|
中文文獻: 王彥勝(2014)。擴增實境學習APP對於國小自然科學之學習成效與學習經驗的影響:以水中生物單元為例。國立中央大學資訊工程學系碩士論文,桃園市。 王秉程(2011)。應用擴增實境於兒童教育用品設計對海洋教育 學習興趣影響之研究 ─ 以國小中年級學生為例。國立臺北教育大學數位科技設計學系碩士論文,台北市。 文爾雅(2018)。物質受熱變化虛擬實驗室的發展及其對學生科學學習成就、科學態度和認知負荷的影響。國立新竹教育大學數理教育所碩士論文,新竹市。 古芝如(2013)。探討靜態、動態、結合動靜態視覺表徵融入教學對國小學生科學學習成就和科學學習動機的影響。國立新竹教育大學數理研究所碩士論文,新竹市。 余民寧(2004)。教育測驗與評量:成就測驗與教學評量。臺北市:心理。 何秋萱(2005)。Flash融入五階段概念改變教學策略對國中生遺傳概念改變的影響。國立彰化師範大學生物學系碩士論文,彰化縣。 吳世光、陳建和(2002)。影像式虛擬實境之發展及其在觀光產業應用之研究。觀光研究學報,8(1),109-125。 林志勇、黃維信、宋文旭、許峻嘉(2005)。認識虛擬實境。臺北市:全華。 林意紋(2019)。燃燒虛擬實驗室的發展及其對學生科學學習成就和科學學習動機的影響。國立清華大學數理教育研究所碩士論文,新竹市。 袁紫菁、王明志(2010)。座位安排對國小學童知覺感受與班級互動影響之研究。北市教大社教學報,8/9,151-172。 許繼德(2002)。網路輔助教學對不同認知風格的國小學童在英語學習動機與成就之影響。國立屏東師範學院教育科技研究所碩士論文,屏東縣。 郭世文(2008)。擴增實境應用於博物館展示的初探。科技博物,12(4),25-37。 郭生玉(1995)。心理與教育測驗。臺北市:精華書局。 陳佳蓉(2016)虛擬實境在奈米科技教學之應用—以形狀記憶合金為例。國立新竹教育大學人力資源與數位學習科技研究所碩士論文,新竹市。 張淑華(2020)。溶解虛擬實驗室的發展及其對學生科學學習成就、概念理解和科學學習態度的影響。國立清華大學數理教育研究所碩士論文,新竹市。 黃台珠(1993)。中學生遺傳學習的現況及問題。高雄師大學報,4,269-300。 楊坤原、陳進利(1990)。中學生認知能力與遺傳學概念學習之相關研究。科學教育,1, 61-75。 楊坤原、張賴妙理(2004)。發展和應用二段式診斷工具來偵測國中一年級學生之遺傳學另有概念。科學教育學刊,12(1),107-131。 楊坤原、張賴妙理(2004)。遺傳學迷思概念之文獻探討及其在教學上的啓示。科學教育學刊,12(3),365-398。 楊坤原、鄭湧涇(1997)。高一學生遺傳學解題表現與解題策略之研究。科學教育學刊,5(4),529-555。 蔡文榮、陳雅屏(2016)互動式電子白板的使用差異對國小生英語學習動機與學習成就之影響。彰化師大教育學報,30,31-58。 賴崇閔、黃秀美、廖述盛、黃雯雯(2009)。3D虛擬實境應用於醫學教育接受度之研究。教育心理學報,40(3),341-362。 賴漢洲(2011)。擴增實境應用於國小學童學習之研究-以超級細菌為例。國立虎尾科技大學資訊管理研究所碩士論文,雲林縣。 樂嘉文(2015)。擴增實境結合立體拼圖對國小地球科學學習之研究。國立臺北教育大學數位科技設計學系碩士論文,台北市。 蕭顯勝、陳俊臣、李鴻毅(2013)。應用擴增實境技術建構互動學習環境-以國立臺灣科學教育館為例。教育科技與學習,1(2),153-184。 謝旻儕、林語瑄(2017)虛擬實境與擴增實境在醫護實務與教育之應用。護理雜誌,64(6),12-18。
英文文獻: Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385. Bahar, M., Johnstone, A. H., & Hansell, M. H. (1999). Revisiting learning difficulties in biology. Journal of Biological Education, 33(2), 84-86. Barak, M., Ashkar, T., & Dori, Y. J. (2011). Learning science via animated movies: Its effect on students’ thinking and motivation. Computers & Education, 56(3), 839-846. Bloom, B. S. (1956). Taxonomy of educational objectives: The classification of educational goals: Handbook I: Cognitive domain. New york: Wiley. Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology (2nd ed.). Hoboken, NJ: Wiley-Interscience. Chi, M. T. (2005). Commonsense conceptions of emergent processes: Why some misconceptions are robust. The journal of the learning sciences, 14(2), 161-199. Chiang, T. H., Yang, S. J., & Hwang, G. J. (2014). An augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Journal of Educational Technology & Society, 17(4), 352-365. Dalgarno, B., & Hedberg, J. (2001, December). 3D learning environments in tertiary education. In Ascilite’01: Meeting at the crossroads (pp. 33-36). Dalgarno, B., & Lee, M. J. (2010). What are the learning affordances of 3‐D virtual environments?. British Journal of Educational Technology, 41(1), 10-32. Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. In Handbook of research on educational communications and technology (pp. 723-734). Springer, New York, NY. Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910), 66-69. Herpich, F., Guarese, R. L. M., & Tarouco, L. M. R. (2017). A comparative analysis of augmented reality frameworks aimed at the development of educational applications. Creative Education, 8(9), 1433. Hickman, F. M., Kennedy, M. H., & McInerney, J. D. (1978). Human genetics education: Results of BSCS needs assessment surveys. The American Biology Teacher, 40(5), 285-308. Hsiao, H. S., Chang, C. S., Lin, C. Y., & Wang, Y. Z. (2016). Weather observers: a manipulative augmented reality system for weather simulations at home, in the classroom, and at a museum. Interactive Learning Environments, 24(1), 205-223. Ibáñez. M. B., Serio, Á. Di., Villarán, M. D., Delgado,K. C. (2014). Augmented reality-based simulators as discovery learning tools: An empirical Study. IEEE Transactions on Education, 58(3), 1-6. José I, R. S., & Ángel, A. G.(2018). Virtual and augmented reality: Applications for the learning of technical historical heritage. Computer Applications in Engineering Education, 26(5), 1725-1733. Kinnear, J. F. (1986). Computer simulation and problem solving in genetics. Paper presented at the Annual Meeting of the American Educational Research Association, San Francisco, CA, April 16-20, 1986. Lewis, J., & Wood-Robinson, C. (2000). Genes, chromosomes, cell division and inheritance-do students see any relationship?. International journal of science education, 22(2), 177-195. Mei, H. H., & Sheng, L. S. (2011). Applying situated learning in a virtual reality system to enhance learning motivation. International journal of information and education technology, 1(4), 298-302. Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329. Nunnally, J. C. (1978). Psychometric theory (2nd ed.). New York: McGraw-Hill. Özmen, H., Demircioğlu, H., & Demircioğlu, G. (2009). The effects of conceptual change texts accompanied with animations on overcoming 11th grade students’ alternative conceptions of chemical bonding. Computers & Education, 52(3), 681-695. Papagiannakis, G., Singh, G., & Magnenat‐Thalmann, N. (2008). A survey of mobile and wireless technologies for augmented reality systems. Computer Animation and Virtual Worlds, 19(1), 3-22. Pashley, M. (1994). A-level students: their problems with gene and allele. Journal of Biological Education, 28(2), 120-126. Radford, A., & Bird-Stewart, J. A. (1982). Teaching genetics in schools. Journal of Biological Education, 16(3), 177-180. Rogayan, D.V. Jr. & Albino, M.M. (2019). Filipino students’ common misconceptions in biology: Input for remedial teaching. Online Science Education Journal, 4(2): 90- 103. Rosenfield, P., Lambert, N. M., & Black, A. (1985). Desk arrangement effects on pupil classroom behavior. Journal of Educational Psychology, 77, 101-10. Shim, K. C., Park, J. S., Kim, H. S., Kim, J. H., Park, Y. C., & Ryu, H. I. (2003). Application of virtual reality technology in biology education. Journal of Biological education, 37(2), 71-74. Simmons, P. E. (1987, July). Misconceptions of experts and novices during Genetics computer simulation. In Proceeding of the International Seminar on Misconceptions and Educational Strategies in Science and Mathematics (pp. 447-451). Simmons, P. E., & Lunetta, V. N. (1993). Problem-solving behaviors during a genetics computer simulation: Beyond the expert/novice dichotomy. Journal of Research in Science Teaching, 30(2), 153–173. Slack, S. J., & Stewart, J. (1990). High school students' problem‐solving performance on realistic genetics problems. Journal of Research in Science Teaching, 27(1), 55-67. Squire, K., Barnett, M., Grant, J. M., & Higginbotham, T. (2004). Electromagnetism supercharged! Learning physics with digital simulation games. Proceedings of the 2004 International Conference on Learning Sciences, 513-520. Stewart, J. H. (1982). Difficulties experienced by high school students when learning basic Mendelian genetics. The American Biology Teacher, 44(2), 80-89. Stewart, J. H. (1983). Student problem solving in high school genetics. Science Education, 67(4), 523-540. Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3(3), 1-10. Tarng, W., Lu, N. Y., Shih, Y. S., & Liou, H. H. (2014). Design of a virtual ecological Pond for motion-sensing game-based learning. International Journal of Computer Science & Information Technology, 6(2), 21. Tarng, W., Ou, K. L., Yu, C. S., Liou, F. L., & Liou, H. H. (2015). Development of a virtual butterfly ecological system based on augmented reality and mobile learning technologies. Virtual Reality, 19(3-4), 253-266. Wojciechowski, R., & Cellary, W. (2013). Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Computers & Education, 68(52), 570-585. Zhang, J., Sung, Y. T., Hou, H. T., & Chang, K. E. (2014). The development and evaluation of an augmented reality-based armillary sphere for astronomical observation instruction. Computers & education, 73, 178-188.
|