中文部分
左台益、呂鳳琳、曾世綺、吳慧敏、陳明璋、譚寧君(2011)。以分段方式降低任務複雜度對專家與生手閱讀幾何證明的影響。教育心理學報,43,291-314。
吳佩芸(2013)。幻境與教學代理人融入模擬式遊戲之設計對國小五年級學生數學學習成效、認知負荷與動機之影響(未出版之碩士論文)。佛光大學,宜蘭縣。吳佩芸、曾世綺、王姵婷、曾珮津(2011年12月)。遊戲故事幻境的設計對國小數學座標學習之影響。論文發表於臺灣教育傳播暨科技學會舉辦之「典範進化:21世紀的教育傳播與科技」學術研討會,中國文化大學。
李金泉(2007)。精通 SPSS 統計分析實務與應用。台北市:全華圖書公司。
林子誠(2006)。設計或使用物理電腦遊戲對國中生學習與學習動機之比較研究(碩士論文)。取自臺灣博碩士論文知識加值系統。(系統編號094FGU00585024)林子誠、曾世綺(2006年12月)。設計與使用物理電腦遊戲對國中生學習與學習動機之影響。論文發表於臺灣教育傳播暨科技學會舉辦之「資訊傳播與科技對教育的影響」學術研討會,國立臺灣師範大學。
拓墣產業研究所(2004)。遊戲產業白皮書。台北市:拓墣科技。
迪士尼香港官方網站。截取日期:2013/10/18,取自:http://www.disney.com.hk/
洪蘭(2005年5月11日)。恐嚇是最卑鄙的教育【網路訊息】。截取日期:2014/06/24,取自http://www.cpeng.tcu.edu.tw/teaching/961/child_media/final_p_4.htm
張春興(2007)。教育心理學─三化取向的理論與實踐。台北市:東華書局。
許淑惠(2008)。垂直組織學習之數位與模組化設計方法於角色扮演遊戲─以國小面積單元為例(碩士論文)。取自臺灣博碩士論文知識加值系統。(系統編號096NTHU5394006)黃建智(2012)。探討大專生數學解題傳教士與食人族問題之學習動機─以互動式邏輯遊戲系統為例(碩士論文)。取自臺灣博碩士論文知識加值系統。(系統編號100STUT8396025)彭博裕(2008)。親子對電子遊戲活動的觀感認知差距(碩士論文)。取自臺灣博碩士論文知識加值系統。(系統編號096NCTU5726076)廖曉慧(2013)。3D悅趣式學習對國小六年級分數之單位量概念補救教學之研究(碩士論文)。取自臺灣博碩士論文知識加值系統。(系統編號102NHCT5212012)蔣介民(2013)。運用Flash軟體於數位化數學遊戲之製作與教學運用(碩士論文)。取自臺灣博碩士論文知識加值系統。(系統編號101NTNU5479003)潘清富(出版年不詳)。數學遊戲在九年一貫課程中扮演的角色【網路訊息】。截取日期:2014/07/20,取自http://webcache.googleusercontent.com/search?q=cache:SQPbNxRlc3QJ:s1551.loxa.edu.tw/president/%25B5%25DB%25A7%40/inner7.htm+&;cd=1&;hl=zh-TW&;ct=clnk&;gl=tw
鄭麗玉(2006)。認知心理學。臺北市:五南。
饒見維(1996)。國小數學遊戲教學法。台北市:五南。
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