研究生: |
宮仲妘 Kung, Chung-Yun |
---|---|
論文名稱: |
溯因聯想遊戲融入高中國學常識之學習成效:後設覺察、出題興趣、遊戲興趣、心流體驗與學習價值之相關 Applying Abductive Reasoning to Game-based Sinology Learning Effect:to Explore the Correlation between Metacognitive Awareness, Posing Questions Interest, Gaming Interest, Flow Experience and Perceived Learning Value |
指導教授: |
洪榮昭
Hong, Jon-Chao |
口試委員: |
洪榮昭
Hong, Jon-Chao 吳亭芳 Wu, Ting-Fang 戴凱欣 Tai, Kai-Hsin |
口試日期: | 2024/06/28 |
學位類別: |
碩士 Master |
系所名稱: |
創造力發展碩士在職專班 Continuing Education Master's Program of Creativity Development |
論文出版年: | 2024 |
畢業學年度: | 112 |
語文別: | 中文 |
論文頁數: | 105 |
中文關鍵詞: | 溯因推理 、後設覺察 、出題興趣 、遊戲興趣 、心流體驗 |
英文關鍵詞: | abductive reasoning, metacognitive awareness, question-posing interest, game interest, flow |
研究方法: | 準實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202401051 |
論文種類: | 學術論文 |
相關次數: | 點閱:147 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 |
在108課綱「自發、互動、共好」的基礎下,以學習者為主體之教學已成為教育現場重要的核心價值,本研究以溯因推理之概念作為基礎,目的在探究高中之國學常識以學生出題,並以溯因聯想遊戲App介入下學習者的後設覺察、出題興趣、遊戲興趣、心流體驗和學習價值之間的關係。研究工具包含:後設覺察量表、出題興趣量表、遊戲興趣量表、心流體驗量表、學習價值量表以及通過比較前測和後測了解學生的學習成效。本研究採準實驗研究設計之單組前後測研究設計與問卷調查法,藉由立意抽樣,選取桃園市某公立高中二年級學生110位為研究對象,有效樣本數為99份。本研究透過Smart PLS進行驗證性因素分析,並檢驗信效度,再以結構方程模型來驗證,得出下列研究結果:一、後設覺察與出題興趣具顯著正相關二、後設覺察與遊戲興趣具顯著正相關三、出題興趣與出題心流體驗具顯著正相關四、遊戲興趣與遊戲心流體驗具顯著正相關五、出題心流體驗與學習價值具顯著正相關六、遊戲心流體驗與學習價值具顯著正相關七、學習價值與學習成效無顯著正相關八、不同性別在遊戲興趣及出題心流體驗上具顯著差異關鍵詞:溯因推理、後設覺察、出題興趣、遊戲興趣、心流體驗
Based on the Curriculum Guidelines of the 12-Year Basic Education " taking initiative, engaging in interaction, and seeking the common good ", learner-oriented teaching has become a core value in the education field. This study is based on the concept of Aductive reasoning, and aims to explore the correlation between learners' metacognitive awarness, question-posing interest, game interest, flow experience, and learning value in high school Sinology curriculum, which is based on the intervention of the v-Aquarium 99 app with questions posed by the learners. The research instruments include: metacognitive awareness scale, question-posing scale, game interest scale, flow experience scale, learning value scale, and the comparison of pre-test and post-test to understand the learning effectiveness of the students. In this study, single-group pretest-posttest design and a questionnaire survey were adopted as the Quasi-experimental research design. A total of 99 valid samples which are from a high school in Taoyuan City were selected as the target population through purposive sampling. Using Smart PLS to conduct confirmatory factor analysis, reliability, validity, and structural equation modeling was used to verify the research. The results are as follow: (1) Metacognitive awareness is significantly related to questioning interest. (2) Metacognitive awareness is significantly related to gaming interest. (3) Questioning interest can positively predict questioning flow. (4) Gaming interest can positively predict gaming flow. (5) Questioning flow can positively predict learning value. (6) Gaming flow can positively predict learning value. (7) Learning value is not significantly related to learning performance. (8) There are significant differences in gaming interest and questioning flow in genders.Keywords: Abductive reasoning, metacognitive awareness, question-posing interest, game interest, flow
STEM教育研討會(頁194-204)。社團法人台灣工程教育與管理學會。
十二年國民基本教育課程綱要總綱(2014年11月28日https://www.naer.edu.tw/upload/1/16/doc/288/十二年國教課程綱要總綱.pdf
安蓮心(2011)。網路學生出題策略輔助外籍生華語學習之研究〔未出版之碩士論文〕。國立成功大學。
何雅娟、葉建宏、王志美、葉貞妮(2020)。人格特質、過度自信預測學術拖延行為、尋求指導頻率與修業學期數之研究。教育科學研究期刊,65(4),139-170。
余肇傑(2014)。淺談佐藤學—學習共同體。臺灣教育評論月刊,3(5),122-125。
吳明隆(2007)。SPSS:操作與應用問卷統計分析實務。五南圖書出版股份有限公司。
吳清麟(2009)。Mednick聯結理論之檢驗暨中文遠距聯想測驗之解題歷程分析〔未出版之碩士論文〕。國立臺灣師範大學教育心理與輔導學系。
李怡慧(2019)。網路學生出題與練習對成人華語學習之成效分析〔未出版之碩士論文〕。國立成功大學。
李欣雨(2020)。應用 OTouch 進行注音符號學習時遊戲興趣、遊戲焦慮與心流體 驗﹝未出版之碩士論文〕。臺灣師範大學國際與社會學院華語文教學系。
李欣雨(2020)。應用OTouch進行注音符號學習時遊戲興趣、遊戲焦慮與心流體驗〔未出版之碩士論文〕。國立臺灣師範大學國際與社會學院華語文教學系海外華語師資在職專班。
李勇輝(2017)學習動機、學習策略與學習成效關係之研究—以數位學習為例。經營管理學刊,(14),68-86。
李品蓁(2014)。學生的認知風格、遊戲興趣、競爭焦慮、校正準確度對數學遊 戲學習成效之相關分析〔未出版之碩士論文〕。國立臺灣師範大學創造力發展碩士在職專班。
林子芸(2021)。「你猜我答」遊戲在華語學習的焦慮、興趣與價值;以泰國華語語言中心學生為例〔未出版之碩士論文〕。國立臺灣師範大學國際與社會學院華語文教學系海外華語師資在職專班。
林以珊(2023)。CodeCity:以遊戲化知識地圖提升高中生的學習成就與學習動機〔未出版之碩士論文〕。國立臺灣師範大學。https://doi.org/10.6345/NTNU202301324
林宜篇、于富雲(2011)。學生網路出題教學策略對國小學生生命教育學習成效之影響。新竹教育大學教育學報,28(2),29-56。
林欣怡(2014)。 學習興趣、自我效能與學習價值對八年級學生科學學習成就之影響-以TIMSS 2011臺灣為例〔未出版之碩士論文〕。明道大學。
林群雄(2004)。『教』與『學』之成長實錄─擬題活動教學融入國小三年級數學課堂之行動研究〔未出版之碩士論文〕。國立中山大學。
林福榮、周進洋(2012)。國中學生運用溯因推理於自然科學習之研究─以密度為例。屏東教大科學教育,36,3-17。
邱廷榮、于富雲(2011)。網路學生出題策略應用於國小古典詩課程其成效之研究。教育科學研究期刊,56(4),99-128。
洪琮琪、于富雲、程炳林(2005)。網路出題與合作學習策略運用對學力提昇與學習焦慮之影響。新竹師院學報,(20),219-244。http://doi.org/10.7044/JNHCTC.200506.0219
洪慈攸(2022)。以運算思維Comput-up線上互動桌遊探討數學自我效能、利他行為對心流體驗、計算認知負荷與數學策略應用對遊戲表現之相關。〔未出版之碩士論文〕。
洪榮昭、何雅娟、葉建宏、吳宇豐、戴凱欣(2020)。空間能力評量系統APP圖 學表現、遊戲興趣、遊戲焦慮及持續遊玩意願之相關研究,中等教育,71(1), 29-51。https://doi.org/10.6249/SE.202003_71(1).0003
洪榮昭、劉明州(1997)。電腦輔助教學之設計原理與應用。師大書苑有限公司。
財團法人台北市公民教育基金會(2020)。2020台灣網路報告。https://report.twnic.tw/2020/index.html
張昇鵬(2004)。資賦優異學生與普通學生後設認知能力之比較研究。〔國立嘉義大學九十三年度特教學術研討會〕。
張春興(2006)。心理學研究本土文化取向的理論與實踐。應用心理研究,31,67-73。
張振皓(2023)。學生出題策略應用於國小四年級數學學習障礙學生之研究〔未出版之碩士論文〕。國立成功大學。
張偉豪(2011)。SEM 論文不求人。三星統計。
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 。http://doi.org/10.6173/CJSE.2016.2403.01
張基成、嚴萬軒、林冠佑(2021)。不同媒體豐富性學習方式對心流及內在、外在與增生認知負荷之影響-遊戲式學習對非遊戲式學習。工程、技術與
張聖淵、詹勳從(2019)。高中生持續參與遊戲意圖之研究:以 3D 摩托車數位遊 戲 為 例 , 教 育 科 學 研 究 期 刊 , 64(3) , 31-53 。https://doi.org/10.6209/JORIES.201909_64(3).0002
許舒婷(2022)。探討學生暗黑人格、出題興趣、遊戲興趣、心流體驗、學習價及學習成效之相關—以 HOLIYO 密室逃脫遊戲融入國中歷史教學為例。〔未出版之碩士論文〕。
郭生玉(1985)。心理與教育測驗。精華。
郭生玉(1985)。心理與教育測驗。精華
郭肇元(2003)。休閒心流經驗、休閒體驗與身心健康之關係探討。〔未出版之碩士論文〕。國立政治大學。https://hdl.handle.net/11296/748996。
陳均齊(2021)。在運算思維遊戲“Comput-Up”的利他行為、心流、遊戲焦慮、學習價值、持續玩的意圖之相關研究〔未出版之碩士論文〕。國立臺灣師範大學工業教育學系。
陳均齊(2021)。在運算思維遊戲“Comput-Up”的利他行為、心流、遊戲焦慮、學習價值與持續玩的意圖之相關研究﹝未出版之碩士論文〕。國立臺灣師範大學。
陳姵臻、吳清麟、張雨霖、黃博聖、林緯倫、陳學志(2021)。中文版遠距聯想測驗在創造力研究之應用:回顧與展望。教育實踐與研究,34(1),1-44。
陳冠鳳(2021)。以VR爵士鼓遊戲探究中學生之節奏感增長信念與遊戲焦慮、心流經驗對學習價值及學習成效之相關研究〔未出版之碩士論文〕。國立臺灣師範大學。
陳品誠(2024)。數位遊戲運用在英語單字教學的整合分析〔未出版之碩士論文〕。國立臺灣師範大學。
陳詩涵(2015)。融合式節奏教學策略應用於國小四年級學童節奏學習之成效〔未出版之碩士論文〕。國立臺中教育大學。
黃明月、洪榮昭、譚華德、葉建宏、葉貞妮、郝永崴(2021)。數位遊戲式之泰語學習:語言焦慮、自我效能對於情意表現因素及學習價值之相關分析。數位學習科技期刊,13(2),87-117。http://doi.org/10.3966/2071260X2021041302004
黃添丁(2015)。數位學習融入課程之學習動機及學習行為對學習成效的影響。慈濟科技大學學報,(1),35-52。
黃聖哲(2023)。新北市技術型高級中等學校學生參與專業英文詞彙競賽之學習動機與學習成效關係研究-以心流經驗為中介變項﹝未出版之碩士論文〕。國立臺灣師範大學。
楊立萱(2021)。國小學童創意自我效能與創造力之相關研究—以學習心流經驗及幸福感為中介變項〔未出版之碩士論文〕。國立臺灣師範大學。 https://hdl.handle.net/11296/k2apk4
葛樹人(1996)。心理測驗學。桂冠圖書股份有限公司。
詹勳鴻、洪正興、周少麟、蔡聖賢、孫啟倫、郭騏睿(2023)。電子遊戲玩家之人格特質、遊戲動機、遊戲興趣與續玩意願之研究。觀光與休閒管理期刊,11(2),264-278。https://doi.org/10.6510/JTLM.202312_11(2).0020
詹瓊華、洪榮昭(2018)。共變推理遊戲:遊戲自我效能與後設認知影響遊戲中的焦慮、興趣及表現之研究。教育科學研究期刊,63(3),131-162。
路君約(1989)。心理測驗。中國行為科學社。
鄭瑞洲、洪振方、黃台珠(2011)。情境興趣—制式與非正式課程科學學習的交會點。科學教育月刊,(340),2-10。
鄭慧鈴(2003)。主題式統整課程對國中學生音樂學習態度及成效之研究〔未出版之碩士論文〕。國立臺灣師範大學。
盧雯月(2010)。從後設溝通及框架理論的觀點探討想像遊戲與同儕衝突之互動 關係。教育心理學報,41(3),635-658。
穆柏安(2023)。如何培養國中小學生具備 AI 素養。臺灣教育評論月刊,12(7),78-82。
穆萱(2023)。將數位閱讀融入於英語教學中。臺灣教育評論月刊,12(8),139-144。
羅幼瓊、林曉芳、林清文(2013)。大學生課業任務價值量表編製之研究。高雄師大學報:教育與社會科學類,34,1-20。
羅婉綸(2021)。運用多媒體認知情意學習理論比較SHAKING-ON、KAHOOT在臺語學習的成效〔未出版之碩士論文〕。國立臺灣師範大學。
Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3), 1185-1194.
Al- Jarrah, T., Mansor, N., Talafhar, R., & Al-Jarrah, J. (2018). A review of research into metacognitive strategies in the process of education: Teaching and learning of English skill. International Journal of Current Research, 10(12), 76832-76838. https://doi.org/10.24941/ijer.33608.12.2018
Baker, R. M., & Dwyer, F. (2005). Effect of instructional strategies and individual differences: A meta-analytic assessment. International Journal of Instructional Media, 32(1), 69-85.
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Prentice Hall.
Blackwell, L. S., Trzesniewski, K. H., & Dweck, C. S. (2007). Implicit theories of intelligence predict achievement across an adolescent transition: A longitudinal study and an intervention. Child Development, 78(1), 246-263.
Block, C. C. (2001). Improving thinking abilities through reading instruction. In A. L. Costa (Ed.). Developing minds: A resource book for teaching thinking (pp.292-297). Alexandria, VA: Association for Supervision and Curriculum Development.
Bodzin, A., Junior, R. A., Hammond, T., & Anastasio, D. (2021). Investigating engagement and flow with a placed-based immersive virtual reality game. Journal of Science Education and Technology, 30, 347-360. https://doi.org/10.1007/s10956-020-09870-4
Brown, A. L. (1978). Knowing when, where, and how to remember; A problem of metacognition. Advances in Instructional Psychology. 1, 77-165.
Brown, A. L., Palincsar, A. S., & Armbruster, B. B. (1984). Instructing comprehension-fostering activities in interactive learning situations. In H. Mandl, N. L. Stein, & T. Trabasso (Eds.), Learning and comprehension of text (pp. 255–286). Erlbaum.
Brown, K. W., & Ryan, R. M. (2003). The benefits of being present: Mindfulness and its role in psychological well-being. Journal of Personality and Social Psychology, 84(4), 822.
Brown, S. I., & Walter, M. I. (2005). The art of problem posing. Psychology Press.
Cer, E., & Sahin, E. (2016). Improving reading comprehension skills with children’s books through metacognitive strategy: The Turkish context. Journal of Education and Training Studies, 4(9), 109-119
Chandra, K., Degeng, I., Kuswandi, D., & Setyosari, P. (2020). Effect of guided inquiry learning model and social skills to the improving of students’ analysis skills in social studies learning. Journal for the Education of Gifted Young Scientists, 8(1), 603-622.
Chen, H. (2000). Exploring web users’ on-line optimal flow experiences. Unpublished doctoral dissertation. The Graduate School Syracuse University, Syracuse, New York.
Cheng, M. T., Lin, Y. W., She, H. C., & Kuo, P. C. (2017). Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning. British Journal of Educational Technology, 48(2), 246-263.https://doi.org/10.1111/bjet.12386
Cheng, S. C., Hwang, G. J., & Chen, C. H. (2024). Fostering students’ scientific literacy by reflective questioning: An identification, summarization, self-reflective questioning, and application (ISSA)-based flipped learning approach. Education and Information Technologies, 29(6), 7081-7104.
Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through virtual worlds. Computers & Education, 57(4), 2382-2394.
Cohen, J., Cohen, P., West, S. G., & Aiken, L. S. (2013). Applied multiple regression/ correlation analysis for the behavioral sciences. Routledge.
Coutinho, S. A., & Neuman, G. (2008). A model of metacognition, achievement goal orientation, learning style, and self-efficacy. Learning Environments Research, 11, 131-151. https://doi.org/10.1007/s10984-008-9042-7
Csikszentmihalyi, M. (1975). Play and intrinsic rewards. Journal of Humanistic Psychology, 15(3), 41-63.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
Csikszentmihalyi, M. (1997). Flow and the psychology of discovery and invention (p. 39). Harper Perennial.
Csikszentmihalyi, M. (2014). Applications of flow in human development and education, 153-172. Dordrecht: Springer.
Davidson, R., & MacKinnon, J. G. (2002). Bootstrap J tests of non-nested linear regression models. Journal of Econometrics, 109(1), 167-193.
de Moura, V. F., de Souza, C. A., & Viana, A. B. N. (2021). The use of Massive Open Online Courses (MOOCs) in blended learning courses and the functional value perceived by students. Computers & Education, 161, 104077.
DeTure, M. (2004). Cognitive style and self-efficacy: Predicting student success in online distance education. American Journal of Distance Education, 18(1), 21-38.
Dewey, J. (1913). Interest and effort in education. Boston: Riverside.
Dori, Y. J., & Herscovitz, O. (1999). Question-posing capability as an alternative evaluation method: Analysis of an environmental case study. Journal of Research in Science Teaching, 36(4), 411-430.
Dormashev, Y. (2010). Flow experience explained on the grounds of an activity approach to attention. https://doi.org/10.7551/mitpress/8602.003.0014
Drigas A., Mitsea E., & Skianis C. (2023). Meta-learning: A Nine-layer model based on metacognition and smart technologies. Sustainability, 15(2), 1668. https://doi.org/10.3390/su15021668
Eccles, J. S., Adler, T. F., Futterman, R., Goff, S. B., Kaczala, C. M., Meece, J. L., & Midgley, C. (1983). Expectancies, values, and academic behaviors. Achievement and achievement motivation. CA: W. H. Freeman.
Eggen, P., & Kauchak, D. (2012). Strategies and models for teachers: Teaching content and thingking skills (6th ed.). Pearson Higher Ed.
Ejide, B. (2023). Metacognitive awareness: An imperative for effective teaching and learning for sustanable development. COOU Journal of Educational Research, 8(1).
Elliot, A. J., McGregor, H. A., & Gable, S. (1999). Achievement goals, study strategies, and exam performance: a mediational analysis. Journal of Educational Psychology, 91(3), 549.
Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29(3), 1113-1121.
Glaser, R., Schauble, L., Raghavan, K., & Zeitz, C. (1992). Scientific reasoning across different domains. In De E. Corte, M. C. Linn, H. Mandl, L. Verschaffel, (Eds.), Computer based learning environments and problem solving (pp. 345–371). https://doi.org/10.1007/978-3-642-77228-3_16
Guay, F., Ratelle, C. F., & Chanal, J. (2008). Optimal learning in optimal contexts: The role of self-determination in education. Canadian Psychology/ Psychologie canadienne, 49(3), 233.
Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X., & Tai, R. H. (2023). Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review. International Journal of STEM Education, 10(1), 36. https://doi.org/10.1186/s40594-023-00424-9
Gunawan, G., Mashami, R., & Herayanti, L. (2020). Gender Description on Problem-Solving Skills in Chemistry Learning Using Interactive Multimedia. Journal for the Education of Gifted Young Scientists, 8(1), 571-588.
Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2-24.
Hair, J., & Alamer, A. (2022). Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example. Research Methods in Applied Linguistics, 1(3), 100027.
Harackiewicz, J. M., & Knogler, M. (2017). Interest. In A. J. Elliot, C. S. Dweck, & D. S. Yeager (Eds.), Handbook of competence and motivation: Theory and application (pp. 334–352). Guilford.
Harackiewicz, J.M., Smith, J.L., & Priniski, S.J. (2016). Interest matters: The importance of promoting interest in education. Policy Insights from the Behavioral and Brain Sciences, 3, 220–227.
Harman, G. H. (1965). The inference to the best explanation. The Philosophical Review, 74(1), 88-95.
Harrison, G. M., & Vallin, L. M. (2018). Evaluating the metacognitive awareness inventory using empirical factor-structure evidence. Metacognition and Learning, 13, 15–38. https://doi.org/10.1007/s11409-017-9176-z
Hidayati, D. W. (2017). Diagnosa kesulitan metacognitive awareness terhadap proses pemecahan masalah matematika. JNPM (Jurnal Nasional Pendidikan Matematika), 1(2), 206-217.
Hong, J.-C., Hwang, M.-Y., Liu, M.-C., Ho, H.-Y., & Chen, Y.-L. (2014). Using a “prediction–observation–explanation” inquiry model to enhance student interest and intention to continue science learning predicted by their internet cognitive failure. Computers & Education, 72, 110-120. https://doi.org/10.1016/j.compedu.2013.10.004
Hong, J.-C., Hwang, M.-Y., Liu, Y.-T., Lin, P.-H., & Chen, Y.-L. (2016). The role of pre-game learning attitude in the prediction to competitive anxiety, perceived utility of pre-game learning of game, and gameplay interest. Interactive Learning Environments, 24(1), 239-251. https://doi.org/10.1080/10494820.2013.841263
Hou, X., Nguyen, H. A., Richey, J. E., & McLaren, B. M. (2020).Exploring how gender and enjoyment impact learning in a digital learning game. In Artificial Intelligence in Education: 21st International Conference, Lecture Notes in Computer Science, 12163, 255-268. Springer International Publishing. https://doi.org/10.1007/978-3- 030-52237-7_21
Hsieh, Y.-H., Lin, Y.-C., & Hou, H.-T. (2016). Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students' game-based learning. Interactive Learning Environments. 24(1), 178-193.
Hsieh, Y.-H., Lin, Y.-C., & Hou, H.-T. (2016). Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students’ game-based learning. Interactive Learning Environments, 24(1), 178-193.https://doi.org/10.14742/ajet.6682
Hu, Y., & Hwang, G. J. (2024). Promoting students’ higher order thinking in virtual museum contexts: A self-adapted mobile concept mapping-based problem posing approach. Education and Information Technologies, 29(3), 2741-2765.
Hulleman, C. S., Kosovich, J. J., Barron, K. E., & Daniel, D. B. (2017). Making connections: Replicating and extending the utility value intervention in the classroom. Journal of Educational Psychology, 109(3), 387.
Hwang, G. J., Chiu, M. C., Hsia, L. H., & Chu, H. C. (2023). Promoting art appreciation performances and behaviors in effective and joyful contexts: A two-tier test-based digital gaming approach. Computers & Education, 194, 104706. https://doi.org/10.1016/j.compedu.2022.104706
Hwang, M. Y., Hong, J. C., Ye, J. H., Wu, Y. F., Tai, K. H., & Kiu, M. C. (2019). Practicing abductive reasoning: The correlations between cognitive factors and learning effects. Computers and Education, 138, 33-45. https://doi.org/10.1016/j.compedu.2019.04.014
Jackson, S. A., & Marsh, H. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of Sport & Exercise Psychology, 18(1), 17-35.
Jia, X., Hu, W., Cai, F., Wang, H., Li, J., Runco, M. A., & Chen, Y. (2017). The influence of teaching methods on creative problem finding. Thinking Skills and Creativity, 24, 86-94. https://doi.org/10.1016/j.tsc.2017.02.006
Josephson, J. R., & Josephson, S. G. (Eds.). (1996). Abductive inference: Computation, philosophy, technology. New York, NY: Cambridge University Press.
Kakas, A. C., & Riguzzi, F. (1997). Learning with abduction. In N. Lavrač & S. Džeroski (Eds.), International conference on inductive logic programming (pp. 181-188). Springer-Verlag
Kallio, H., Kallio, M., Virta, K., Iiskala, T., & Hotulainen, R. (2021). Teachers’ support for learners’ metacognitive awareness. Scandinavian Journal of Educational Research, 65(5), 802-818. https://doi.org/10.1080/00313831.2020.1755358
Kallio, H., Kallio, M., Virta, K., Iiskala, T., & Hotulainen, R. (2020). Teachers’ Support for Learners’ Metacognitive Awareness. Scandinavian Journal of Educational Research, 1–17. https://doi.org/10.1080/00313831.2020.1755358
Karabenick, S. A., & Harackiewicz, J. M. (2010). Measuring situational interest in academic domains. Educational and psychological measurement, 70(4), 647-671. https://doi.org/10.1177/0013164409355699
Kayan-Fadlelmula, F., Sellami, A., Abdelkader, N., & Umer, S. (2022). A systematic review of STEM education research in the GCC countries: Trends, gaps and barriers. International Journal of STEM Education, 9, 2. https://doi.org/10.1186/s40594-021-00319-7
Kelemen, W. L., Frost, P. J., & Weaver, C. A. (2000). Individual differences in metacognition: Evidence against a general metacognitive ability. Memory & Cognition, 28(1), 92–107. https://doi.org/10.3758/BF03211579
KF Thomas and MA Barksdale-Ladd. (2000). Metacognitive processes: Teaching strategies in literacy education courses. Journal Reading Psychology, 21(1), 67-84.
Khosa, D. K., & Volet, S. E. (2014). Productive group engagement in cognitive activity and metacognitive regulation during collaborative learning: Can it explain differences in students’ conceptual understanding? Metacognition and Learning, 9, 287-307.https://doi.org/10.1007/s11409-014-9117-z
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13-24.
Kim, D., & Perdue, R. R. (2013). The effects of cognitive, affective, and sensory attributes on hotel choice. International Journal of Hospitality Management, 35, 246-257.
Kirkpatrick, D., & Kirkpatrick, J. (2006). Evaluating training programs: The four levels. Berrett-Koehler Publishers.
Liao, Y. (2007). Effects of computer-assisted instruction on students’ achievement in Taiwan: A meta-analysis. Computers and Education, 48(2), 216-233.
Listiana, L., Susilo, H., Suwono, H., & Suarsini, E. (2016). Empowering students’ metacognitive skills through new teaching strategy. Journal of Baltic Science Education, 15(3), 391-400
Litman, J. A. (2008). Interest and deprivation factors of epistemic curiosity. Personality and Individual Differences, 44(7), 1585-1595.
Liu, S. H., Liao, H. L., & Pratt, J. A. (2009). Impact of media richness and flow on e-learning technology acceptance. Computers & Education, 52(3), 599-607.
Lowrie, T. (2002). Designing a framework for problem posing: Young children generating open-ended tasks. Contemporary Issues in Early Childhood, 3(3), 354-364.
Magnani, L. (2001). Abduction, reason, and science: Processes of discovery and explanation. New York, NY: Kluwer.
Magnani, L. (2009). Creative abduction and hypothesis withdrawal. In J. Meheus & T. Nickles (Eds.), Models of discovery and creativity (pp. 95-126). Dordrecht: Springer Netherlands.
Magnani, L., Nersessian, N. J., & Thagard, P. (Eds.). (1999). Model-based reasoning n scientific discovery. Kluwer Academic Publishers.
Mahdavi, M. (2014). An overview: Metacognition in education. International Journal of Multidisciplinary and Current Research, 2(6), 529-535.
Mednick, S. (1962). The associative basis of the creative process. Psychological Review, 69(3), 220-232.
Mednick, S. A. (1968). The remote associates test. Journal of Creative Behavior, 2(3), 213-214.
Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers & Education, 59(2), 497-504.
Mitsea, E., Drigas, A., & Skianis, C. (2023). VR gaming for meta-skills training in special education: the role of metacognition, motivations, and emotional intelligence. Education Sciences, 13(7), 639.
Nardone, C. F., & Lee, R. G. (2011). Critical inquiry across the disciplines: Strategies for student-generated problem posing. College Teaching, 59(1), 13-22.
Nurramadhani, A., & Lathifah, S. S. (2021). Gender differences in science learning: how is students’ questioning quality through STEM based e-module?. Journal of Physics: Conference Series, 1806(1).
O'Neil Jr., H. F., & Abedi, J. (1996). Reliability and validity of a state metacognitive inventory: Potential for alternative assessment. The Journal of Educational Research, 89(4), 234-245.
Ozcakmak, A., Koroglu, M., Korkmaz, C., & Bolat, Y. (2021). The effect of metacognitive awareness on academic success. African Educational Research Journal, 9(2), 434-448.
Pan, A. J., Lai, C. F., & Kuo, H. C. (2023). Investigating the impact of a possibility-thinking integrated project-based learning history course on high school students' creativity, learning motivation, and history knowledge. Thinking Skills and Creativity, 47, 101214. https://doi.org/10.1016/j.tsc.2022.101214
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), 745-771.
Peirce, C. S., & Hetzel, A. (1878). How to make our ideas clear. Popular Science Monthly, 12, 286-302.
Pekrun, R. (2006). The control-value theory of achievement emotions: Assumptions, corollaries, and implications for educational research and practice. Educational psychology review, 18, 315-341.
Pekrun, R., & Stephens, E. J. (2012). Academic emotions. https://doi.org/10.1037/13274-001
Peterson, C., Park, N., & Seligman, M. E. (2005). Orientations to happiness and life satisfaction: The full life versus the empty life. Journal of happiness studies, 6, 25-41.
Pilat D., & Sekoul D. (2021). Abductive reasoning. The Decision Lab. https://thedecisionlab.com/reference-guide/philosophy/abductive-reasoning
Pintrich, P. R. (2002). The role of metacognitive knowledge in learning, teaching, and assessing. Theory into Practice, 41(4), 219–225. https://doi.org/10.1207/s15430421tip4104_3
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Ramdani, A., Syukur, A., Gunawan, G., Permatasari, I., & Yustiqvar, M. (2020). Increasing students’ metacognition awareness: Learning studies using science teaching materials based on SETS integrated inquiry. International Journal of Advanced Science and Technology, 29(5), 6708-6721.
Renninger, K. A., Bachrach, J. E., & Posey, S. K. E. (2008). Learner interest and motivation: Distinct and complementary. Social Psychological Perspectives, 15, 461-491.
Renninger, K. A., Hidi, S., Krapp, A., & Renninger, A. (Eds.). (2014). The role of interest in learning and development. Psychology Press.
Rivas, S., Saiz, C., & Ossa, C. (2022). Metacognitive strategies and development of critical thinking in higher education. https://doi.org/10.1080/07352689.2016.1254494
Rotgans, J. I., & Schmidt, H. G. (2011). Cognitive Engagement in the Problem-Based Learning Classroom. Advances in Health Sciences Education, 16, 465-479. https://doi.org/10.1007/s10459-011-9272-9
Rozek, C. S., Hyde, J. S., Svoboda, R. C., Hulleman, C. S., & Harackiewicz, J. M. (2015). Gender differences in the effects of a utility-value intervention to help parents motivate adolescents in mathematics and science. Journal of Educational Psychology, 107(1), 195.
Sargent, J., & Casey, A. (2020). Flipped learning, pedagogy and digital technology: Establishing consistent practice to optimise lesson time. European Physical Education Review, 26(1), 70–84. https://doi.org/10.1177/1356336X19826603.
Schaffer, O. (2024). Meaning in digital games: a mixed methods investigation. International Conference on Human-Computer Interaction, vol 14731, 275-283. https://doi.org/10.1007/978-3-031-60695-3_18
Schrader, C., & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28(2), 648-658.
Schraw, G. (2001). Promoting general metacognitive awareness. In H. J. Hartman (Ed.), Metacognition in learning and instruction (pp. 3–16). Springer.
Schunk, D. H. (2023). Self-regulation of self-efficacy and attributions in academic settings. Self-regulation of learning and performance (pp. 75-99). Routledge.
Schweder, S., & Raufelder, D. (2021). Interest, flow and learning strategies how the learning context affects the moderating function of flow. The Journal of Educational Research, 114(2), 196–209. https://doi.org/10.1080/00220671.2021.1887066
Shank, P. (2017). Self-sufficient learners make successful workers. Talent Development, 71(4), 42-46
Shrestha, N. (2021). Factor analysis as a tool for survey analysis. American Journal of Applied Mathematics and statistics, 9(1), 4-11.
Silvia, P. J. (2008). Interest—The curious emotion. Current Directions in Psychological Science, 17(1), 57-60.
Sonowal, M., & Kalita, M. (2017). A study of metacognitive awareness and academic achievement of higher secondary level students in Dibrugarh town. International Multidisciplinary Journal, 6(1), 69-74
Sosa, G. W., & Lagana, L. (2019). The effects of video game training on the cognitive functioning of older adults: A community-based randomized controlled trial. Archives of Gerontology and Geriatrics, 80, 20-30. https://doi.org/10.1016/j.archger.2018.04.012
Steinkuehler, C., & Squire, K. (2024). Gaming in educational contexts. Handbook of Educational Psychology, 674-695.
Susantini, E., Puspitawati, R. P., Raharjo, & Suaidah, H. L. (2021). E-book of metacognitive learning strategies: design and implementation to activate student’s self-regulation. Research and Practice in Technology Enhanced Learning, 16(1), 13. https://doi.org/10.1186/s41039-021-00161-z
Torres, B. B. (1998). Learning by posing questions. Biochemical Education, 26(4), 294-296. https://doi.org/10.1016/S0307-4412(98)00150-2
Tsai, M.-J., Huang, L.-J., Hou, H.-T., Hsu, C.-Y., & Chiou, G.-L. (2016). Document visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115-129.
Tuononen, T., Hyytinen, H., Räisänen, M., Hailikari, T., & Parpala, A. (2023). Metacognitive awareness in relation to university students’ learning profiles. Metacognition and Learning, 18(1), 37-54.
Urhahne, D., & Wijnia, L. (2023). Theories of motivation in education: An integrative framework. Educational Psychology Review, 35(2), 45.
Van de Pol, J., Volman, M., & Beishuizen, J. (2010). Scaffolding in teacher–student interaction: A decade of research. Educational Psychology Review, 22(3), 271–296. https://doi.org/10.1007/s10648-010-9127-6
Van Harpen, X. Y., & Presmeg, N. C. (2013). An investigation of relationships between students’ mathematical problem-posing abilities and their mathematical content knowledge. Educational Studies in Mathematics, 83, 117-132.
Veenman, M. V. J. (2015). Metacognition. In P. Afflerbach (Ed.), Handbook of individual differences in reading (pp. 26–40). Routledge Handbooks Online.
Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9(4), 411-426.
Weiner, B. (2000). Intrapersonal and interpersonal theories of motivation from an attributional perspective. Educational Psychology Review, 12, 1–4. https://doi.org/10.1023/A:1009017532121
Zhao, L., & Mo, S. (2016). The impact of metacognitive awareness on class performance in financial accounting courses. Academy of Educational Leadership Journal, 20(2), 78-88
Zou, D., Zhang, R., Xie, H., & Wang , F. L. . (2021). Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences. Australasian Journal of Educational Technology, 37(2), 152–170.
Zubaidah, S., Hayati, N., Ismirawati, N., Bahri, A., & Mahanal, S. (2023). Students’ reading interest and metacognitive awareness in the reading concept map (Remap) model integrated to cooperative learning in biology. In 4th Borobudur International Symposium on Science and Technology 2022 (BIS-STE 2022), 384-397. Atlantis Press.