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                           參考文獻


                           ਷࢕઺ԃ޼Ӻ৫  €2018fɤɚϋ਷͏ਿ͉઺ԃሙ೻ၤࠅķ਷͏ʕʃኪ࿬౷ஷۨ৷ॴʕഃኪࣧІ್߅
                            ኪჯਹf՟Іjhttps://www.naer.edu.tw/ezfiles/0/1000/attach/63/pta_18077_4951279_31569.pdf
                           ᄎ҃˖eੵ౉௹  €2001f”৷ʕኪ͛ආБක׳όઞӺݺਗʘࡈࣩ޼ӺķਪᕚٙҖϓၾ༆Ӕ•d߅ኪ઺
                            ԃኪ̊‘  ୋ 9 ՜ୋ 2 ಂdࠫ 169-196f
                           ቍྫྷฉeࢱߕࢸ  €2018f”ᅰЗ༷Ꮥၾ߅ኪኪ୦̤ٙᗳ዆ΥķMaking Learning Serious Fun•d̨ᝄ઺
                            ԃ‘  712 ಂdࠫ 33-40f
                           Cheng, M.-T., She, H.-C., & Annetta, L. A. (2015). Game immersion experience: its hierarchical structure and
                            impact on game-based science learning. Journal of Computer Assisted Learning, 31(3), 232-253.
                            doi:10.1111/jcal.12066
                           Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model.
                            Simulation & Gaming, 33(4), 441-467. doi:10.1177/1046878102238607
                           Prensky, M. (2000). Digital game-based learning. New York: McGraw-Hill.
















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            書冊1.indb   27                                                                                   19/3/20   下午4:16
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