簡易檢索 / 詳目顯示

研究生: 張立妍
Chang, Li-Yen
論文名稱: 場地熟悉程度對擴增實境適地性客語學習遊戲效果之影響
The Influence of Field Familiarity on Augmented-Reality Location-Based Hakka Language Learning Game
指導教授: 王健華
Wang, Chang-Hwa
口試委員: 王健華
Wang, Chang-Hwa
陳宥瑄
Chen, Yu-Hsuan
周遵儒
Chou, Tzren-Ru
口試日期: 2022/07/11
學位類別: 碩士
Master
系所名稱: 圖文傳播學系
Department of Graphic Arts and Communications
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 58
中文關鍵詞: 擴增實境適地性遊戲場地熟悉程度學習風格客語學習
英文關鍵詞: AR location-based games, field familiarity, learning style, Hakka language learning
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202200976
論文種類: 學術論文
相關次數: 點閱:108下載:19
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
  • 隨著網路與行動載具普及化,具有情境感知特性的擴增實境行動遊戲式學習逐步成為學習趨勢,促進正面學習效果。適地性遊戲是在真實環境下實施,因此學習場地對適地性遊戲而言尤為重要。然而目前鮮少有討論場地差異性對適地性遊戲之影響。此外,在擴增實境遊戲的學習條件下,學習風格對學習者的學習成效有所影響。因此,本研究設計一套擴增實境適地性客語學習遊戲,目的在於分析場地熟悉程度與不同學習風格對學習成效之交互作用,並比較兩者對於學習成效之影響。本研究採用準實驗法之單組前後測進行實驗設計,以苗栗縣某國小四年級20名學童為研究對象,將客語數字生活情境融入學習活動中,學習者需在熟悉與不熟悉之場地完成擴增實境客語學習遊戲。研究結果發現:一、全體學習者透過擴增實境適地性客語學習遊戲有助於學習成效之提升。二、場地熟悉程度與不同學習風格與對學習成效沒有顯著交互作用。三、在擴增實境適地性客語學習遊戲中,不同學習風格之學習者對學習成效有顯著影響,其中場地獨立風格學習者的學習成效優於場地依賴學習者。四、在擴增實境適地性客語學習遊戲中,不同熟悉程度之場地對學習成效有顯著的影響。本研究貢獻在於針對場地熟悉程度與學習風格在擴增實境適地性遊戲中影響學習成效之具體分析,並為適地性客語學習遊戲提出可行性之實證研究作為未來教育科技遊戲設計之參考。

    Since the popularization of the Internet and mobile devices, augmented-reality(AR) mobile game-based learning with context-awareness has gradually become a pedagogical potential. Mobile game-based learning can help improve learning motivation and promote positive learning effectiveness. Location-based games are implemented in physical environments, so the learning field location is especially important for location-based games. However, there are fewer discussions of the impact of field differences. In addition, learners' learning styles also differed in solving task problems in augmented reality games, which had an impact on the learning effect. Therefore, this research designed a set of AR location-based game Hakka language learning games to explore the learning effect of field familiarity and learning style. This study used a one‑group pretest‑posttest design method. Two-way ANCOVA outcomes found no significant differences in learning effects between field familiarity and learning styles. This research found that: 1. All learners improved their Hakka language oral academic achievements through AR location-based games. 2. There was no significant interaction between different learning styles and field familiarity on the learning effect. 3. Field-independent learners had better learning performance effects in AR location-based games than field-dependent learners. 4. Field of familiarity had a significant effect on learners' learning effects in AR location-based games.

    第壹章 緒論 1  第一節 研究背景與動機 1  第二節 研究目的 4  第三節 研究問題 4  第四節 名詞解釋 5  第五節 研究範圍與限制 6  第六節 研究流程 7 第貳章 文獻探討 8  第一節 科技輔助客語教學 8  第二節 擴增實境適地性遊戲 11  第三節 場地熟悉度與學習遷移 16  第四節 學習風格 19 第參章 研究方法 24  第一節 研究架構 24  第二節 研究方法 25  第三節 研究對象 25  第四節 研究工具 26  第五節 教學設計 29  第六節 研究實施 36  第七節 資料處理與分析 39 第肆章 研究結果 40  第一節 全體研究對象之學習成效分析 40  第二節 不同學習風格與場地熟悉度對學習成效之分析 41 第伍章 研究結論與建議 44  第一節 研究結論 44  第二節 未來研究之建議 47 參考文獻 48 附錄一 團體嵌圖測驗使用授權書 57 附錄二 訪談綱要 58

    一、中文參考文獻
    徐柏蓉(2016)。本土語言教學與臺灣母語日活動之實踐與省思。臺灣教育評論月刊,5(9),62-65。
    王健華、陳宥瑄、高郁凱(2021)。文化探索適地性遊戲路徑對心流經驗與遊戲效果影響之研究。中華印刷科技年報,403-415。
    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(12),5-8。
    呂菁菁(2019)。我該怎麼做?初任閩客語教學者最想知道的一些事。致出版。
    吳俊憲、吳錦惠(2014)。本土語言教學成效-問題分析與因應策略。臺灣教育評論月刊,3(7),92-96。
    吳裕益(1987)。認知能力與認知型態個別差異現象之探討。教育學刊,7,300- 253。
    林生傳。 (2007)。教育心理學。台灣五南圖書出版股份有限公司
    林庭蔚(2013)。以行動遊戲導引認識客家文化之研究。國立臺灣師範大學圖文傳播學系碩士論文,台北市。
    張學謙(2020)。母語優先的臺灣本土語言復振教育規劃。教育科學研究期刊,65(1),175-200。
    陳雅鈴、謝妃涵(2021)。幼幼客語闖通關客語教材之設計與發展歷程。教科書研究雜誌,14 (2)。
    黃志雄(2006)。從學習遷移理論談障礙學生的類化能力與學習策略。特殊教育現在與未來。臺中: 國立臺中教育大學特殊教育中心。
    黃昭銘、張至文、汪光懿、鄭文玄(2017)行動科技融入自然科學習之經驗分享。科學教育月刊,399,2-11。
    劉書瑋、王健華(2017)。探索式學習應用於適地性歷史回溯遊戲之學習成效探討。中華印刷科技年報(2017),619-641。
    劉書瑋(2016)。探索式學習應用於適地性歷史回溯遊戲之學習成效探討。國立臺灣師範大學圖文傳播學系碩士論文,台北市。
    劉繼仁、黃國禎(2009) 認識數位學習典範轉移的關鍵一步: 朝向環境感知與無所不在學習。British Journal of Educational Technology,40(6)。
    薛慶友、傅潔琳(2015)。行動學習的教學實踐與反思。臺灣教育評論月刊,4(2),101-107。
    謝妃涵(2022)。4歲以上幼兒客語能力的評量:第二代幼幼客語闖通關研發歷程。全球客家研究(18),233-266。
    鍾鎮城(2021)。語言復振與本土語教學。師友雙月刊(628),20-26。
    客家委員會(2022)。110年全國客家人口暨語言基礎資料調查研究報告(PG11011-0010)。https://www.hakka.gov.tw/File/Attach/37585/File_96737.pdf
    教育部(2022)。「推動中小學數位學習精進方案」111年國民中小學實施計畫說明。取自:https://www.edu.tw/News_Content.aspx?n=0217161130F0B192&s=E3537E41E6B8ACB4
    教育部﹙2021﹚。十二年國民基本教育課程綱要總綱。https://www.naer.edu.tw/upload/1/16/doc/288/(111學年度實施)十二年國教課程綱要總綱.pdf
    教育部﹙2021﹚。十二年國民基本教育課程綱要國民中小學語文領域-本土語文(客家語文)。h https://www.naer.edu.tw/upload/1/16/doc/1280/十二年國民基本教育課程綱要國民中小學語文領域-本土語文(客家語文).pdf
    國家教育研究院﹙2018﹚。語文領域-本土語文(客家語文)課程手冊。新北市。
    二、西文參考文獻
    Ahn, T. Y., & Lee, S. M. (2016). User experience of a mobile speaking application with automatic speech recognition for EFL learning. British Journal of Educational Technology, 47(4), 778-786.
    Avouris, N., Sintoris, C. & Yiannoutsou, N. (2018). Design guidelines for location-based mobile games for learning. Proceedings of the Proceedings of the 17th ACM Conference on Interaction Design and Children. pp. 741-744.
    Avouris, N. M. & Yiannoutsou, N. (2012). A review of mobile location-based games for learning across physical and virtual spaces. J. Univers. Comput. Sci., 18(15), 2120-2142.
    Barnett, S. M., & Ceci, S. J. (2002). When and where do we apply what we learn?: A taxonomy for far transfer. Psychological Bulletin, 128(4), 612-637.
    Balakrishnan, V. & Gan, C. L. (2016). Students’ learning styles and their effects on the use of social media technology for learning. Telematics and Informatics, 33(3), 808-821.
    Bocchi, A., Giancola, M., Piccardi, L., Palmiero, M., Nori, R., & D’Amico, S. (2018). How would you describe a familiar route or put in order the landmarks along it? It depends on your cognitive style! Experimental Brain Research, 236(12), 3121-3129
    Brown, J. S., Collins, A. & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32-42.
    Burova, A., Leisiö, L., Sharma, S., Thankachan, B. & Turunen, M. (2021). Technology Inclusion via Endangered Language Learning Application: An Explorative Case Study with Remote Nganasan Community Academic Mindtrek 2021. Association for Computing Machinery. pp. 21–32
    Chang, C., Chang, C.-K. & Shih, J.-L. (2016). Motivational strategies in a mobile inquiry-based language learning setting. System, 59, 100-115. doi: https://doi.org/10.1016/j.system.2016.04.013
    Chang, K.-E., Chang, C.-T., Hou, H.-T., Sung, Y.-T., Chao, H.-L. & Lee, C.-M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185-197.
    Chang, Y.-L., Hou, H.-T., Pan, C.-Y., Sung, Y.-T., & Chang, K.-E. (2015). Apply an augmented reality in a mobile guidance to increase sense of place for heritage places. Journal of Educational Technology & Society, 18(2), 166-178.
    Chen, C.-M., Chen, L.-C., & Yang, S.-M. (2019). An English vocabulary learning app with self-regulated learning mechanism to improve learning performance and motivation. Computer Assisted Language Learning, 32(3), 237-260. doi: 10.1080/09588221.2018.1485708
    Chen, C.-p., & Wang, C.-H. (2015). Employing Augmented-Reality-Embedded Instruction to Disperse the Imparities of Individual Differences in Earth Science Learning. Journal of science education and technology, 24. https://doi.org/ 10.1007/s10956-015-9567-3
    Chen, C. P., & Wang, C. H. (2015, 14-16 Dec. 2015). The Effects of Learning Style on Mobile Augmented-Reality-Facilitated English Vocabulary Learning. Proceedings of the 2015 2nd International Conference on Information Science and Security (ICISS) , pp. 1-4. https://doi.org/10.1109/ICISSEC.2015.7371036
    Chen, X., Zou, D., Cheng, G., & Xie, H. (2020). Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education. Computers & Education, 151, 103855.
    Chen, S. Y., & Macredie, R. D. (2002). Cognitive styles and hypermedia navigation: Development of a learning model. Journal of the American society for information science and technology, 53(1), 3-15.
    Cormier, S. M., & Hagman, J. D. (2014). Transfer of learning: Contemporary research and applications: Academic Press.
    Crow, T., & Parsons, D. (2015). A mobile game world for Māori language learning. Proceedings of the International Conference on Mobile and Contextual Learning pp. 84-98.
    Dolmans, D. H. J. M., De Grave, W., Wolfhagen, I. H. A. P., & Van Der Vleuten, C. P. M. (2005). Problem-based learning: future challenges for educational practice and research. Medical Education, 39(7), 732-741.
    Dohn, N. B., Hansen, S. B., & Klausen, S. H. (2018). On the Concept of Context. Education Sciences, 8(3), 111.
    Ebling, M. R., & Cáceres, R. (2010). Gaming and augmented reality come to location-based services. IEEE Pervasive Computing, 9(01), 5-6.
    Fang, W.-C., Yeh, H.-C., Luo, B.-R., & Chen, N.-S. (2021). Effects of mobile-supported task-based language teaching on EFL students’ linguistic achievement and conversational interaction. ReCALL, 33(1), 71-87. doi: 10.1017/S0958344020000208
    Felder, R. M., & Silverman, L. K. (1988). Learning and teaching styles in engineering education. Engineering education, 78(7), 674-681
    Galla, C. K. (2016). Indigenous language revitalization, promotion, and education: function of digital technology. Computer Assisted Language Learning, 29(7), 1137-1151. doi: 10.1080/09588221.2016.1166137
    Galla, C. K. (2018). Digital realities of Indigenous language revitalization: A look at Hawaiian language technology in the modern world. Language and Literacy, 20(3), 100-120.
    Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
    Gentes, A., Guyot-Mbodji, A., & Demeure, I. (2010). Gaming on the move: urban experience as a new paradigm for mobile pervasive game design. Multimedia Systems, 16(1), 43-55. doi: 10.1007/s00530-009-0172-2
    Godwin-Jones, R. (2011). Mobile apps for language learning. Language Learning & Technology, 15(2), 2-11.
    Godwin-Jones, R. (2014). Games in language learning: Opportunities and challenges. Language Learning & Technology, 18(2), 9-19.
    González, S. J., Mendoza-González, R., Rodriguez-Martinez, L. C., & Rodríguez-Díaz, M. A. (2016). MOOCs and multiple learning styles User-centered design strategies for massive open online courses (MOOCs). IGI Global.
    González Vargas, J. C., Fabregat, R., Carrillo-Ramos, A., & Jové, T. (2020). Survey: Using Augmented Reality to Improve Learning Motivation in Cultural Heritage Studies. Applied Sciences, 10(3), 897.
    Gregorc, A. F. (1984). Gregorc style delineator: Development technical and administration manual. Maynard, MA: Gabriel Systems, Inc.
    Haahr, M. (2017). Creating location-based augmented-reality games for cultural heritage. Proceedings of the Joint International Conference on Serious Games pp. 313-318.
    Hee, O. (2014). Validity and Reliability of the Customer-Oriented Behaviour Scale in the Health Tourism Hospitals in Malaysia.
    Hinton, L. (2011). Language revitalization and language pedagogy: new teaching and learning strategies. Language and Education, 25(4), 307-318.
    Holden, C. L., & Sykes, J. M. (2011). Leveraging mobile games for place-based language learning. International Journal of Game-Based Learning (IJGBL), 1(2), 1-18.
    Honey, P., & Mumford, A. (1989). Learning styles questionnaire. Organization Design and Development, Incorporated.
    Hajian, S. (2019). Transfer of Learning and Teaching: A Review of Transfer Theories and Effective Instructional Practices. IAFOR Journal of Education, 7(1), 93-111.
    Hwang, W.-Y., Chen, H. S., Shadiev, R., Huang, R. Y.-M., & Chen, C.-Y. (2014). Improving English as a foreign language writing in elementary schools using mobile devices in familiar situational contexts. Computer Assisted Language Learning, 27(5), 359-378.
    Hsu, T. C. (2017). Learning English with augmented reality: Do learning styles matter?. Computers & Education, 106, 137-149.
    Jantjies, M., & Joy, M. (2013). Mobile learning through indigenous languages: learning through a constructivist approach. 2013(3). https://doi.org/10.5339/qproc.2013.mlearn.14
    Khamparia, A., & Pandey, B. (2020). Association of learning styles with different e-learning problems: a systematic review and classification. Education and Information Technologies, 25(2), 1303-1331. https://doi.org/10.1007/s10639-019-10028-y
    Kim, H., An, S., Keum, S., & Woo, W. (2015, August). H-treasure hunt: a location and object-based serious game for cultural heritage learning at a historic site. In International Conference on Learning and Collaboration Technologies (pp. 561-572). Springer, Cham.
    Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press.
    Lan, Y.-J., & Lin, Y.-T. (2016). Mobile seamless technology enhanced CSL oral communication. Journal of Educational Technology & Society, 19(3), 335-350.
    Li, R.-Y., & Wang, C.-H. (2020). Key factors and network model for location-based cultural mobile game design. British Journal of Educational Technology, 51(6), 2495-2512.
    Liu, P. H. E., & Tsai, M. K. (2013). Using augmented‐reality‐based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology, 44(1), E1-E4.
    Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643.
    Liu, S., & Liu, M. (2020). The impact of learner metacognition and goal orientation on problem-solving in a serious game environment. Computers in Human Behavior, 102, 151-165.
    Mahvelati, E. H. (2020). Field-Dependent/Field-Independent Learners’ Information Processing Behavior in an Implicit Learning Task: Evidence from Iranian EFL Learners. Journal of psycholinguistic research, 49(6), 955-973.
    Martinsen, Ø. L., & Furnham, A. (2015). Cognitive styles and performance on complex, structured tasks. Learning and Individual Differences, 42, 106-109.
    Metikaridis, D., & Xinogalos, S. (2021). A comparative analysis of tools for developing location based games. Entertainment Computing, 37, 100403. https://doi.org/10.1016/j.entcom.2020.100403
    Montellanos, C., Luis, J., Vásquez, M., Alberto, C., Salazar, H., & Luis, J. (2019, 13-15 Nov. 2019). Augmented reality mobile application and its influence in Quechua language learning. Proceedings of the 2019 IEEE Sciences and Humanities International Research Conference (SHIRCON) pp. 1-4. https://doi.org/10.1109/SHIRCON48091.2019.9024860
    Margison, J. (1999). Cognitive Styles and Classroom Learning. Roeper Review, 21(4), 329.Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325.
    McLaren, B. M., Richey, J. E., Nguyen, H., & Hou, X. (2022). How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game. Computers & Education, 178, 104366.
    Nunan, D. (1993). Task-based syllabus design: Selecting, grading and sequencing tasks. Multilingual Matters, 55-55.
    Pegrum, M. (2014). Mobile learning: Languages, literacies and cultures: Springer.
    Perry, B. (2015). Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool. Procedia - Social and Behavioral Sciences, 174, 2308-2315. https://doi.org/10.1016/j.sbspro.2015.01.892
    Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
    Pulla, S. (2017). Mobile Learning and Indigenous Education in Canada: A Synthesis of New Ways of Learning. International Journal of Mobile and Blended Learning (IJMBL), 9(2), 39-60. https://doi.org/10.4018/IJMBL.2017040103
    Qiu, X., Wen, L., Wu, C., Yang, Z., Wang, Q., Li, H., & Wang, D. (2020). Impact of Learning Methods on Spatial Knowledge Acquisition. Frontiers in Psychology, 11. doi: 10.3389/fpsyg.2020.01322
    Rassaei, E. (2015). Recasts, field dependence/independence cognitive style, and L2 development. Language Teaching Research, 19(4), 499-518.
    Reid, J., 1984. Perceptual Learning Style Preference Questionnaire.
    Rosell-Aguilar, F. (2017). State of the app: A taxonomy and framework for evaluating language learning mobile applications. CALICO journal, 34(2), 243-258.
    Rubino, I., Barberis, C., Xhembulla, J., & Malnati, G. (2015). Integrating a location-based mobile game in the museum visit: Evaluating visitors’ behaviour and learning. Journal on Computing and Cultural Heritage (JOCCH), 8(3), 1-18.
    Savery, J. R. (2015). Overview of problem-based learning: Definitions and distinctions. Essential readings in problem-based learning: Exploring and extending the legacy of Howard S. Barrows, 9(2), 5-15.
    Scardamalia, M., & Bereiter, C. (1994). Computer support for knowledge-building communities. The journal of the learning sciences, 3(3), 265-283.
    Shadiev, R., Hwang, W.-Y., & Huang, Y.-M. (2017). Review of research on mobile language learning in authentic environments. Computer Assisted Language Learning, 30(3-4), 284-303. https://doi.org/10.1080/09588221.2017.1308383
    Shadiev, R., Liu, T., & Hwang, W.-Y. (2020). Review of research on mobile-assisted language learning in familiar, authentic environments. British Journal of Educational Technology, 51(3), 709-720. https://doi.org/10.1111/bjet.12839
    Singley, M. K., & Anderson, J. R. (1989). The transfer of cognitive skill: Harvard University Press.
    Smith, H. A., Giacon, J., & McLean, B. (2018). A community development approach using free online tools for language revival in Australia. Journal of Multilingual and Multicultural Development, 39(6), 491-510. https://doi.org/10.1080/01434632.2017.1393429
    Soloman, B. A., & Felder, R. M. (1999). Index of learning styles. Raleigh, NC: North Carolina State University. Available online.
    Squire, K. (2009). Mobile media learning: multiplicities of place. On the Horizon.
    Sternberg, R. J., Grigorenko, E. L., & Zhang, L.-f. (2008). Styles of Learning and Thinking Matter in Instruction and Assessment. Perspectives on psychological science, 3(6), 486-506. https://doi.org/10.1111/j.1745-6924.2008.00095.x
    Sydorenko, T., Daurio, P., & L. Thorne, S. (2018). Refining pragmatically-appropriate oral communication via computer-simulated conversations. Computer Assisted Language Learning, 31(1-2), 157-180.
    Shu-Chun Ho, Sheng-Wen Hsieh, Pei-Chen Sun, & Cheng-Ming Chen. (2017). To Activate English Learning: Listen and Speak in Real Life Context with an AR Featured U-Learning System. Journal of Educational Technology & Society, 20(2), 176–187.
    Tennant, M. (2019). Psychology and adult learning: The role of theory in informing practice: Routledge.
    Tinajero, C., Castelo, A., Guisande, A., & Páramo, F. (2011). Adaptive teaching and field dependence-independence: Instructional implications. Revista Latinoamericana de Psicología, 43(3), 497-510.
    Tinajero, C., Lemos, S. M., Araújo, M., Ferraces, M. J., & Páramo, M. F. (2012). Cognitive style and learning strategies as factors which affect academic achievement of Brazilian university students. Psicologia: Reflexão e Crítica, 25(1), 105-113.
    Tsai, T.-H., & Lee, L.-C. (2017). Location-based augmented reality for exploration of cultural heritage. ICIC express letters. Part B, Applications: an international journal of research and surveys, 8(12), 1577-1583.
    Tuan, Y.-F. (1977). Space and place: The perspective of experience: U of Minnesota Press.
    Ubuz, B., & Aydınyer, Y. (2019). Project-based geometry learning: Knowledge and attitude of field-dependent/independent cognitive style students. The Journal of Educational Research, 112(3), 285-300.
    Valente, L., Feijó, B., & Leite, J. C. S. d. P. (2017). Mapping quality requirements for pervasive mobile games. Requirements Engineering, 22(1), 137-165. https://doi.org/ 10.1007/s00766-015-0238-y
    Wang, Y., Chen, C., Hong, C., & Tsai, Y. (2013, 22-26 July 2013). Interactive Augmented Reality Game for Enhancing Library Instruction in Elementary Schools. Proceedings of the 2013 IEEE 37th Annual Computer Software and Applications Conference Workshops (pp. 391-396. https://doi.org/10.1109/COMPSACW.2013.128
    Weller, H. G., Repman, J., & Rooze, G. E. (1994). The Relationship of Learning, Behavior, and Cognitive Style in Hypermedia-Based Instruction. Computers in the Schools, 10(3-4), 401-418. https://doi.org/10.1300/J025v10n03_09
    Witkin, H., Oltman, R., & Raskin, E. Karp.(1971). A Manual for the Embedded figures test. Children’s embedded figures test, and Group embedded figures test: Consulting psychologists press, Inc. Palto Alto, CA.
    Witkin, H. A., Moore, C. A., Goodenough, D. R., & Cox, P. W. (1977). Field-dependent and field-independent cognitive styles and their educational implications. Review of educational research, 47(1), 1-64.
    Wong, L.-H., King, R. B., Chai, C. S., & Liu, M. (2016). Seamlessly learning Chinese: Contextual meaning making and vocabulary growth in a seamless Chinese as a second language learning environment. Instructional Science, 44(5), 399-422.

    下載圖示
    QR CODE