参考文献
|
-
莊謙本(2012)。無所不在學習的教育情境典範。教學科技與媒體,100,42-48。
連結:
-
陳李綢(1992)。國小男女生後設認知能力與數學作業表現的關係研究。教育心理學報,25,97-109。
連結:
-
一、 中文部分
-
李心瑩(譯)(2000)。再建多元智慧(原作者:Gardner, H.)。臺北市:五南。(原著出版年:1993)。
-
李乙明、李淑貞(譯)(2008)。多元智能(原作者:Gardner, H.)。臺北市:五南。(原著出版年:2008)
-
吳幸玲、郭靜晃(譯)(2003)。兒童遊戲—遊戲發展的理論與實務(原作者:J. E. Johnson, J. F. Christie, T. D. Yawkey)。臺北市:揚智文化(原著出版年:2003)
-
Kuo, F. L., Kuo, Y., & Ko, Y. C. (2019). Effects of Three Flashcard Methods on EFL Young Learners' Sight Word Recognition, Retention, and Generalization. 國防大學通識教育學報, 9, 169-192.
-
王子華、楊凱悌(2015)。有效行動學習課程教學模式之設計與效益評估-以評量為中心的設計。課程與教學季刊,18,1-30。
-
王志豔(2015)。早期教育成就一生。臺北:元華文創。
-
王彩如(2016)。行動學習應用於國小二年級數學科教學之研究(未出版之博士論文)。國立新竹教育大學,新竹市。
-
王敬詠(2012)。應用電腦冒險遊戲式學習於專業英文課程對提升學習成效、學習動機與態度之影響(未出版之碩士論文)。淡江大學,新北市。
-
王維聰、王建喬(2011)。數位遊戲式學習系統。科學發展,467,46-51。
-
王德蕙、李奕璇、曾芬蘭、宋曜廷(2013)。「國民中學學生基本學力測驗寫作測驗」信度與效度分析研究。測驗學刊,60,151-185。
-
朱嘉慧(2007)。行動遊戲對於國小自然科學合作學習影響之研究(未出版之碩士論文)。銘傳大學,桃園市。
-
江妤欣(2016)。淺談行動學習:翻轉「學習力」的突破與困境。臺灣教育評論月刊,5,5-8。
-
江盈潔(2013)。智慧型手機遊戲App在英語學習的成效研究:以英語動名搭配詞學習為例(未出版之碩士論文)。國立臺灣師範大學,臺北市。
-
何培甄(2012)。智慧型手機語言學習App使用性評估(未出版之碩士論文)。國立台南大學教育學系,臺南市。
-
吳叔鎮(2011)。悅趣化數位學習對國小高年級學童自然與生活科技領域學習成效之影響(未出版之碩士論文)。國立臺北教育大學,臺北市。
-
吳明隆(2011)。以數位化行動學習迎接新挑戰。T&D飛訊季刊,124,1-21。
-
吳靜慧(2015)。行動載具融入國中生物科教學對學生合作學習學習成效影響之研究(未出版之碩士論文)。康寧大學,臺北市。
-
李佩真、朱蕙君(2019)。探討臺灣高中、高職學生對於行動學習的社會影響、知識分享與科技接受度之影響模式分析。國立臺灣科技大學人文社會學報, 15,57-80。
-
沈中偉、黃國禎(2012)。科技與學習:理論與實務。台北:心理出版社。
-
周冠廷(2014)。無所不在專題學習應用於國小自然科校園植物辨識學習成效之研究(未出版之碩士論文)。國立台中教育大學,臺中市。
-
林甘敏、陳年興、方國定(2005)。結合傳統與網路教學和純網路教學在學習成效與班級氣氛之比較。當代教育研究季刊,13,133-166。
-
林至誠(2011)。多媒體輔助字彙學習。師大學報:語言與文學類,1,1-20。
-
林怡資(2014)。以ARCS動機模式與資訊科技融入國中地理科教學對國中生的學習動機與學習成就之研究(未出版之碩士論文)。國立台中教育大學教育學系,臺中市。
-
林金山(2014)。從數位遊戲省思科學教室的情境脈絡教學。臺灣教育評論月刊,3,37-38。
-
林金山(2017)。從紙筆測驗談中小學自然科學素養評量的問題與省思。臺灣教育評論月刊,6,67-70。
-
林韋伸(2016)。結合認知學習理論之化學教育桌遊:心流分析與材質評估(未出版之碩士論文)。國立臺北教育大學,臺北市。
-
林風南(1988)。幼兒體能與遊戲。臺北市:五南。
-
林淑芬(2018)。透過 Quizlet 應用程式學習字彙之個案研究:以臺灣高中生為例(未出版之碩士論文)。國立臺灣師範大學,臺北市。
-
林淑美(2017)。遊戲式學習應用於臺灣閩南語學習之行動研究—以國小閩南語 社團為例(未出版之碩士論文)。國立清華大學,新竹市。
-
林逸棟、陳信正(2019)。配合新課綱技術型高中實作評量之評析。臺灣教育評論月刊,8,34-41。
-
邱文豪(2006)。行動載具在戶外教學之應用—以植物觀賞課程為例(未出版之碩士論文)。國立臺灣師範大學,臺北市。
-
邱茂哲(2015)。遊戲化互動科技輔助開發音樂智能成效之研究-以小提琴教學為例(未出版之碩士論文)。國立台北教育大學,臺北市。
-
高振育(2014)。圖板遊戲設計對技專院校學生學習動機之影響(未出版之碩士論文)。國立台北教育大學,臺北市。
-
張春興(1998)。教育心理學─三化取向的理論與實踐。臺北市:東華。
-
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,24,221-248。
-
張瑞汝、蔡銘修(2018)。技術型高中農業群校訂選修之造園景觀科目之教學歷程與困境。臺灣教育評論月刊,7,32-35。
-
梁朝雲(2010)。實踐「寓樂於教」理念的數位學習設計。T&D飛訊,91,1-19。
-
許雅玲(2016)。運用英語童謠教學提升學童音韻覺識與字彙學習保留之研究(未出版之碩士論文)。國立屏東大學,屏東縣。
-
陳怡君(2016)。國民小學推動行動學習的覺察與省思。臺灣教育評論月刊,5,16-20。
-
陳奕璇(2017)。檢視悅趣化學習的實踐:以遊戲式電子繪本為例。臺灣教育評論月刊,6,311-313。
-
陳奕樺、楊雅婷(2016)。臺灣國小行動學習計畫的學生自評學習效益影響因素探討。教育科學研究期刊,61,99-129。
-
陳彥儒(2015)。行動裝置搭載擴增實境App的呈現方式對國小學童空間旋轉的學習成效,認知負荷與情境興趣影響(未出版之碩士論文)。國立交通大學,新竹市。
-
陳政良、李美靜(2006)。圖文傳播科技—室內設計平面圖符號探討之研究。科技教育課程改革與發展學術研討會論文集,2006,338-343。
-
陳美珊(2019)。探討趨向表現目標與逃避表現目標對於學習成效與表現目標採取之影響-以數位遊戲式英語字彙為例(未出版之碩士論文)。國立中央大學,桃園市。
-
陳筠筑(2016)。探討不同遊戲學習方式對認知負荷及學業情緒的影響(未出版之碩士論文)。國立中興大學,臺中市。
-
陳麗娟(2004)。國小學童適用之校園植物解說牌的設計與研究—以台中縣某國小為例(未出版碩士論文)。國立台中教育大學,臺中市。
-
黃信嘉(2014)。使用行動學習於情境式英語字彙學習對學習動機與成效的影響(未出版之博士論文)。國立中央大學,桃園市。
-
黃柏勳(2003)。從認知負荷觀點省思九年一貫課程的實施。國立台中師範學院國民教育研究所國民教育研究集刊,11,103-119。
-
黃國禎(2012)。行動與無所不在學習的發展與應用。T&D飛訊,141,1-16。
-
黃國禎、付慶科(2017)。遊戲式學習的發展與應用:近 20年的文獻探討與趨勢預測。教育研究月刊,282,4-25。
-
黃增泉(2006)。高等植物分類學原理。台北市:華香園。
-
楊文彥、郭昭佑(2016)。行動學習融入社團課程之可行性—以某高職英檢社團為例。臺灣教育評論月刊,5,21-27。
-
楊振玄(2020)桌上遊戲融入高中生英語字彙學習的學習成效與心流經驗之研究(未出版之碩士論文)。淡江大學,新北市。
-
楊啟明(2014)。行動學習與數位閱讀。教師天地,193,12-13。
-
楊雅婷、陳奕樺(2014)。認知策略、心情沉靜、課室專注力與學業成就之關聯:以台灣一所高級職業學校為例。教育學報,42,23-50。
-
楊雅雯(2017)。數位遊戲式學習。臺灣教育評論月刊,6,300-302。
-
楊曉婷(2007)。運用課堂遊戲於提升國中學生英語學習動機之個案研究(未出版之碩士論文)。淡江大學,新北市。
-
劉遠楨(2017)。國中小行動學習。105 學年度第1學期師培增能講座。
-
歐雅雯(2014)。國小高年級學童植物觀察能力及鑑別模式之研究(未出版之碩士論文)。國立中山大學,高雄市。
-
蔡福興、游光昭、蕭顯勝(2008)。從新學習遷移觀點發掘數位遊戲式學習之價值。課程與教學,11,237-277。
-
蔡福興、游光昭、蕭顯勝(2010)。影響數位遊戲式學習行為與學習遷移成效之因素探討。教育科學研究期刊,55,167-206。
-
蘇宏穎(2017)。教師運用行動學習的優勢與阻礙。臺灣教育評論月刊,6,319-323。
-
蘇怡如、彭心儀、周倩(2004)。行動學習之定義與要素。教學科技與媒體,70,4-14。
-
二、 英文部分
-
Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27, 1185-1194.
-
Amprazis, A., & Papadopoulou, P. (2018). Primary school curriculum contributing to plant blindness: Assessment through the biodiversity perspective. Advances in Ecological and Environmental Research, 3, 238-256.
-
Anderson, S. P. (2011). Seductive interaction design: Creating playful, fun, and effective user experiences. New York: Pearson Education.
-
Antonenko, P. D., Derakhshan, N., & Mendez, J. P. (2013). Pedagogy 2 go: student and faculty perspectives on the features of mobile learning management systems. International Journal of Mobile Learning and Organisation, 7, 197–209.
-
August, D., Carlo, M., Dressler, C., & Snow, C. (2005). The critical role of vocabulary development for English language learners. Learning Disabilities Research & Practice, 20, 50-57.
-
Ballance, O. J. (2012). Mobile language learning: more than just “the platform”. Language Learning & Technology, 16, 21-23.
-
Barr, B. (2016). Checking the effectiveness of Quizlet as a tool for vocabulary learning (Doctoral dissertation). Tamagawa University, Center for English as a Lingua Franca, Japan.
-
Basoglu, E. B., & Akdemir, O. (2010). A comparison of undergraduate students’ English vocabulary learning: Using mobile phones and flash cards. The Turkish Online Journal of Educational Technology, 9, 1-7.
-
Beyers, R. N. (2009). A five dimensional model for educating the net generation. Educational Technology & Society, 12, 218–227.
-
Binkley, M., Erstad, O., Herman, J., Raizen, S., Ripley, M., & Runmble, M. (2014). Partnership for 21st century skills. Retrieved from http://www.p21. org/.
-
Bransford, J. D., & Brown, A. L. (1999). How people learn: Brain, mind, experience, and school. Washington, DC: National Academy Press.
-
Bransford, J. D., & Schwartz, D. (1999). Rethinking transfer: A simple proposal with multiple implications. Review of Research in Education, 24, 61-100.
-
Bryson, D. (2012). Using flashcards to support your learning. Journal of visual communication in medicine, 35, 25-29.
-
Chien, C. W. (2013). Perception and Practice of Taiwanese EFL Learners' Making Vocabulary Flashcards on" Quizlet". International Association for Development of the Information Society, 2013, 459-462.
-
Chien, C. W. (2015). Analysis the effectiveness of three online vocabulary flashcard websites on L2 learners’ level of lexical knowledge. English Language Teacher, 8, 111-121.
-
Chiu-Lin Lai, Gwo-Jen Hwang, Jyh-Chong Liang, & Chin-Chung Tsai(2016). Differences between mobile learning environmental preferences of high school teachers and students in Taiwan: a structural equation model analysis. Education Tech Research Dev, 64, 533-554.
-
Chu, H. C. (2014). Potential negative effects of mobile learning on students’ learning achievement and cognitive load-a format assessment perspective. Educational Technology & Society, 17, 332–344.
-
Cochrane, T. D. (2014). Critical success factors for transforming pedagogy with mobile Web 2.0. British Journal of Educational Technology, 45, 65–82.
-
Cooke, N. L., & Reichard, S. M. (1996). The effects of different interspersal drill ratios on acquisition and generalization of multiplication and division facts. Education and Treatment of Children, 19, 124-142.
-
Cree, V. E., & Macaulay, C. (Eds.). (2002). Transfer of learning in professional and vocational education: Handbook for social work trainers. London: Routledge.
-
Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.
-
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. 13, 319-340.
-
De Witt, C. (2013). New forms of learning for vocational education: mobile learning–social learning–game-based learning. BWP, 27-30.
-
Dekker, T. M., Mareschal, D., Johnson, M. H., & Sereno, M. I. (2014). Picturing words? Sensorimotor cortex activation for printed words in child and adult readers. Brain and Language, 139, 58-67.
-
Dizon, G. (2016). Quizlet in the EFL classroom: Enhancing academic vocabulary acquisition of Japanese university students. Teaching English with Technology, 16, 40-56.
-
Dreyer, J. (2014). The effect of computer-based self-access learning on weekly vocabulary test scores. Studies in Self-Access Learning Journal, 5, 217-234.
-
Duarte, A. (2019). Factors affecting Quizlet usage among students. AI and Machine Learning in Language Education, 10.
-
Ekanayake, S. Y., & Wishart, J. (2014). Integrating mobile phones into teaching and learning: A case study of teacher training through professional development workshops. British Journal of Educational Technology.
-
Elliot, A. J., & McGregor, H. A. (2001). A 2×2 achievement goal framework. Journal of Personality and Social Psychology, 80, 501-519.
-
Fitriyani, E., & Nulanda, P. Z. (2017). Efektivitas Media Flash Cards dalam Meningkatkan Kosakata Bahasa Inggris, 4, 167-182.
-
Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American psychologist, 34, 906-911.
-
Fullagar, C. J., Knight, P. A., & Sovern, H. S. (2013). Challenge/skill balance, flow, and performance anxiety. Applied Psychology: An International Review, 62, 236-259.
-
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33, 441-467.
-
Gee, J. P. (2007). What video games have to teach us about learning and literacy: Revised and updated edition. New York, NY: Palgrave Macmillan.
-
Gee, J. P. (2008). Game-like learning: an example of situated learning and implications for opportunity to learn. In Assessment, equity, and opportunity to learn, 200-221.
-
Gilbert Dizon(2016)Quizlet in the EFL classroom: enhancing acadamic vocabuary acquisition of Japanese university students. Teaching English with technology, 16, 40-56
-
Godwin-Jones, R. (2011). Emerging technologies: mobile apps for language learning. Language. Learning&Technology, 15, 2-11.
-
Helman, L. A., & Burns, M. K. (2008). What does oral language have to do with it? Helping young English-language learners acquire a sight word vocabulary. Reading Teacher, 62, 14-19.
-
Hikmah, D. (2019). Quizlet: A digital media for learning informatics terms. International journal of English education and Linguistics, 1, 1-9.
-
Hsu, C. K. (2015). Learning motivation and adaptive video caption filtering for EFL learners using handheld devices. ReCALL, 27, 84-103.
-
Huang, Y. M., Lin, Y. T. & Cheng, S. C. (2010). Effectiveness of a mobile plant learning system in a science curriculum in Taiwanese elementary education. Computers & Education, 54, 47-58.
-
Humphreys, B. (2017). An investigation into the effectiveness of using ICT vs. word cards to study and learn English vocabulary. Journal of Research and Pedagogy of Otemae University Institute of International Education, 3, 45-59.
-
Joly, A., Goëau, H., Bonnet, P., Bakić, V., Barbe, J., Selmi, S., Yahiaoui, I., Carré, J., Mouysset, E., Molino, J. F., Boujemaa, N. & Barthélémy, D. (2014). Interactive plant identification based on social image data. Ecological Informatics, 23, 22-34.
-
Juho Hamari , David J. Shernoff, Elizabeth Rowe, Brianno Coller, Jodi Asbell-Clarke. & Teon Edwards.(2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computer in human behavior, 54, 170-179.
-
Kafyulilo, A. (2014). Access, use and perceptions of teachers and students towards mobile phones as a tool for teaching and learning in Tanzania. Education and Information Technologies, 19, 115-127.
-
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8, 13-24.
-
Kollo¨ffel, B. (2012). Exploring the relation between visualizer–verbalizer cognitive styles and performance with visual or verbal learning material. Computers & Education, 58, 697–706.
-
Kordaki, M. (2013). High school computing teachers’ beliefs and practices: A case study. Computers & Education, 68, 141-152.
-
Lander, B. (2015). Lesson study at the foreign language university level in Japan: Blended learning, raising awareness of technology in the classroom. International Journal for Lesson and Learning Studies, 4, 362-382.
-
Lee, S., & Kim, B. G. (2015). Users’ preferential factors in Web-based e-learning systems for ease of workplace learning in Korea. Learning and Individual Differences, 39, 96-104.
-
Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V. (2014). Designing game-based learning environments for elementary science education: a narrative-centered learning perspective. Information Sciences, 264, 4-18.
-
Looi, C. K., Sun, D., Wu, L., Seow, P., Chia, G., Wong, L. H., Soloway, E. & Norris, C. (2014). Implementing mobile learning curricula in a grade level: Empirical study of learning effectiveness at scale. Computers & Education, 77, 101-115.
-
MacQuarrie, L. L., Tucker, J. A., Burns, M. K., & Hartman, B. (2002). Comparison of retention rates using traditional, drill sandwich, and incremental rehearsal flash card methods. School Psychology Review, 31, 584-595.
-
Mayer, R. E. (2001). Multimedia learning. USA:Cambridge University Press.
-
Mcloughlin, C. (2002). Learner support in distance and networked learning environments: Ten dimensions for successful design. Distance Education, 23, 149-162.
-
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature. London, UK: Learning and Skills Development Agency.
-
Nantawanit, N., Panijpan, B. & Ruenwongsa, P. (2012). Promoting students’ conceptual understanding of plant defense responses using the fighting plant learning unit (FPLU). International Journal of Science & Mathematics Education, 10, 827-864.
-
Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge: Cambridge University Press.
-
Nist, L., & Joseph, L. M. (2008). Effectiveness and efficiency of flashcard drill instructional methods on urban first-graders’ word recognition, acquisition, maintenance, and generalization. School Psychology Review, 37, 294-308.
-
Paivio, A. (1990). Mental representations: A dual coding approach (Vol. 9). UK: Oxford University Press.
-
Perkins, D. N., & Salomon, G. (1992). Transfer of learning. International encyclopedia of education, 2, 6452-6457.
-
Peters, K. (2007). M-Learning: Positioning educators for a mobile, connected future. International Journal Of Research in Open and Distance Learning, 8, 1-17.
-
Pivec, M. (2007). Editorial: Play and learning: potentials of game-based learning. British Journal of Educational Technology, 38, 387-393.
-
Platt, S. (2015). The effect of a multisensory approach on increasing sight word automaticity in first grade students. Master’s thesis, Goucher College, MD, USA. July from https://mdsoar.org/handle/11603/1664
-
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
-
Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1, 1-4.
-
Procci, K., Singer, A. R., Levy, K. R., & Bowers, C. (2012). Measuring the flow experience of gamers: an evaluation of the dfs-2. Computers in Human Behavior, 28, 2306-2312.
-
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58.
-
Quizlet. (2016). How I Made Learning Fun in My Classroom using Quizlet Live. (2016, April 19). Retrieved from https://quizlet.com/ blog/how-i-made-learning-fun-in-my-classroomusing-quizlet-live
-
Sanosi, A. B. (2018). The effect of Quizlet on vocabulary acquisition. Asian Journal of Education and E-Learning, 6, 71-77.
-
Schmitt, N. (2008). Instructed second language vocabulary learning. Language Teaching Research, 12, 329-363.
-
Schwartz, D. L., & Martin, T. (2004). Inventing to prepare for learning: The hidden efficiency of original student production in statistics instruction. Cognition and Instruction, 22, 129-184.
-
Shernoff, D. J. (2010). The experience of student engagement in high school classrooms: Influences and effects on long-term outcomes. Saarbruken, Germany: Lambert Academic Publishing.
-
Shute, V. J. (2011). Stealth assessment in computer-based games to support learning. Computer games and instruction, 55, 503-524.
-
Solhi Andarab, M. (2019). Learning Vocabulary through Collocating on Quizlet. Online Submission, 7, 980-985.
-
Squire, K. (2005). Changing the game: what happens when video games enter the classroom? Innovate: Journal of Online Education, 1, 5.
-
Squire, K. (2011). Video games and Learning: Teaching and participatory culture in the digital age. New York, NY: Teachers College Press.
-
Stockwell, G. (2010). Using mobile phones for vocabulary activities: examining the effect of the platform. Language Learning & Technology, 14, 95–110.
-
Strgar, J. (2007). Increasing the interest of students in plants. Journal of Biological Education, 42, 19-23.
-
Stutz, H. (1992). Flashcards: fast and fun. Hispania, 75, 1323-1325.
-
Sweller, J., Van Merrienboer, J. J., & Paas, F. G. (1998). Cognitive architecture and instructional design. Educational psychology review, 10, 251-296.
-
Tan, A., & Nicholson, T. (1997). Flashcards revisited: Training poor readers to read words faster improves their comprehension of text. Journal of Educational Psychology, 59, 276-288.
-
The New Media Consortium. (2019). Educauce Horizon Report: 2019 Higher Education Edition. Retrieved April 23, 2019, from https://library.educause.edu//media/files/library/2019/4/2019horizonreport.pdf?la=en&hash=C8E8D444AF372E705FA1BF9D4FF0DD4CC6F0FDD1
-
Tsai, P. S., Tsai, C. C., & Hwang, G. J. (2012). Developing a survey for assessing preferences in constructivist context-aware ubiquitous learning environments. Journal of Computer Assisted Learning, 28, 250-264.
-
Vargas, J. M. (2011). Modern learning: Quizlet in the social studies classroom (Doctoral dissertation, Wichita State University).
-
Wahjuningsih, E. (2018). Quizlet as a mall porm in learning a foreign language: enhancing student’s vocabulary. Improving English language literacy in Indonesian schools: theories and practices.
-
Wandersee, J. H. & Schussler, E. E. (2001). Toward a theory of plant blindness. Plant Science Bulletin, 47, 2-9.
-
Wang, H. C. (2017). The E-learning Platform “Quizlet” Integrated into English Cooperative Teaching on Learning Achievement – a Case Study of Eighth Grade junior high school Students. (Unpublished master’s thesis). National Cheng Kung University, Tainan, Taiwan.
-
Waring, R., & Takaki, M. (2003). At what rate do learners learn and retain new vocabulary from reading a graded reader? Reading in a Foreign Language, 15, 1-27.
-
Webster, T. E., & Son, J. B. (2015). Doing what works: A grounded theory case study of technology use by teachers of English at a Korean university. Computers & Education, 80, 84-94.
-
Wilkins, D. A. (1972). Linguistics in language teaching. Cambridge, MA: MIT Press.
-
Wissman, K. T., Rawson, K. A., & Pyc, M. A. (2012). How and when do students use flashcards?. Memory, 20, 568-579.
-
Wolff, G. (2016). Quizlet Live: The classroom game now taking the world by storm. The Language Teacher, 40, 25-27.
-
Wright, B.A. (2016). Transforming vocabulary learning with Quizlet. In P. Clements, A. Krause, &H. Brown (Eds.), Transformation in language education. Tokyo: JALT.
-
Wu, W. H., Chiou, W. B., Kao, H. Y., Hu, C. H. A., & Huang, S. H. (2012). Re-exploring game-assisted learning research: the perspective of learning theoretical bases. Computers & Education, 59, 1153e1161.
-
Yoshi, M., & Flatz, J. (2002). Second language incidental vocabulary retention: The effect of text and picture annotation types. CALICO Journal, 20, 33-58.
-
Zhang, H., Song, W., & Burston, J. (2011). Reexamining the Effectiveness of Vocabulary Learning via Mobile Phones. TOJET: The Turkish Online Journal of Educational Technology, 10, 203-214.
|