研究生: |
賴宏緯 Lai, Hung-wei |
---|---|
論文名稱: |
視覺障礙學生遊戲化學習之成效探究-以等值分數單元為例 The Research of Exploring the Effectiveness of Gamified Learning for Visually Impaired Students: A Case Study on Equivalent Fractions Unit |
指導教授: |
張千惠
Chang, Chien-Huey |
口試委員: |
張千惠
Chang, Chien-Huey 侯惠澤 Hou, Huei-Tse 何彥如 Ho, Yann-Ru |
口試日期: | 2024/05/13 |
學位類別: |
碩士 Master |
系所名稱: |
特殊教育學系碩士在職專班 Department of Special Education_Continuing Education Master's Program of Special Education |
論文出版年: | 2024 |
畢業學年度: | 112 |
語文別: | 中文 |
論文頁數: | 159 |
中文關鍵詞: | 遊戲化學習 、視覺障礙學生 、數學教育 、學習行為 、學習成效 、學習動機 、心流經驗 |
英文關鍵詞: | Gamified learning, visually impaired students, mathematics education, learning behaviors, learning outcomes, motivation, flow experiences |
研究方法: | 準實驗設計法 、 觀察研究 |
DOI URL: | http://doi.org/10.6345/NTNU202400701 |
論文種類: | 學術論文 |
相關次數: | 點閱:193 下載:0 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
幾年前國外興起一陣藉由遊戲融入於學習中的遊戲化學習,國內近年來也有越來越多的實證研究陸續證實其效用,不論是在學生的學習成效、學習動機亦或是心流經驗,皆有正向之評價與結果。且藉由遊戲之特性,可讓教學者於教學時依照課程時間、環境場域、人數等進行彈性之調整。
遊戲化學習目前除了廣泛應用於普通學生以外,也有實證研究應用於特殊教育學生之學習,同樣也有正向之效果。然而研究參與者多為智能障礙、學習障礙或是自閉症等為主,鮮少以視覺障礙學生為研究參與者。因此本研究以視覺障礙學生為研究對象,參酌《十二年國民基本教育課綱》數學領綱中,等值分數之學習表現與學習目標,設計一套等值分數遊戲化教學模組,並根據視覺障礙學生之需求,為其教具教材進行調整,以符合其操作上之使用,並探究其學習成效、學習動機、心流經驗、遊戲接受度、鷹架有用性與學習行為表現等。
本研究採與準實驗設計與觀察法,研究對象為32名視覺障礙學生,分為實驗組與控制組個16人。實驗組採遊戲化學習,控制組則為一般講述式學習,同樣進行兩節課之教學研究活動。
根據統計分析與序列分析之結果,可歸納出下列五點:
一、 針對視覺障礙學生所設計之等值分數遊戲化教學模組,為考量視覺障礙學生之特質與學習需求而設計,因此其有助於提升視覺障礙學生學習等值分數概念之學習成效,並且有正向情意之展現
二、 遊戲化學習有助於提升視覺障礙學生於學習歷程中之學習動機與心流經驗。
三、 視覺障礙學生對於本研究之等值分數遊戲化教學模組具有極佳之接受度,並且認同此遊戲化學習易操作,具有用性並且富挑戰性與趣味性。
四、 本研究之依變項:學習動機、心流經驗、遊戲接受度與鷹架有用性四者彼此達正向顯著相關。
五、 實驗組學生展現多元之學習形式,如:認知概念討論、策略討論、教具檢索、正向支持與概念釐清等自主學習作為。
如能了解學生之相關障礙特質與學習需求,並依此設計適切之課程與教材教具,再搭配上遊戲化學習、小組同儕合作與鷹架支持等教學策略,則能促使視覺障礙學生有同儕間之交流互惠、正向情意之產生、多元學習形式與反思檢討,以求精進自我等積極學習之表現與行為較佳之學習歷程,亦同時提升其學習動機與心流經驗,最後反映於學習成效之進展。另,本研究亦提供對於現場教學之建議與未來研究之相關建議。
A few years ago, there was a wave of gamified learning emerging overseas, where games were integrated into the learning process. In recent years, there has been an increasing number of empirical studies in our country that have consistently confirmed its effectiveness. Whether it's in terms of students' learning outcomes, motivation to learn, or their flow experiences, all have shown positive results. Furthermore, the nature of games allows educators to make flexible adjustments in teaching based on factors such as class time, environmental settings, and the number of students.
Game-based learning is currently not only widely applied to regular students but has also been subject to empirical research in the context of special education, with similarly positive effects. However, most research participants in this area have primarily consisted of individuals with intellectual disabilities, learning disabilities, or autism, with very limited representation from students with visual impairments. Therefore, this study focuses on students with visual impairments and, taking into account the learning performance and goals related to equivalent fractions in the "Twelve-Year Basic Education Curriculum," designs a set of fraction building block games. These games have been adapted to meet the specific needs of students with visual impairments, ensuring their usability and effectiveness. The study aims to investigate their learning outcomes, motivation to learn, flow experiences, scaffolded learning, and learning behaviors.
This study adopts a quasi-experimental design and observational approach, with a total of 32 visually impaired students participating. They are divided into two groups, each consisting of 16 students: an experimental group and a control group. The experimental group engages in gamified learning, while the control group receives traditional lecture-based instruction. Both groups participate in two instructional research sessions.
Based on the results of statistical analysis and sequential analysis, the following five points can be summarized:
1. The gamified teaching module designed for visually impaired students, focusing on equivalent fractions, takes into account their characteristics and learning needs. Consequently, it contributes to enhancing visually impaired students' learning effectiveness in understanding equivalent fractions and exhibits a positive emotional expression.
2. Gamified learning assists in enhancing visually impaired students' motivation and flow experiences during the learning process.
3. Visually impaired students show excellent acceptance of the gamified teaching modules in this study. They recognize the ease of operation in gamified learning, its usefulness, and its richness in challenge and enjoyment.
4. Among the dependent variables of motivation, flow experiences, game acceptance, and scaffolding usefulness, there is a significant positive correlation.
5. The experimental group students demonstrate diverse forms of learning, such as cognitive concept discussions, strategy discussions, teaching aid retrieval, positive support, and concept clarification as autonomous learning behaviors.
Understanding students' relevant obstructive characteristics and learning needs, and designing appropriate curricula, teaching materials, and aids, coupled with strategies like gamified learning, peer group cooperation, and scaffolding support, can promote peer communication, positive emotional generation, diverse learning forms, and reflective review. This ultimately aims to enhance visually impaired students' active learning performance and behaviors, improve their motivation and flow experiences, and reflect progress in learning outcomes. Additionally, the study provides suggestions for classroom teaching and future research.
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-數學領域(2018)。國家教育研究院。https://www.naer.edu.tw/PageSyllabus?fid=52
方琦彰(2023)。七年級學生在動態數學遊戲中的學習表現與感受 -以二元一次方程式圖形為例(未出版碩士論文)。國立臺灣師範大學。
王羿翔(2021)。國小四年級等值分數遊戲教學成效之研究(未出版碩士論文)。國立臺中教育大學。
王富雄(1994)。國小遊戲化教學的探討。國教月刊,40,18-22。
王曉璿、林朝清、周建宏、蔡松男與王怡萱(2009)。不同電腦輔助學習策略輔助數學分數概念課程學習效益之研究。數位學習科技期刊,1(4),326-346。
江玉玲(2010)。數學虛擬教具對等值分數概念學習的影響(未出版碩士論文)。國立臺灣師範大學。
侯皓程(2012)。遊戲式形成性評量對國小學生數學學習的影響:以同分母分數減法單元為例(未出版碩士論文)。國立臺灣師範大學。
吳方彣、賴紀廷、溫伊梵、 林育伶、張千惠、張智凱(2014)。視覺障礙者英文聽力輔助學習工具開發與系統易用性評估。國立臺灣科技大學人文社會學報,10(4),353-372。
吳國維(2004)。視障學生就讀普通班教師教學困擾之研究(未出版之碩士論文)。國立高雄師範大學。
李彩蘋(2003)。協助視障學生在普通教室學習。文教新潮,8(4),17-21。
吳佳樺(2014)。適性遊戲補救教學結合診斷測驗於國中數學學習成效、動機與態度之影響(未出版碩士論文)。國立臺灣師範大學
吳鳳姝(2019)。遊戲式創意地理教學對國中生地理學習表現、創造力及問題解決能力之影響(未出版碩士論文)。國立臺灣師範大學。
吳鐵雄(1998)。電腦軟體遊戲帶來的影響。第三波,66,64-71。
邱上真(2000)。帶好每位學生:理論實務與調查研究-普通班教師對特殊需求學生之因應措施(NSC-89-2413-H-017-004)。行政院國家科學委員會專題研究計畫成果報告。
李淑貞(2009)。建置已ICF為基礎之身心障礙者鑑定系統研究。國立陽明大學輔助科技中心。
周桂鈴(2001)。視覺障礙學生就讀普通學校經驗與需求(未出版碩士論文)。國立臺灣師範大學。
林宇婷(2020)。遊戲式數學課程提升國小資源班數學學障生數概念之行動研究—以MIND為例(未出版碩士論文)。國立臺灣師範大學。
林珮華(2013)。數學遊戲融入國小四年級數學科教學與數學學習成效之研究(未出版碩士論文)。國立臺南大學。
林淑文(2010)。探討國字筆順適性化教學基於試題反應理論和遊戲式學習之研究(未出版碩士論文)。國立虎尾科技大學。
林雅楓(2011)。結合概念構圖與遊戲融入國小五年級數學低成就學童面積概念補救教學之研究(未出版碩士論文)。國立屏東教育大學。
林穎(2011)。數位遊戲融入數學科線對稱合作學習之研究 (未出版碩士論文)。國立臺北教育大學。
林慶仁(2006)。圖形有聲輔具(Talking TactileTablet)協助盲生數學考試的成效探討。啟明苑通訊,54,1-8。
何世芸(2006)。視障巡迴輔導教師專業知能調查之研究。(未出版碩士論文)。國立臺灣師範大學。
何宣瑾(2013)。遊戲式虛擬教具對國小生分數概念學習的影響。(未出版碩士論文)。國立臺灣師範大學。
何盈潔、楊凱翔(2022)。結合機器學習技術之數位遊戲式學習模式對國小學生數學學習之影響。數位學習科技期刊,14(1),79-101。
身心障礙及資賦優異學生鑑定辦法(2013年09月02日)。全國法規資料庫。https://law.moj.gov.tw/LawClass/LawAll.aspx?pcode=H0080065
侯惠澤(2016)。遊戲式學習:啟動自學X喜樂協作,一起玩中學。親子天下,165。
耿書函(2019)。情境脈絡線索作為認知鷹架結合擴增石經的中薛反毒教育桌上遊戲之學習成效與行為模式分析。(未出版碩士論文)。國立臺灣科技大學。
莊素貞(2004)。弱勢學生的閱讀。台中師院特殊教育論文集,8501,67-81。
孫春在(2013)。遊戲式數位學習。高等教育。
徐揚智、孟瑛如(2021)。應用PaGamO數位遊戲式平台於國小六年級數學低成就學生學習成效之研究。特教論壇,30,14-37。
高孟君、袁宇熙(2023)。遊戲式學習促進會計課程學習投入之研究。數位學習科技期刊,15(1),53-87。
梁仲容、韓弘偉、黃建中(2014)。小數奠基活動模組的補救教學之行動研究。國立臺南大學。
張千惠、王玉雯、王怡婷、李翠蘭、林毓淳、林欣怡、夏冠英、屠源君、黃瓊葦、錢有為(2016)。定向與行動理論與實務全集。臺北:財團法人秋圃文教基金會。
張千惠、林福來、謝佳叡(2021)。全盲生好好玩數學:模組教學手冊。臺北:五南。
張千惠、林福來、謝佳叡、陳柏宇(2023)。遊戲式數學活動中盲生學習困難及教師教學策略之探究。教育科學研究期刊,68(2),37-72。
張守端(2006)。電腦多媒體應用於國小數學科教學效益之探究-以國小五年級等值分數概念為例。(未出版碩士論文)。國立臺中教育大學。
張照明(2002)。普通高中職視覺障礙學生學校生活適應及學校支持系統之研究。(未出版碩士論文)。國立彰化師範大學。
張春興(2007)。教育心理學-三化取向的理論與實踐 重修二版。東華。
張春興(2020)。教育心理學。臺北:東華。
張維忠(2006)。論數學遊戲。數學傳播,30(4),83-94。
張基成、林冠佑(2016)。從傳統數位學習到遊戲式數位學習-學習成效、心流體驗與認知負荷。科學教育學刊,24(3),221-248。
教育部(1991)。特殊教育研究叢書之三。教育部。
教育部(1993)。大專院校視覺障礙學生輔導工作手冊。教育部。
許嘉家(2010)。南部地區國中教育階段巡迴輔導實施現況與成效之探討(未出版之碩士論文)。國立臺灣師範大學。
梁朝雲(2009)。悅趣化學習的意涵、特質與設計。載於張霄亭(主編),教育科技-理論與實務下冊(頁165-188)。學富文化。
陳卉綺(2012)。探討數位悅趣式學習使用效能對於國中生自然與生活科技學習成效影響之研究。(未出版碩士論文)。淡江大學。
陳全汝(2022)。數位遊戲式學習融入國語課程對學生學習成效與學習興趣之影響(未出版碩士論文)。國立政治大學。
陳永偉(2013)。遊戲策略對等值分數學習之影響(未出版碩士論文)。國立臺灣師範大學。
陳怡淇(2007)。發展七年級數學遊戲融入教學評量之行動研究(未出版碩士論文)。國立彰化師範大學。
陳怡潔、蔡銘修(2018)。國中數學奠基活動實施於課前教學。臺灣教育評論月刊,7(5),243-248。
陳宜慧(2006)。國中普通班教師對身心障礙學生教學支援需求之研究(未出版碩士論文)。國立臺灣師範大學。
陳明聰(2000)。融合式教育安置下課程的發展。特殊教育,76,17-23。
陳祐禎(2013)。遊戲情境對國璽學生分數學習的影響(未出版碩士論文)。國立臺灣師範大學。
陳昱宏、王偉丞(2021)。數學教學融入桌遊活動對學生學習動機與學習興趣影響之研究。國際數位媒體設計學刊,13(1),27-38。
陳蓓蓉(2003)。探討全盲學生處理國中基測數學題表現的外在因素及內在因素(未出版碩士論文)。國立臺灣師範大學。
陳建汝(2000)。視覺障礙者的學習與科技運用。視覺障礙教育之理論與實務。中華視覺障礙教育學會。
陳綵菁、邱榮輝、陳志豪、張宇樑(2013)。數學遊戲融入教學在國小三年級學生除法概念學習之應用。桃園創新學報,33,313-330。
陳靖宜(2022)。桌上遊戲應用於高職智能障礙學生職業知識教學之探究(未出版碩士論文)。國立臺灣師範大學。
陳璿(2023)。⼀般性視點示範影片與體感式互動遊戲對學齡前自閉症幼兒習得洗⼿技能學習成效之比較研究(未出版碩士論文)。國立臺灣師範大學。
黃怡芳(2005)。國小學童二位數加減運算學習之數學遊戲設計研究。(未出版碩士論文)。國立中山大學。
黃政傑、林佩璇(2013)。合作學習。臺北:五南。
黃琪芳、陳志洪、陳浩然(2021)。虛擬英語村:使用情境任務3D遊戲促進國中生的英語學習。教育傳播與科技研究,127,1-15。
黃健泉(2012)。資訊科技融入交學對國中學生自然科學習動機與學習成就的影響-以磁場與電流磁效應單員為例。(未出版碩士論文)。國立彰化師範大學。
黃筑(2016)。遊戲式互動APP對學生分數概念學習的影響(未出版碩士論文)。國立臺灣師範大學。
曾郁庭(2017)。遊戲式學習對大學生資訊素養與倫理學習成效之研究(未出版碩士論文)。國立臺灣師範大學。
塗靖婕(2021)。數位遊戲式學習對國中自閉症學生數學計算能力學習成效之研究(未出版碩士論文)。淡江大學。
楊欽旭(2015)。國小學童帶分數和假分數互換表現之研究(未出版碩士論文)。國立臺中教育大學。
楊凱翔、羅文妤(2017)。結合經驗學習圈理論之遊戲式學習模式對國小數學科學習成效之影響。Journal of Education Research (1680-6360),282。
葉承峰、楊晰勛(2021)。運用虛擬實境與數位遊戲學習於國小學生的鄉土文化教學:以學習成效和鄉土認同觀點之實證研究。教育傳播與科技研究,126,1-19。
劉芷晴(2006)。視覺障礙學生需求及教師提供服務之研究。(未出版碩士論文)。國立臺灣師範大學。
劉依亭(2016)。桌上遊戲應用於國中腦性麻痺學生學習社會技巧之個案研究(未出版碩士論文)。淡江大學。
劉育辰(2015)。數位遊戲式學習融入國小智能障礙學生數學學習成效之探究(未出版碩士論文)。淡江大學。
劉景聰(2008)。虛擬教具融入國小六年級分數補救教學成效之研究。 (未出版碩士論文)。中原大學。
劉信雄(1997)。視障學生的學習輔導。視障教育文粹,50,7-28。
劉信雄、王憶榮、林慶仁(2000)。視覺障礙學生輔導手冊。教育部特殊教育小組。
劉頌真(2022)。遊戲式學習應用於普通型高中自閉症學生職涯探索之學習成效與學習行為分析(未出版碩士論文)。國立臺灣師範大學。
劉環毓(2008)。數學遊戲融入七年級探究教學活動之行動研究。(未出版碩士論文)。國立彰化師範大學。
萬明美(2001)。視障教育。臺北:五南。
蔡雨軒、呂翠華(2014)。統合式遊戲團體對提升國小智能障礙學生社交技巧學習成效之研究。中華民國特殊教育學會年刊,103,193-212。
蔣璧如(2021)。運用數學遊戲於國小智能障礙學生學習加法成效之探究(未出版碩士論文)。國立臺灣師範大學。
鄭千佑(2007)。虛擬教具對國小學生等值分數彈性思考表現之影響。(未出版碩士論文)。國立臺灣師範大學。
鄭曉芳(2015)。遊戲式學習融入學習共同體方案對國小數學學習之個案研究(未出版碩士論文)。淡江大學。
鄭靜瑩(2006)。國小視覺障礙學生數學能力相關因素之探究。特殊教育與復健學報,16,45-71。
鄭靜瑩(2007)國小視覺障礙學生數學學習表現及其學習表現欠佳題型之研究。教育學刊,28,33-62。
賴青蘭(2003)。普通班融合教學之實施—以全盲生為例。台東特教,18,39-44。
賴婷鈴、彭素貞(2015)。教育遊戲輔助國中七年級學生提升歷史學習成效之初探。教育傳播與科技研究,112,41-49。
賴勤薇(2011)。數學遊戲融入國中數學科函數單元教學教學成效之研究。(未出版碩士論文)。國立新竹教育大學。
簡群恩(2014)。外加口述影像之評量調整措施對重度視障生在數學科圖題理解之成效(未出版碩士論文)。國立臺北科技大學。
韓筱瑄(2021)。擴增回饋設計對視障學習者圖像閱讀理解之影響(未出版碩士論文)。國立臺灣大學。
謝亞均(2016)。遊戲式分數教材對國小六年級生分數概念的影響。(未出版碩士論文)。國立臺灣師範大學。
謝佳叡、林福來、張千惠(2021)。建立鷹架協助重度視障生發展面積與周長概念之探究: 以數學奠基活動[占地圍王]為例。Chinese Journal of Science Education,29(4),397-421。
謝錦忠(2014)。使用同儕互教行動數學遊戲式學習法融入國小三年級分數概念教學成效之研究(未出版碩士論文)。國立臺北教育大學。
簡盈佩(2020)。運用奠基模組提升學生數學學習之研究(未出版碩士論文)。國立臺灣師範大學。
饒見維(1996)。國小數學遊戲教學法。臺北:五南。
蘇旭琳、陳柏熹(2008)。DIF分析在小樣本情境中的偵測效果-以視障生和普通生在國中基測數學科之DIF爲例。測驗學刊,55(4),761-791。
蘇惠玉(2008)。以問題解決導向數位學習遊戲探究國小學生認知能力(未出版碩士論文)。淡江大學。
南一書局(主編)(2023)。國民小學數學(初版,第八冊,四下)。
康軒文教事業(主編)(2023)。國民小學數學(初版,第八冊,四下)。
翰林出版(主編)(2023)。國民小學數學(初版,第九冊,五上)。
Adams, O., & McCreery, L. (1988). Learning to read again. British Journal of Visual Impairment, 6(1), 19-20.
Admiraal, W., Huizenga, J., Akkerman, S., & Ten Dam, G. (2011). The concept of flow in collaborative game-based learning. Computers in human behavior, 27(3), 1185-1194.
Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International journal of innovation, management and technology, 7(4), 132-136.
Alessi, S. M., & Trollip, S. R. (2000). Multimedia for learning: Methods and development. Allyn & Bacon, Inc.
Amalric, M., Denghien, I., & Dehaene, S. (2018). On the role of visual experience in mathematicaldevelopment: Evidence from blind mathematicians. Developmental Cognitive Neuroscience, 30, 314-323.
Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M.-T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74-85.
Ashcraft, M. H., & Krause, J. A. (2007). Working memory, math performance, and math anxiety. Psychonomic bulletin & review, 14(2), 243-248.
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65-79.
Becker, K. (2007). Digital game‐based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478-488.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178-192.
Brawand, A., & Johnson, N. (2016). Effective methods for delivering mathematics instruction to students with visual impairments.
Brezovszky, B., McMullen, J., Veermans, K., Hannula-Sormunen, M. M., Rodríguez-Aflecht, G., Pongsakdi, N., ... & Lehtinen, E. (2019). Effects of a mathematics game-based learning environment on primary school students' adaptive number knowledge. Computers & Education, 128, 63-74.
Brom, C., Buchtová, M., Šisler, V., Děchtěrenko, F., Palme, R., & Glenk, L. M. (2014). Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study. Computers & Education, 79, 69-100.
Brooke, P. J., Paige, R. F., Clark, J. A., & Stepney, S. (2004). Playing the game: cheating, loopholes, and virtual identity. ACM SIGCAS Computers and Society, 34(2), 3.
Burns, M. (2003). Using games in your math teaching. Connect Magazine, 17(2), 1-4.
Cahill, H., Linehan, C., McCarthy, J., Bormans, G., & Engelen, J. (1996). Blind and partially sighted students’ access to mathematics and computer technology in Ireland and Belgium. Journal of Visual Impairment & Blindness, 90(2), 105-114.
Campos, A., & Mayo, E. (2014). A Research Note on Mental Imagery in the Blind in Terms of Reassessment at a 9-Year Interval. Imagination, Cognition and Personality, 33(4), 359-366.
Carver, R. P. (1990). Reading rate: A review of research and theory. Academic Press.
Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2).
Chang, C. H. S., Kuo, C. C., Hou, H. T., & Koe, J. J. Y. (2022). Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness. Computers in Human Behavior, 128, 107085.
Chen, D., & Downing, J. E. (2006). Tactile strategies for children who have visual impairments and multiple disabilities: Promoting communication and learning skills. American Foundation for the Blind.
Cheng, C. H., & Su, C. H. (2012). A Game-based learning system for improving student's learning effectiveness in system analysis course. Procedia-Social and Behavioral Sciences, 31, 669-675.
Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through virtual worlds. Computers & Education, 57(4), 2382-2394.
Chou, Y. S., Hou, H. T., Chang, K. E., & Su, C. L. (2023). Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns. Interactive Learning Environments, 31(5), 3285-3302.
Chu, H. C., Chen, J. M., Kuo, F. R., & Yang, S. M. (2021). Development of an Adaptive Game-Based Diagnostic and Remedial Learning System Based on the Concept-Effect Model for Improving Learning Achievements in Mathematics. Educational Technology & Society, 24(4), 36-53.
Corn, A., & Ryser, G. (1989). Access to print for students with low vision. Journal of Visual Impairment & Blindness, 83(7), 340-349.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 319-340.
Dickey, M. D. (2011). Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment. British Journal of Educational Technology, 42(3), 456-469.
Dupuis, K., Pichora-Fuller, M. K., Chasteen, A. L., Marchuk, V., Singh, G., & Smith, S. L. (2015). Effects of hearing and vision impairments on the Montreal Cognitive Assessment. Aging, Neuropsychology, and Cognition, 22(4), 413-437.
Eberhardt, R. (2016, March). No one way to jam: game jams for creativity, learning, entertainment, and research. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events (pp. 34-37).
Faghihi, U., Aguilar, D., Chatman, D., Gautier, N., Gholson, J., Gholson, J., Lipka, M., Dill, R., Fournier-Viger, P., & Maldonado-Bouchard, S. (2017). How to apply gamification techniques to design a gaming environment for algebra concepts. E-Learning, E-Education, and Online Training: Third International Conference, eLEOT 2016, Dublin, Ireland, August 31–September 2, 2016, Revised Selected Papers.
Felix, J. W., & Johnson, R. T. (1993). Learning from video games. Computers in the Schools, 9(2-3), 119-134.
Ferreira, F., & Cavaco, S. (2014, October). Mathematics for all: a game-based learning environment for visually impaired students. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings (pp. 1-8).
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20.
Gulley, A. P., Smith, L. A., Price, J. A., Prickett, L. C., & Ragland, M. F. (2017). Processdriven math: An auditory method of mathematics instruction and assessment for students who are blind or have low vision. Journal of Visual Impairment & Blindness, 111(5), 465-471.
Hallahan, D. P. & Kauffman, J. M. (Eds.). (1981). Handbook of special education. Prentice-Hall.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in human behavior, 54, 170-179.
Healy, L., & Fernandes, S. H. A. A. (2014). Blind students, special needs, and mathematics learning. In S. Lerman (Ed.), Encyclopedia of mathematics education (pp. 61-63). Dordrecht, The Netherlands: Springer.
Hooshyar, D., Pedaste, M., Yang, Y., Malva, L., Hwang, G. J., Wang, M., ... & Delev, D. (2021). From gaming to computational thinking: An adaptive educational computer game-based learning approach. Journal of Educational Computing Research, 59(3), 383-409.
Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective" edutainment.". Citeseer.
Hou, H.-T., & Chou, Y.-S. (2012). Exploring the technology acceptance and flow state of a chamber escape game-Escape The Lab© for learning electromagnet concept. ICCE 2012, 38.
Hou, H.-T., & Keng, S.-H. (2021). A dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns. Journal of Educational Computing Research, 59(3), 547-573.
Hou, H. T., Wu, C. S., & Wu, C. H. (2022). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education, 1-19.
Hou, H.-T., Fang, Y.-S., & Tang, J. T. (2023). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability. Interactive Learning Environments, 31(7), 4346-4366.
Hou, H.-T., Wu, C.-S., & Wu, C.-H. (2023). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education, 10(2), 273-291.
Hwa, S. P. (2018). Pedagogical change in mathematics learning: Harnessing the power of digital game-based learning. Journal of Educational Technology & Society, 21(4), 259-276.
Jenkins, H. (2002). Games theory. Technology review, 29, 1-3.
Jitngernmadan, P., Stöger, B., Petz, A., & Miesenberger, K. (2017). IDMILE: An interactive didactic math inclusion learning environment for blind students. Technology and Disability, 29(1-2), 47-61. doi:10.3233/TAD-170173
Kafai, Y. B. (2012). Learning design by making games: Children's development of design strategies in the creation of a complex computational artifact. In Constructionism in practice (pp. 71-96). Routledge.
Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: cooperative or not? British Journal of Educational Technology, 38(2), 249-259.
Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of instructional development, 10(3), 2-10.
Keller, J., & Bless, H. (2008). Flow and regulatory compatibility: An experimental approach to the flow model of intrinsic motivation. Personality and social psychology bulletin, 34(2), 196-209.
Khan, A., & Pearce, G. (2015). A study into the effects of a board game on flow in undergraduate business students. The International Journal of Management Education, 13(3), 193-201.
Kiili, K. (2006). Evaluations of an experiential gaming model. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments.
Kiili, K. (2007). Foundation for problem‐based gaming. British journal of educational technology, 38(3), 394-404.
Kiili, K., De Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91.
Kitchin, R. M., Blades, M., & Golledge, R. G. (1997). Understanding spatial concepts at the geographic scale without the use of vision. Progress in human Geography, 21(2), 225-242.
King-Sears, M. E. (1997). Best academic practice for inclusion classroom. Focus on Exceptional Children, 29(7), 1-24.
Kirk, S., Gallagher, J. J., & Coleman, M. R. (2022). Educating exceptional children. Cengage Learning.
Klingenberg, O. G., Holkesvik, A. H., & Augestad, L. B. (2019). Research evidence for mathematics education for students with visual impairment: A systematic review. Cogent Education, 6(1). Retrieved January 26, 2022,
Krulik, S., & Rudnick, J. (1983). Strategy game and problem solving-an instructional pair whose time has come. The arithmetic teacher, 83(12), 26-28.
Langone, J. (1998). Managing inclusive instructional setting: technology, cooperative planning, and team-based organization. Focus on Exceptional Children, 30(8), 1-15.
Lan, Y. J., Hsiao, I. Y. T., & Shih, M. F. (2018). Effective Learning Design of Game Based 3D Virtual Language Learning Environments for Special Education Students. Educational Technology & Society, 21(3), 213-227.
Lepper, M. R., & Malone, T. W. (2021). Intrinsic motivation and instructional effectiveness in computer-based education. In Aptitude, learning, and instruction (pp. 255-286). Routledge.
Li, C. T., Hou, H. T., & Lee, L. H. (2022). Design of a dual-hierarchy scaffolding board game-based learning activity for EFL reading comprehension. Language Teaching Research, 13621688221125903.
Linehan, C., Waddington, J., Hodgson, T. L., Hicks, K., & Banks, R. (2014). Designing games for the rehabilitation of functional vision for children with cerebral visual impairment. In CHI'14 Extended Abstracts on Human Factors in Computing Systems (pp. 1207-1212).
Lin, F. L., Wang, T. Y., & Yang, K. L. (2018). Description and evaluation of a large-scale project to facilitate student engagement in learning mathematics. Studies in Educational Evaluation, 58, 178-186.
Liu, M., Horton, L., Olmanson, J., & Toprac, P. (2011). A study of learning and motivation in a new media enriched environment for middle school science. Educational technology research and development, 59, 249-265.
Liu, T. Y. (2016). Using educational games and simulation software in a computer science course: Learning achievements and student flow experiences. Interactive Learning Environments, 24(4), 724-744.
Maćkowski, M., Brzoza, P., Żabka, M., & Spinczyk, D. (2018). Multimedia platform for mathematics’ interactive learning accessible to blind people. Multimedia Tools and Applications, 77(5), 6191-6208. doi:10.1007/s11042-017-4526-z
Maćkowski, M., Rojewska, K., Dzieciątko, M., & Spinczyk, D. (2019). Initial motivation as a factor predicting the progress of learning mathematics for the blind. In E. Pietka, P. Badura, J. Kawa, & W. Wieclawek (Eds.), Information technology in biomedicine (pp. 349-357). Cham, Switzerland: Springer.
Marriott, M. (1998). When love turns to obsession, games are no game. The New York Times.
McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. In: TEEM (Teachers evaluating educational multimedia), Cambridge.
Mohd, C. K. N. C. K., Shahbodin, F., Sedek, M., & Samsudin, M. (2020). Game based learning for autism in learning mathematics. International Journal of Advanced Science and Technology, 29(5), 4684-4691.
Nakamura, J., & Csikszentmihalyi, M. (2002). The concept of flow. Handbook of positive psychology, 89, 105.
Neto, L. V., Junior, P. H. F. F., Bordini, R. A., Otsuka, J. L., & Beder, D. M. (2019). Details on the Design and Evaluation Process of an Educational Game Considering Issues for Visually Impaired People Inclusion. Educational Technology & Society, 22(3), 4-18.
O'Donnell, L. M., & Livingston, R. L. (1991). Active exploration of the environment by young children with low vision: A review of the literature. Journal of Visual Impairment & Blindness, 85(7), 287-291.
Panoutsopoulos, H., & Sampson, D. G. (2014). Digital game-based learning in the context of school entrepreneurship education: Proposing a framework for evaluating the effectiveness of digital games. Digital systems for open access to formal and informal learning, 195-212.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in human behavior, 21(5), 745-771.
Pekrun, R., & Stephens, E. J. (2010). Achievement emotions: A control‐value approach. Social and Personality Psychology Compass, 4(4), 238-255.
Pires, A. C., Marichal, S., Gonzalez-Perilli, F., Bakala, E., Fleischer, B., Sansone, G., & Guerreiro, T. (2019, October). A tangible math game for visually impaired children. In The 21st International ACM SIGACCESS Conference on Computers and Accessibility( pp. 670-672).
Phllis, K. M., Katherine, M., & Martha, J. C. (1996). Adaptations for young children with visual impairments in regular settings. Early Childhood Education Journal, 23(4), 231-233.
Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31.
Prensky, M. (2001). Digital game-based learning. New York, NY: McGraw-Hill.
Ritzhaupt, A., Poling, N., Frey, C., & Johnson, M. (2014). A synthesis on digital games in education: What the research literature says from 2000 to 2010. Journal of Interactive Learning Research, 25(2), 261-280.
Rosenblum, L. P., Cheng, L., & Beal, C. R. (2018). Teachers of students with visual impairments share experiences and advice for supporting students in understanding graphics.Journal of visual impairment & blindness,112(5), 475-487.
Salgarayeva, G. I., Iliyasova, G. G., Makhanova, A. S., & Abdrayimov, R. T. (2021). The Effects of Using Digital Game Based Learning in Primary Classes with Inclusive Education. European Journal of Contemporary Education, 10(2), 450-461.
Satsangi, R., & Bofferding, L. (2017). Improving the numerical knowledge of children with autism spectrum disorder: The benefits of linear board games. Journal of Research in Special Educational Needs, 17(3), 218-226.
Scholl, G. T. (1986). Foundations of education for blind and visually handicapped children and youth: Theory and practice. Amer Foundation for the Blind.
Shabani, K., Khatib, M., & Ebadi, S. (2010). Vygotsky's zone of proximal development: Instructional implications and teachers' professional development.English language teaching,3(4), 237-248.
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi delta kappan, 87(2), 105-111.
Shin, N., Sutherland, L. M., Norris, C. A., & Soloway, E. (2012). Effects of game technology on elementary student learning in mathematics. British Journal of Educational Technology, 43(4), 540-560.
Smith, J. H. (2005). The problem of other players: In-game cooperation as collective action. Proceedings of DiGRA 2005 conference: Changing views–worlds in play,
Smith, T. E., Polloway, E. A., Patton, J. R., Dowdy, C. A., & McIntyre, L. J. (2014). Teaching students with special needs in inclusive settings. Pearson Upper Saddle River, NJ.
Spinczyk, D., Maćkowski, M., Kempa, W., & Rojewska, K. (2019). Factors influencing the process of learning mathematics among visually impaired and blind people. Computers in Biology and Medicine, 104, 1-9. doi:10.1016/j.compbiomed.2018.10.025
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature.Computers in human behavior,87, 192-206.
Suvak, P. A. (1999).What do they do? Activities of teachers of students with visual impairtments. Re: View, 30(4), 181-191.
Thapliyal, M., Ahuja, N. J., Shankar, A., Cheng, X., & Kumar, M. (2022). A differentiated learning environment in domain model for learning disabled learners. Journal of Computing in Higher Education, 34(1), 60-82.
Tlili, A., Denden, M., Duan, A., Padilla-Zea, N., Huang, R., Sun, T., & Burgos, D. (2022). game-based learning for learners with disabilities—what is next? A systematic literature review from the activity theory perspective. Frontiers in Psychology, 12, 814691.
Thomas, D., & Evelyn, K. (1997). Issues and aids for teaching mathematics to the blind. Mathematics teacher, 90, 344-350.
Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game‐based learning on students' mathematics achievement: A meta‐analysis. Journal of Computer Assisted Learning, 35(3), 407-420.
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
Viginheski, L. V. M., da Silva, S. D. C. R., Shimazaki, E. M., & dos Anjos, C. S. (2016). An approach for the teaching of notable products in an inclusive class: the case of a student with visual Disabilities.European Journal of Special Education Research.
Vollmeyer, R., & Rheinberg, F. (2000). Does motivation affect performance via persistence? Learning and instruction, 10(4), 293-309.
Vygotsky, L. S. (1967). Play and its role in the mental development of the child. Soviet psychology,5(3), 6-18.
Vygotsky, L. S. (1987).The collected works of LS Vygotsky: Problems of the theory and history of psychology(Vol. 3). Springer Science & Business Media.
Wang, S. M., Chen, Y. C., Hou, H. T., Hsu, H. Y., & Li, C. T. (2020). Exploring the effects of card gamebased gamification instructional activity on learners' flow experience, learning anxiety, and performance-A preliminary study. InICCE 2020-28th International Conference on Computers in Education(Vol. 2, pp. 190-198).
Warren, D. H. (1977). Blindness and early childhood development. American Foundation for the Blind.
Yang, S.-L. (2020). PaGamO 運用在國小五年級社會領域學習成效之研究 National Taiwan Normal University (Taiwan)].
Yuwhono, A. C., & Hastuti, W. D. (2019). Game Card Quartets for Increasing Numeracy Ability of Adding 1-10 for Intellectual Disability Students. Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa, 6(1), 41-43.
Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522-546.