, cognition (2nd ed). New York: W. H. Freeman.
Malone, T. W. (1981). Toward a theory in intrinsically movtivating instruction. Cognitive Science, 4, 333-369.
Muller, A. A. and Perlmutter, M. (1985) Preschool Children`s problem-solving interactions at at computers and jigsaw puzzles. Journal of Applied Developmental Psychology, 6,173-186.
Newell, A., & Simon, H. (1972). Human problem solving. Englewood Cliffs, NJ: Prentice-Hall.
Prensky, M. (2005). Computer games and learning: Digital game-based learning. In J. Raessens & J.Goldstain (Eds.), Handbook of computer games studies. Cambrige, MA: The MIT.
Puentedura, R.(2005).Playing Games in Education - or, Thank You Mario… But Our Princess Is In AnotherUniversity!. Paper presented at 2005 NMC Summer Conference. Honolulu, Hawaii.
Reese, H. W., & Parnes, S. J. (1970). Programming creative behavior. Child Development, 413-423.
Reitman, W. R. (1965). Cognition and Thought: An Information Processing Approach. New York: John Wiley & Sons.
Rutter & J. Bryce (Eds.)(2006), Understanding digital games. London: Sage.
Rubin, K. H., Fein, G. G., & Vandenberg, B. (1983). Play. In E. M. Hetherington(Vol Ed.), P. H. Mussen(Ed.), Handbook of child Psychology: Socialization, personality, and social development (pp.693-774). New York: Wiley.
Salen, K. & Zimmerman, E., (2004). Rules of Play :Game Design Fundamentals.Cambridge, Massachusetts and London, England: The MIT Press.
Silvern, S. B. (1998). Education implications of play with computers. In D. P. Fromberg & D. Bergen(Eds.), Play from birth to twelve and beyond: Contexts, Perspectives, and meanings(pp.530-536). New York: Garland.
Sutton-Smith, B. (1982). A History of Children’s Play: The New Zealand Playground,1840-1950. Philadelphia : University of Pennsylvania Press.
Sweetser, P. & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers In Entertainment , 3(3),1-24.
Tapscott, D.(2009). Grown up digital : how the net generation is changing your world. New York : McGraw-Hill.
Young, K. S. (1998). Caught in the net: How to recognize the signs of internet addiction and winning strategy for recovery. New York: John Wiley & Sons.
描述 碩士
國立政治大學
幼兒教育所
97157008
102
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0097157008
資料類型 thesis
dc.contributor.advisor 邱淑惠zh_TW
dc.contributor.author (Authors) 陳家綺zh_TW
dc.contributor.author (Authors) Chen, Chia Chien_US
dc.creator (作者) 陳家綺zh_TW
dc.creator (作者) Chen, Chia Chien_US
dc.date (日期) 2013en_US
dc.date.accessioned 6-Aug-2014 17:52:39 (UTC+8)-
dc.date.available 6-Aug-2014 17:52:39 (UTC+8)-
dc.date.issued (上傳時間) 6-Aug-2014 17:52:39 (UTC+8)-
dc.identifier (Other Identifiers) G0097157008en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/68403-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 幼兒教育所zh_TW
dc.description (描述) 97157008zh_TW
dc.description (描述) 102zh_TW
dc.description.abstract (摘要) 科技的進步改變了當代童年的樣貌,孩子語言中的「遊戲」二字不再是過往的傳統遊戲,而是充滿聲光效果的多媒體遊戲。這樣的現象讓許多研究相繼投入探討數位遊戲對兒童造成的影響,然而在這眾聲喧嘩的議題中,關注的對象並不包含學齡前幼兒。因此,本研究站在積極理解的角度,探究學齡前幼兒在數位遊戲中的思維活動,企盼增加對當代童年的瞭解。
本研究目的是探討五歲幼兒在數位小遊戲中的問題解決歷程和策略,因此從臺北市邀請18位五歲的大班幼兒,以兩人一組的方式共同進行遊戲<小羊回家>約20分鐘,並隨後訪談5分鐘關於在遊戲中遇到的問題與策略。研究採集的資料內容包含觀察紀錄、訪談語料、錄音和錄影,並將整理後的資料以質性方式分析和詮釋。
研究發現幼兒的問題表徵受到遊戲畫面複雜程度的影響,但幼兒初始建立的遊戲假設和過關成功沒有絕對關係。而本研究考量到幼兒在遊戲中的動作與想法,重新提出六種問題解決策略:(1)反覆操作來內化按鍵功能、(2)排列組合已知條件、(3)逐步縮短與目標的差距、(4)用相同動作試探發生的可能、(5)錯誤排除、(6)重新表徵遊戲目標」。同時也發現隨著幼兒個性和風格不同,會產生出不同樣貌的問題解決歷程:「在簡單道路上循序漸進」、「賭博般孤注一擲」、「在規則中發散遊走」,最後意外地看見,過關並不是遊戲唯一的目標,在遊戲中獲得不同程度的滿足感也是相當重要的。
zh_TW
dc.description.abstract (摘要) The development and growth of digital games have been changing people’s childhood in the world. Nowadays, most children tend to play digital games instead of traditional ones. Though there are a great number of studies into how digital games affect children’s behavior, few ones on preschool children have been found. Through positive approach, this study, as a result, is aimed at discussing and analyzing the thinking of five-year-old children while they are playing digital games, and is also for future reference about children in digital times.
The purposes of this study are designed to explore five-year-old children’s problem-solving process and strategies during playing digital game. In this study, eighteen young children in Taipei City are selected to play a digital game, “Home sheep home.” They played in pairs about twenty minutes, and then were given an interview about ‘How did you pass the game?’ and ‘what strategies did you use?’ around five minutes. In order to confirm the trustworthiness of the study, the raw data were collected from various sources including observation, conversation, audio and video. Afterwards, those records were reorganized into qualitative information for further data analysis and interpretation
The conclusions of the study are:
1. Young children’s problem representation has nothing to do with accomplishing the game’s mission. Instead, it is affected by the complication of the content on screen.
2. Six problem-solving strategies are re-raised in the study like “Press keyboard repeatedly,” ”Organize all the possibilities” , ”Approach the goal gradually,” ”Repeat the same action to produce a possible result,” ”Avoid the same mistakes,” , ”represent game goal again” .
3. Three problem-solving processes have been concluded into three parts: ”Step-by-step attempt,” ”High-risk attempt” , ”Unfocused attempt “。
en_US
dc.description.tableofcontents 第一章 緒論 1
第一節 研究動機與背景 1
第二節 研究目的與問題 8
第二章 文獻探討 11
第一節 當代幼兒遊戲 13
第二節 數位休閒小遊戲 20
第三節 問題解決 34
第三章 尋求研究進行的路徑 49
第一節 研究設計與實施 50
第二節 遊戲選擇與說明 56
第三節 資料蒐集與分析 63
第四章 研究結果與討論 71
第一節 遊戲的第一步,形成什麼假設? 71
第二節 迎向遊戲的挑戰—幼兒常見的問題解決策略 82
第三節 幼兒在數位遊戲中「玩」的圖像 95
第五章 結論與建議 105
第一節 結論 105
第二節 討論 109
第三節 研究限制與建議 111
參考文獻 116
中文部分 116
英文部分 118
附錄 123
附錄一:家長同意書 123
附錄二:幼兒數位經驗統計表 125
附錄三:遊戲開發公司同意信函 126
附錄四:節錄-遊戲對話暨觀察記錄 127
附錄五:節錄-幼兒訪談語料 133
附錄六:9組幼兒各關卡過關時間表 136
附錄七:9組幼兒遊戲概況描述 138
zh_TW
dc.format.extent 5878545 bytes-
dc.format.mimetype application/pdf-
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0097157008en_US
dc.subject (關鍵詞) 數位遊戲zh_TW
dc.subject (關鍵詞) 問題解決zh_TW
dc.subject (關鍵詞) 五歲幼兒zh_TW
dc.subject (關鍵詞) digital gameen_US
dc.subject (關鍵詞) problem-solvingen_US
dc.subject (關鍵詞) five-year-old childrenen_US
dc.title (題名) 五歲幼兒在數位小遊戲中的問題解決歷程與策略研究zh_TW
dc.title (題名) Exploring five-year-old children`s problem-solving process and strategies while playing digital gameen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 中文部分
方永泉(2003)。從「遊戲」意義的轉折來反思當代遊戲文化的特徵及其引發的教育思考。教育研究集刊,49(3),63-92。
方郁琳(2001)。幼兒電腦教學:論點觀。社會科學學報,9,45-64。
丘嘉慧(2007)。不同教學介入對幼兒知識表徵的影響-以幼兒科學問題解決歷程為例。。國立政治大學教育學系研究所博士論文,未出版,臺北市。
成令方、林鶴玲、吳嘉苓(譯)(2006)。A. G. Johnson著。見樹又見林:社會學作為一種生活、實踐與承諾(The forest and the trees: Sociology as life, practice, and promise.)。臺北市:群學。
吳幸玲、郭靜晃(譯)(2003)。J. E. Johnson, J. F. Christie, T. D. YawKey著。兒童遊戲-遊戲發展的理論與實務(第二版)(Play and Early Childhood Development , 2nd ed.)。臺北:揚智文化。
吳芝儀、廖梅花(譯)(2001)。A. Strausss& J. Corbin著。性研究入門:紮根理論研究方法(Basics of Qualitative Research )。臺北:濤石。
李雅惠(2005)。國小低年級學童問題解決歷程之研究。國立台南大學自然科學教育研究所碩士論文,未出版:臺南市。
李政賢、廖志恆、林靜如(譯)(2008)。U. Flick著。質性研究導論(Qualitative Sozialforschung)。臺北:五南。
李鴻章、謝義勇(2007)。電腦遊戲對幼兒可能影響之分析及其引發之教育思考。幼教研究彙刊,1,101-115。
李胤禎(2009,11月)。悅趣化數位學習的現在與未來。數位典藏與學習電子報,8(11)。2010年12月21日,取自http://newsletter.teldap.tw/news/InsightReportContent.php?nid=3130&lid=306
邱淑惠(2008)。聽他們在談些甚麼?探討兒童在操作不同學習軟體時的談話差異。師大學報,教育類,53(2),59-82。
邱淑惠(2010)。創新的學習工具—以幼兒說故事軟體的設計與應用為例。教育研究月刊,190,87-100。
邱淑惠、陳家綺、陳重均(2010)。兒童在《 楓之谷》 做些甚麼? 探討兒童玩線上遊戲的行爲與態度。教學科技與媒體,94,25-39.
洪漢鼎(譯)(1993)。H.Gadamer著。真理與方法:哲學詮釋學的基本特徵(Wahrheit und methode grundzuge einer pilosophischen hermeneutik)。臺北市 : 時報文化。
柯舜智(2009)。合成世界:線上遊戲文化傳播研究。 臺北市;五南。
郭玉詩、江新合。(2004)。低年級兒童在彈珠問題解決歷程的思考研究。南師學報, 38 ,1-25。
陳淑敏(1999)。幼兒遊戲。臺北市:心理 。
徐學庸譯注(2009)。《理想國篇》譯注及評介。臺北 : 臺灣商務。
張春興(2001)。教育心理學。臺北: 東華書局。
梁朝雲(2007)。寓樂於教與寓教於樂—國內線上遊戲產業之新契機。科技發展政策報導,2 ,15-34。
張靜儀(2005)。幼兒問題解決的教/學初探。國教天地,162,58-65。
張靜儀、蘇宇萍、黃聿綾(2010)。幼兒科學問題解決能力之研究─以「滾珠台」為例。論文發表於行政院國家科學委員會、大仁科技大學人文暨社會學院幼兒保育系聯合舉辦之「2010幼兒遊戲與數學和科學學習」研討會,屏東縣。
張麗芬(2006)。相似性對兒童類比問題解決的影響。兒童與教育研究,2,115-144。
張恬君(2004)。數位時代遊戲美學之教育意義。國立交通大學應用藝術研究所碩士論文 ,未出版:新竹縣。
張慧芝(譯)(2001)。人類發展 : 兒童心理學。臺北:桂冠。
黃幸美(2003)。兒童的問題解決思考研究。臺北:心理。
黃茂在、陳文典(2004)。「問題解決」的能力。科學教育,27,21-41。
鄭昭明(1993)。認知心理學:理論與實踐。臺北:桂冠。
蔡淑苓(2004)。遊戲理論與應用-以幼兒遊戲與幼兒教師教學為例。臺北:五南。
潘慧玲(主編)(2003)。教育研究的取徑。臺北市:高教。
廖晨鈞(2007)。電腦區的社會遊戲—幼兒間的同儕支持行為。國立臺南大學幼兒教育學系研究所碩士論文,未出版:臺南市。
翟本瑞(2001,11月15日)。戲遊遊戲。網路社會學通訊期刊,18。2010年12月22日,取自:http://www.nhu.edu.tw/~society/e-j/18/18-16.htm
劉育忠(2000)。對話、遊戲與教育—高達美與德希達之對比研究。國立政治大學教育學系研究所碩士論文,未出版,臺北市。
羅素貞(1996)。 問題表徵與問題解決。國立屏東師院學報,9,149-176。
英文部分
Afan, E. C. (2008) Mini-game experience packs big punch with kids. KidScreen Magazine, Oct 2008,83.
Bransford, J., & Stein, B. (1984). The IDEAL problem solver. New York: W. H. Freeman.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-41.
Caillois, R. & Barash, M. (2001).Man, play, and games. University of Illinois.
Clements, D. H. & Sarama, J. (2003a). Strip Mining for Gold: Research and Policy in Educational Technology—A Response to “Fool’s Gold”. AACE Journal, 11(1), 7-69.
Clements, D. H., & Sarama, J. (2003b). Young children and technology:What does the research say? Young Children, 58(6), 34-40.
Couse, L. J., & Chen, D. W. (2010). A tablet computer for young children” Exploring its viability for early childhood education. Journal of Research on Technology in Education, 43(1), 75–98
Cordes, C., & Miller, E. (2000). Fool’s gold: a critical look at computers in childhood. College Park, MD: Alliance for Childhood.
Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Gee, J. P. (2003). What video games have to teach us about learning and literacy (1st ed.). New York: Palgrave Macmillan.
Gee, J. (2008). Learning theory, video games, and popular culture. In K. Drotner& S. Livingstone(Eds.).The International Handbook of Children, Media and Culture (pp.196-212). Lodon:Sage.
Goldberg, I. (1996). Internet addicative disorder (IAD) diagnostic criteria. Retrieved December 22, 2010,from http://www.psycom.net/iadcriteria.html
Huitt, W. (1992). Problem solving and decision making: Consideration of individual differences using the Myers-Briggs Type Indicator. Journal of Psychological Type, 24, 33-44.
Huizinga, J.(1955). Homo Ludens: A Study of the Play-Element in Culture. Boston : Beacon Press.
Ito, M. (2008). Mobilizing the imagination in everyday play: The case of Japanese media mixes. In K. Drotner & S. Livingstone (Eds.), The international handbook of children, media and culture(pp.397-421). London:Sage.
Johnson, S. (2006) Everything bad is good for you : how today`s popular culture is actually making us smarter. New York : Riverhead Books.
Jenkins, H. (1998) Complete freedom of movement: video games as gendered play spaces. In H. Jenkins and J. Cassell (Eds.), From Barbie to Mortal Kombat : Gender and Computer Games(pp. 262-297). Cambridge, Mass : MIT Press.
Kerr, A.(2006).The businesss of making digital game. In J. Rutter & J. Bryce (Eds.), Understanding digital games(pp. 36-57). London: Sage.
Kiili, K. (2005). Educational Game Design: Experiential Gaming Model Revised. Tampere University of Technology. Pori. Research report 4. Retrieved January 17, 2011, from: http://amc.pori.tut.fi/publications/EducationalGameDesign.pdf
Kiili, K. (2007). Foundation for Problem-based Gaming. British Journal of Educational Technology, 38(3), 394-404.
Klahr, D.(2002) Exploring Science: The Cognition and Development of Discovery Processes .Cambridge. MA: MIT Press.
Kling, R.(ed.). (1996).Computerization and Controversy: Value Conflicts and Social Choices (2nd Ed.). San Diego: Academic Press.
Leemkuil, H., de Jong, T., & Ootes, S. (2000). Review of educational use of games and simulations. simulations. Project KITS (IST-1999-13078), KITS Deliverable D1, Enschede: KITS Consortium.The Netherlands: University of Twente.
Mayer, R. E. (1992). Thinking, problem solving, cognition (2nd ed). New York: W. H. Freeman.
Malone, T. W. (1981). Toward a theory in intrinsically movtivating instruction. Cognitive Science, 4, 333-369.
Muller, A. A. and Perlmutter, M. (1985) Preschool Children`s problem-solving interactions at at computers and jigsaw puzzles. Journal of Applied Developmental Psychology, 6,173-186.
Newell, A., & Simon, H. (1972). Human problem solving. Englewood Cliffs, NJ: Prentice-Hall.
Prensky, M. (2005). Computer games and learning: Digital game-based learning. In J. Raessens & J.Goldstain (Eds.), Handbook of computer games studies. Cambrige, MA: The MIT.
Puentedura, R.(2005).Playing Games in Education - or, Thank You Mario… But Our Princess Is In AnotherUniversity!. Paper presented at 2005 NMC Summer Conference. Honolulu, Hawaii.
Reese, H. W., & Parnes, S. J. (1970). Programming creative behavior. Child Development, 413-423.
Reitman, W. R. (1965). Cognition and Thought: An Information Processing Approach. New York: John Wiley & Sons.
Rutter & J. Bryce (Eds.)(2006), Understanding digital games. London: Sage.
Rubin, K. H., Fein, G. G., & Vandenberg, B. (1983). Play. In E. M. Hetherington(Vol Ed.), P. H. Mussen(Ed.), Handbook of child Psychology: Socialization, personality, and social development (pp.693-774). New York: Wiley.
Salen, K. & Zimmerman, E., (2004). Rules of Play :Game Design Fundamentals.Cambridge, Massachusetts and London, England: The MIT Press.
Silvern, S. B. (1998). Education implications of play with computers. In D. P. Fromberg & D. Bergen(Eds.), Play from birth to twelve and beyond: Contexts, Perspectives, and meanings(pp.530-536). New York: Garland.
Sutton-Smith, B. (1982). A History of Children’s Play: The New Zealand Playground,1840-1950. Philadelphia : University of Pennsylvania Press.
Sweetser, P. & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers In Entertainment , 3(3),1-24.
Tapscott, D.(2009). Grown up digital : how the net generation is changing your world. New York : McGraw-Hill.
Young, K. S. (1998). Caught in the net: How to recognize the signs of internet addiction and winning strategy for recovery. New York: John Wiley & Sons.
zh_TW