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     ઞӺྼ᜕ʝਗኪ୦ӻ୕ķᓒɽྼ᜕܃ᗙޢ
                                            ྡ̬jྼ᜕܃ਞ࢝ϓࡰΥ
                  參考文獻
                  ԃӺ৫  2018fɤɚϋ͏ਿ͉ԃሙၤࠅķ͏ʕʃኪ౷ஷۨ৷ॴʕഃኪࣧІ್߅
                    ኪჯਹf՟Іjhttps://www.naer.edu.tw/ezfiles/0/1000/attach/63/pta_18077_4951279_31569.pdf
                  ᄎ҃˖eੵ௹  2001f৷ʕኪ͛ආБක׳όઞӺݺਗʘࡈࣩӺķਪᕚٙҖϓၾ༆Ӕd߅ኪ
                    ԃኪ̊  ୋ 9 ՜ୋ 2 ಂdࠫ 169-196f
                  ቍྫྷฉeࢱߕࢸ  2018fᅰЗ༷Ꮥၾ߅ኪኪ୦̤ٙᗳΥķMaking Learning Serious Fund̨ᝄ
                    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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