一、 中文文獻
王仁癸(2009)。情境教學在國小英語教學的應用。北縣教育,69,87-91。
毛佩琦(譯)(2003)。英語教學法大全(原作者:Diane Larsen-Freeman)。台北市,師德企管理顧問。
吳明諶(2010年10月11日)。EGG-ME8-擴增實境辨識模式【部落格文字資料】。取自http://3dtoroomspace.blogspot.com/2010/10/blog-post.html
林千玉(1999)。螢幕上長篇內文之每行字數對閱讀速度之關聯性研究。跨世紀人文、科技國際設計學術交流研討會,中原大學商業設計學系暨研究所。
林育昇(2012)。簡易式類無標記擴增實境之應用設計(未出版)。國立台北教育大學玩具與遊戲研究所碩士論文,台北市。林菁(1996)。動畫中的顏色和背景與兒童記憶和理解學習之探討。嘉義師院學報,10,37-81。范懿文、翁嘉鴻(2001)。自然科學多媒體資訊系統之建置。取自http://www.gcsce.org/gccce2001/big5/peper/paper/課程軟體設計/F144-Fan.doc
洪于婷(2004)。電腦輔助英語母音音素感知訓練教學軟體之設計與評鑑(未出版)。國立嘉義大學教育科技研究所碩士論文,嘉義市。涂志賢,程一民(2009)。情境學習的理念與實踐。北縣教育,69,46-50。
陳世耀(2006年3月)。影音部落格。天下雜誌,343。取自http://www.cw.com.tw/article/article.action?id=5004935
陳美芳(2008)。故事教學對國小學生英語學習的影響(未出版)。高雄第一科技大學應用英語系碩士論文,高雄市。陳細鈿、蕭婷方、陳筱喻、高廷萱、簡婉如(2012)。應用Google Earth於多媒體教材製作及輔助教學成效之評估。島嶼觀光研究,4(4),45-75。
陳挹汝(2003)。CAL 中聲音呈現方式與學習者感受之研究。國立台灣師範大學資訊教育學習碩士論文,台北市。
陳惠美(1994)。電腦教學軟體畫面設計之探討。視聽教育雙月刊,36(6),12-23陳麗如、何榮桂(2003)。Web-Title 之使用者介面設計。資訊與教育,64,21-28。莊錦昌、蕭世文(2001)。網頁介面使用性之探討與意象之研究(未出版)。國立成功大學工業設計研究所碩士論文,台南市。梁冠平(2003)。視覺輔助對國中生英語閱讀表現之效益研究(未出版)。國立高雄師範大學英語學系碩士論文,高雄市。張競文(2007)。電腦輔助教學提昇國小輕度智能障礙學生錢幣使用技能成效之研究(未出版)。國立台中教育大學特殊教育學系博碩士論文,台中市。蔡佩樺(2003)。多媒體對於國中英語聽力及閱讀理解之效益分析(未出版)。國立高雄師範大學英語學系博碩士論文,高雄市。盧秋如、石國棟、陳嘉弘與何國龍(2006)。比較多媒體輔助教學對傳統教學對大學生學習動機之探討。體育學報,14,48-59。盧姝如、王秉程(2010)。擴增實境卡片(Augmented Reality Marker)介面設計應用於數位遊戲之研究。2010資訊科技國際研討會,朝陽科技大學。
蘇旻洵(譯)(2006)。語言學習策略手冊(原作者: Rebbcca L. Oxford)。台北市,湯姆生。(原著出版年:1990)
二、 英文文獻
Alessi, S. M., & Trollip, S. R. (1991). Computer-based instruction: methods and development. Prentice Hall Professional Technical Reference.
Azuma, R. T. (1997). A survey of augmented rreality. Presence-Teleoperators and Virtual Environments, 6(4), 355-385.
Banks, B. (2001). Learning theory and learning objects. FD Learning Ltd.
Billinghurst, M. (2002). Augmented reality in education. New Horizons for Learning, 12.
Billinghurst, M., Kato, H., & Poupyrev, I. (2001). MagicBook: transitioning between reality and virtuality. Paper presented at the CHI '01 extended abstracts on human factors in computing systems, Seattle, Washington.
Bimber, O., & Raskar, R. (2005). Spatial augmented reality. AK Peters.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42.
Brown, J. S., Collins, A., & Newman, S. (1989). Cognitive apprenticeship: teaching the crafts of reading, writing, and mathematics. Knowing, learning, and instruction: essays in honor of Robert Glaser, 487.
Campanella, S., Dimauro, G., Ferrante, A., Impedovo, D., Impedovo, S., Modugno, R., . . . Trullo, C. (2008). Situated learning teaching courses in the university environment: a spractical experience. 5(8).
Cawood, S., & Fiala, M. (2008). Augmented reality: a practical guide. Pragmatic Bookshelf.
Dam, L. (1995). Learner autonomy [3]: from theory to classroom practice. Authentik Language Learning Resources.
Dede, C., & Barab, S. (2009). Emerging technologies for learning science: a time of rapid advances. Journal of Science Education and Technology, 18(4), 301-304.
Flartoolkit(2012). Spark project. Retrieved from http://www.libspark.org/browser/as3/FLARToolKit/trunk/src/resources/marker/flarlogo_marker.png
General Electric(2009). Smart gird augmented reality. Retrieved from http://ge.ecomagination.com/smartgrid/#/augmented_reality
GOQR.me(2012). The QR code generator. Retrieved from http://goqr.me
Herrington, J., & Oliver, R. (1995). Critical characteristics of situated learning: implications for the instructional design of multimedia. Learning with Technology, 235-262.
Holcomb, R., & Tharp, A. L. (1991). What users say about software usability. International Journal of Human‐Computer Interaction, 3(1), 49-78.
Jiang, J. S., Chen, G. D., Wu, C. J., & Lee, W. J. (2011). A scenario-triggered learning environment with augmented reality for situated learning.
Keith Johnson & Keith Morrow(1981). Communication in the classroom. Essex: Longman.
Kan, T. W., Teng, C. H., & Chou, W. S. (2009). Applying QR code in augmented reality applications.
Kalyuga, S., Chandler, P., and Sweller, J.(2000). Incorporating learning experience into the design of multimedia instruction. Journal of Educational Psychology, 92(1),
126-136.
Kershaw, M., Mynard, J., Promnitz-Hayashi, L., Sakaguchi, M., Slobodniuk, A., Stillwell, C., & Yamamoto, K. (2010). Promoting autonomy through self-access materials design.
Klopfer, E. (2008). Augmented learning: research and design of mobile educational games. The MIT Press.
Krashen, S. D. (1985). The input hypothesis: issues and implications/by Stephen D. Krashen. Longman, London.
Kuittinen, M. (1998). Criteria for evaluating CAI applications. Computers & Education, 31(1), 1-16.
Lave, J., & Wenger, E. (1991). Situated learning: legitimate peripheral participation. Cambridge Univ Pr.
Levin, J. R., Anglin, G. J., & Carney, R. N. (1987). On empirically validating functions of pictures in prose. The Psychology of Illustration, 1, 51-85.
Liu, W., Cheok, A. D., Mei-Ling, C. L., & Theng, Y.-L. (2007). Mixed reality classroom: Learning from entertainment. Paper presented at the Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, Perth, Australia.
Matheidesz,M. (1987). Speaking faces: a game set. Budapest: Babilon.
Mayer, R. E. (2002). Multimedia learning. In H. R. Brian (Ed.), Psychology of Learning and Motivation (Vol. Volume 41, pp. 85-139). Academic Press.
Meskill, C., & Mossop, J. (1997). Technologies use with ESL learners in New York State: preliminary report. Journal of Educational Computing Research, 22(3), 265-284.
Meskill, C., & Swan, K. (1996). Roles for multimedia in the response-based literature classroom. Journal of Educational Computing Research, 15(3), 217-239.
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: a class of displays on the reality-virtuality continuum.
Nielsen, J. (1994). Usability engineering. Morgan Kaufmann.
Oppermann, R. (2002). User interface design. AdCP2001.
Oxford, R. L. (1989). Use of language learning strategies: a synthesis of studies with implications for strategy training. System, 17(2), 235-247.
Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30, 20–28.
Perani, D., Paulesu, E., Galles, N. S., Dupoux, E., Dehaene, S., Bettinardi, V., . . . Mehler, J. (1998). The bilingual brain. Proficiency and Age of Acquisition of the Second Language. Brain, 121(10), 1841-1852.
Ramíre, Thomsen(2008). Immigrants in the Workforce: the transition from worker to professional. Retrieved from http://ctl.laguardia.edu/journal/v3/pdf/Ramirez_Thomsen.pdf
Schön, D. A. (1987). Educating the reflective practitioner. Jossey-Bass San Francisco.
Shneiderman, B. (1997). Designing the user interface: strategies for effective human-computer interaction. Addison-Wesley Longman Publishing Co., Inc.
Sinclair, P. A. S., Martinez, K., Millard, D. E., & Weal, M. J. (2003). Augmented reality as an interface to adaptive hypermedia systems. New Review of Hypermedia and Multimedia, 9(1), 117-136.
Strevens, P. (1987). Cultural barriers to language learning. Discourse Across Cultures, 169-178.
Suchman, L. A. (1987). Plans and situated actions: the problem of human-machine communication. Cambridge Univ Pr.
Tang, J. T., Lan, Y. J., & Chang, K. E. (2012). The influence of an online virtual situated environment on a Chinese learning community. Knowledge Management & E-Learning: An International Journal (KM&EL), 4(1), 51-62.
Tien, L. T., & Osman, K. (2010). Pedagogical Agents in Interactive Multimedia Modules: Issues of Variability. Procedia-Social and Behavioral Sciences, 7, 605-612.
Van Krevelen, D., & Poelman, R. (2010). A survey of augmented reality technologies, applications and limitations. International Journal of Virtual Reality, 9(2), 1-20.