|
Azevedo, R. (2009). Theoretical, conceptual, methodological, and instructional issues in research on metacognition and self-regulated learning- A discussion. METACOGNITION AND LEARNING, 4(1), 87-95. Azevedo, R., & Cromley, J. G. (2004). Does Training on Self-Regulated Learning Facilitate Students' Learning With Hypermedia. Journal of Educational Psychology, 96(3), 523-535. Bannert, M., & Reimann, P. (2011). Supporting self-regulated hypermedia learning through prompts. INSTRUCTIONAL SCIENCE, 40(1), 193-211. Barr, D., Harrison, J., & Conery, L. (2011). Computational thinking: A digital age skill for everyone. Learning & Leading with Technology, 38(6), 20-23. Bebras. (2022) .國際運算思維挑戰賽. https://bebras.csie.ntnu.edu.tw/ Blackburn, J.L., & Hakel, M.D. (2006). An examination of sources of peer-review bias. Psychological Science, 17(5), 378-382. Bogarín, A., Cerezo, R., & Romero, C. (2018). A survey on educational process mining. WIREs Data Mining and Knowledge Discovery, 8(1), e1230. Code.org (2022). https://code.org/ Davis, D., Chen, G., Hauff, C., & Houben, G-J. (2016). Gauging MOOC learners’ adherence to the designed learning path. In T. Barnes, M. Chi, & M. Feng (Eds.), Proceedings of the 9th International Conference on Educational Data Mining (pp. 54-61). Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 319-340. Garris, R., Ahlers, R., & Driskell, J. (2002). Games, motivation and learning: A research and practice model. Simulation and Gaming, 33, 441-467. Gonzalez, H. B., & Kuenzi, J. J. (2012). Science, Technology, Engineering, and Mathematics (STEM) Education: A Primer. Congressional Research Service, 8. Henriksen, D. (2014). Full STEAM ahead: Creativity in excellent STEM teaching practices. The STEAM Journal, 1(2), 15. Hwang, G. J. (2003). A conceptual map model for developing intelligent tutoring system. Computers & Education, 40(3), 217-235. Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), 6-10. Jaisook, P., & Premchaiswadi, W. (2015). Time performance analysis of medical treatment processes by using disco. In 2015 13th International Conference on ICT and Knowledge Engineering (ICT & Knowledge Engineering 2015) (pp. 110-115). doi: 10.1109/ICTKE.2015.7368480 Kelleher, C., Pérez-Quiñones, M. A., & Wiedenbeck, S. (2015). Defining computational thinking for the classroom: A review of CSTA K-12 computational thinking standards. ACM Transactions on Computing Education, 15(3), 1-20. Lee Jr, J. (2009). Scratch programming for teens. Cengage Learning. LEGO. (2022). www.lego.com Luckin, R., Connolly, D., Plowman, L., & Airey, S. (2003). Children's interactions with interactive toy technology. Journal of Computer Assisted Learning, 19, 165-176. Maldonado-Mahauad, J., Pérez-Sanagustín, M., Kizilcec, R.F., Morales, N., & Munoz-Gama, J. (2018). Mining theory-based patterns from big data: Identifying self-regulated learning strategies in massive open online courses. Computers in Human Behavior, 80, 179-196. Malone, T.W. (1980). What makes things fun to learn? A study of intrinsically motivating computer games (Doctoral dissertation). Retrieved from ProQuest Dissertations and Theses database. (UMI No. 8024707) mBot. (2022). mBot 機器人. https://www.makeblock.com Nakamura, I., & Mori, H. (1999). Play and Learning in the Digital Future. IEEE Micro, 19(6), 36-42. OSMO. (2022). https://www.playosmo.com/ Papert, S. (1990). Introduction: Constructionist Learning. Cambridge, MA: MIT Media Laboratory. Papert, S. (1993). The Children’s Machine. New York: Basic Books. Papert, S., & Harel, I. (1991). Constructionism. New Park, N., & Ko, Y. (2012, September). Computer education’s teaching-learning methods using educational programming language based on STEAM education. In IFIP International Conference on Network and Parallel Computing (pp. 320-327). Springer, Berlin, Heidelberg. Pintrich, P. R. (2000). The role of goal orientation in self-regulated learning. In M. Boekaerts, P. R Pintrich, P., & Zusho, A. (2002). The development of academic self-regulation: The role of cognitive and motivational factors. In A. Wigfield & J. Eccles (Eds.), Development of Achievement Motivation (pp. 249–284). San Diego: Academic Press. Sampayo-Vargas, S., Cope, C. J., He, Z., & Byrne, G. J. (2013). The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game. Computers & Education, 69, 452-462. Schunk, D. H., & Zimmerman, B. J. (Eds.). (2008). Motivation and self-regulated learning: Theory, research, and applications. Taylor and Francis. Scratch (2022). https://scratch.mit.edu/ Shirazi, S., Gasevic, D., & Hatala, M. (2015). A Process Mining Approach to Linking the Study of Aptitude and Event Facets of Self-regulated Learning. In Proceedings of the 5th International Conference on Learning Analytics & Knowledge (LAK 2015) (pp. 265-269). ACM Press. Smith, D. D., & Lovitt, T. C. (1975). The use of modeling techniques to influence the acquisition of computational arithmetic skills in learning disabled children. In E. Ramp & G. Semb (Eds.), Behavior Analysis: Areas of Research and Application (pp. 283-308). Prentice-Hall, Inc. New Jersey. Squire, K. (2005). Game-Based Learning: An x-Learn Perspective Paper. Supported by a grant from the e-Learning Consortium, University of Wisconsin-Madison, Academic ADL Co-Lab, February, 2005, pp. 5-9. Su, J. M., & Wang, S. J. (2017). A Web-based Learning Activity Integrated with Scratch Tool to Support Programming Learning. In The Proceeding of The Advanced E-Learning workshop (AEL) in conjunction with IEEE UMEDIA 2017 (pp. 1-4). Pattaya, Thailand, August 1-4, 2017. Su, J. M., Tseng, S. S., Wang, W., Weng, J. F., Yang, J. T. D., & Tsai, W. N. (2006). Learning portfolio analysis and mining for SCORM compliant environment. Journal of Educational Technology & Society, 9(1), 262-275. Sweller, J., Van Merrienboer, J. J. G., & Paas, F. G. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10, 251-296. https://doi.org/10.1023/A:1022193728205 Tinkerbots. (2022). https://www.tinkerbots.de/ Venkatesh, V. B., Maruping, S. L., & Bala, H. (2008). Predicting different conceptualizations of system use: The competing roles of behavioral intention, facilitating conditions, and behavioral expectation. Management Information System Quarterly, 32(3), 483-502. Venkatesh, V., & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46(2), 186-204. https://doi.org/10.1287/mnsc.46.2.186.11926 Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35. Yakman, G. (2010). STEAM Education: an overview of creating a model of integrative education. Academia, 2010, 8, 7-8. Zimmerman, B. J. (2000). Attaining self-regulation: A social cognitive perspective. In M. Boekaerts, P. R. Pintrich, & M. Zeidner (Eds.), Handbook of self-regulation (pp. 13-39). San Diego, CA: Academic Press. 教育部. (2018). 十二年國民基本教育課程綱要國民中小學暨普通型高級中等學校(自 然 科 學 領 域) . |