研究生: |
許舒婷 Hsu, Shu-Ting |
---|---|
論文名稱: |
探討學生暗黑人格、出題興趣、遊戲興趣、心流體驗、學習價值及學習成效之相關—以HOLIYO密室逃脫遊戲融入國中歷史教學為例 To Explore the Relationship between Students' Dark Personality, Interest in Posing Questions, Gameplay Interest, Flow Experience, Perceived Learning Value and Learning Performance: Integrated History Learning into HOLIYO Room Escape Game |
指導教授: |
洪榮昭
Hong, Jon-Chao |
口試委員: |
邱發忠
Chiu, Fa-Chung 郭郡羽 Kuo, Chun-Yu 洪榮昭 Hong, Jon-Chao |
口試日期: | 2022/08/03 |
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: | 2022 |
畢業學年度: | 110 |
語文別: | 中文 |
論文頁數: | 192 |
中文關鍵詞: | 密室逃脫 、暗黑人格 、出題興趣 、遊戲興趣 、心流體驗 |
英文關鍵詞: | Escape rooms, the Dark personality, question-posing, gameplay interest, flow experience |
研究方法: | 準實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202201091 |
論文種類: | 學術論文 |
相關次數: | 點閱:185 下載:46 |
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 |
密室逃脫是一種「真人版的團隊遊戲,玩家在其中發現線索並且要解決謎題……為了完成特定目標,通常是要在有限的時間內逃離房間。」而教育版密室逃脫遊戲已被證明是一種有價值的教育方法,它鼓勵教師為學生應用密室逃脫創造遊戲內容並讓學生一起玩。也就是說,對內容的興趣和對遊戲的興趣可能在影響學生的學習效果方面發揮著重要作用。本研究以特質激活理論作為基礎,旨在探究融入國中歷史科目Holiyo遊戲中學生的暗黑人格、出題興趣、遊戲興趣、心流體驗和學習價值之間的關係。研究工具是暗黑人格量表、出題量表、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。
本研究使用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,選取新北市某公立國中七年級及八年級學生共計263位為研究對象。本研究透過Amos 20與SPSS 23進行驗證性因素分析,並重新檢驗信效度,再以結構方程模型來驗證研究假設。研究結果顯示:(一)暗黑人格與出題興趣、遊戲興趣之間具有負相關。(二)出題興趣與心流體驗無顯著相關。(三)遊戲興趣與心流體驗之間具有正相關。(四)心流體驗與學習價值之間具有正相關。(五)然而,學習價值與學習成效無顯著相關。(六)暗黑人格在不同背景變項間皆具有顯著差異,例如不同性別在出題興趣具有顯著差異。
Escape rooms are “live-action, team-based games where players discover clues, and solve puzzles… in order to accomplish a specific goal, usually escaping from the room, in a limited amount of time.” An educational escape room has been proven to be a valuable approach in education that encouraged teachers to apply escape room for students to create gaming contents and give peers to play. That is, interest in posing contents and gameplay interest may play an important role that affect the learning effectiveness of students. Drawn on trait activation theory, this research aims to explore the relationship between students' dark personality, interest in posing question, gameplay interest, flow experience and learning value in a Holiyo game which embedded history subjects of middle school. The research questionnaires are Dark Personality Scale, Question Interest Scale, Gameplay Interest Scale, Flow Experience Scale, Learning Value Scale, and Learning Effectiveness which comparing pre-test and post-test.
In this study, a single-group quasi-experimental research design was used in the pre-experimental research design, and a total of 263 seventh- and eighth-grade students from a high school in New Taipei City were selected as the research samples. Moreover, AMOS 20 and SPSS 23 were used for confirmatory factor analysis, reliability and validity were re-tested, and structural equation modeling was used to verify the research hypothesis. The results show that: (1) Dark personality can be negatively predicted by interest in posing game contents and by gameplay interest. (2) Interest in posing game contents cannot significantly predict flow experience. (3) Gameplay interest can positively predict flow experience. (4) Increasing participants’ flow experience will increase their perceived learning value. (5) However, there is no significant correlation between learning value and learning outcome. (6) The dark personality has significant differences among different background variables, for example, there are significant differences between different genders in the interest in posing game contents.
一、中文文獻
于健、林谷恆(2018)。露營旅遊者的涉入程度與心流體驗之相關性研究。觀光與休閒管理期刊,6(1),167-176。http://doi.org/10.6510/JTLM.201806_6(1).0015
于富雲、劉祐興(2008)。學生出題策略與傳統練習策略對大學生學習成就、認知與後設認知策略使用之影響。教育與心理研究,31(3),25- 47。
于富雲、賴奕嬛(2014)。網路多元學生出題策略對國小學生認知策略與學習成就之影響。教育資料與圖書館學,51(4),1-33。http://doi.org/10.6120/JoEMLS.2014.514/0609.RS.CM
王志美、葉貞妮(2020)。動手做自我效能、競賽投入與學習價值之相關分析: 以PowerTech青少年科技創作競賽為例。中等教育,71(1),52-73。http://doi.org/10.6249/SE.202003_71(1).0004
王佩云(2021)。探討員工職涯停滯與知識隱藏行為、網路遊蕩、離職意願的關係:暗黑三角人格特質的調節效果〔未出版之碩士論文〕。國立中山大學人力資源管理研究所。
王麒喻(2021)。桌上遊戲融入五年級「怎樣解題」單元之研究-以「大搜查」為例〔未出版之碩士論文〕。臺北市立大學數學系數學教育碩士在職專班。
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〕。國立成功大學教育研究所。
江素英(2016)。國小高年級藝術才能美術班學生創意態度與心流狀態之相關研究〔未出版之碩士論文〕。國立新竹教育大學教育心理與諮商碩士學位在職進修專班。
艾琳(2020)。探索暗黑三角、個人靈性、及主觀規範對創業傾向之互動〔未出版之博士論文〕。國立中央大學企業管理學系。
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。
吳孟樺(2017)。數位遊戲學習系統結合脈絡性思考應用於中學歷史教育之影響〔未出版之碩士論文〕。國立臺南大學數位學習科技學系碩博士班。
吳旻勳(2017)。探討員工黑暗人格特質對組織承諾的影響-以個人組織適配為中介變項〔未出版之碩士論文〕。國立中山大學企業管理學系研究所。
吳明隆(2006)。結構方程模式:SIMPLIS的應用。臺北市:五南圖書出版股份有限公司。
吳明隆(2007)。SPSS:操作與應用問卷統計分析實務。臺北市:五南圖書出版股份有限公司。
吳明隆(Ed.)。(2009)結構方程模式:方法與實務運用。麗文。
吳明隆、涂金堂(2014)。SPSS 與統計應用分析。臺北市:五南圖書出版股份有限公司。
吳明隆、張毓仁(2014)。SPSS(PASW)與統計應用分析 I。臺北市:五南圖書出版股份有限公司。
吳萬益、林清河(2002)。行銷研究。臺北市:華泰文化事業股份有限公司。
呂典芸(2021)。議論文架構與學生出題策略對華語線上議論文寫作之影響〔未出版之碩士論文〕。國立成功大學教育研究所。
呂琇如(2016)。中部地區國中英語科教師教學風格與學生心流經驗之相關研究〔未出版之碩士論文〕。國立彰化師範大學教育研究所。
巫秀英(2018)。合作式心智圖融入國中歷史教學之行動研究〔未出版之碩士論文〕。明道大學課程與教學研究所。
李中一(2004)。測量工具的效度與信度。台灣公共衛生雜誌,23(4),272-281。http://doi.org/10.6288/TJPH2004-23-04-02
李亦昀(2015)。Game over 時增進團隊凝聚力。能力雜誌電子報。 http://paper. udn. com/udnpaper/POE0039/285188/web.
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〕。國立成功大學教育研究所。
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。
杜欣育(2019)。自律學習、學習價值與專題式學習表現之研究〔未出版之碩士論文〕。淡江大學教育科技學系碩士班。
周天鈞(2022)。探究技術型高中生職業興趣類型契合與專業學習成效關聯性:以自我效能為調節變項〔未出版之碩士論文〕。國立臺中教育大學諮商與應用心理學系碩士班。
周菡苹、宋靜怡、吳玫瑩、謝齊莊(2020)。國小學童教師支持、學習態度及學習成效之相關性-以新北市某國小高年級生為例。管理實務與理論研究,14 (1),33-49。http://doi.org/10.29916/JMPP.202006_14(1).0003
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。
林育筠(2020)。遊戲式學習融入課程對學生學習動機的影響-以高職餐旅概論課程為例〔未出版之碩士論文〕。國立高雄科技大學觀光管理系。
林孟彥(2017)。九年級「神入」歷史教學之實踐研究〔未出版之碩士論文〕。國立臺灣師範大學教育管理與課程教學領導所碩士在職專班。
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〕。明道大學課程與教學研究所。
林原君(2015)。實境遊戲之設計流程與製作之研究—以真人實境密室逃脫設計為例〔未出版之碩士論文〕。國立臺北教育大學數位科技設計學系。
林紋先(2020)。Holiyo密室逃脫遊戲融入數學科教學對國小五年級學生數學學習態度與邏輯推理能力之影響〔未出版之碩士論文〕。國立臺南大學教育學系教學科技碩士班。
林彩芯(2019)。密室逃脫融入創造力教學探討國小學生自然科學習成效、學習動機、創意自我效能、問題解決能力以及創造力之研究〔未出版之碩士論文〕。國立成功大學教育研究所。
林敬涵(2018)。以遙感探測及密室逃脫為基礎的環境教育教學成效評估-以臺南市層林國小為例〔未出版之碩士論文〕。國立臺南大學環境與生態學院環境教育碩士在職學位學程。
林煜倫(2012)。探討數位遊戲對不同認知風格學習者與其推理能力之影響〔未出版之碩士論文〕。國立臺南大學數位學習科技學系碩士班。
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〕。國立中山大學教育研究所。
邱廷榮、于富雲(2010)。網路學生出題策略應用於國小古典詩課程的理論基礎及教學設計。載於新加坡南洋理工大學舉辦之「第十四屆全球華人計算機教育應用大會」論文集(pp.259-262),新加坡。
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。
邱怡芳(2016)。學習共同體教學法應用在國中歷史學習之成效─以台北市立信義國中八年級為例〔未出版之碩士論文〕。臺北市立大學社會學習領域教學碩士學位學程。
邱怡芳、鐘珮瑄(2017/03)。學習共同體教學法應用在國中歷史學習之成效。國教新知,64(1)。http://doi.org/10.6701/TEEJ.201703_64(1).0002
邱皓政(2006)。量化研究與統計分析:SPSS 中文視窗版資料分析解析。臺北市:五南圖書出版股份有限公司。
邱皓政(2017)。多元迴歸的自變數比較與多元共線性之影響:效果量、優勢性與相對權數指標的估計與應用。NTU Management Review,65。http://doi.org/10.6226/NTUMR.2017.JAN.A103-022
邱皓政、林碧芳(2017)。統計學:原理與應用(三版)。臺北市:五南圖書出版股份有限公司。
邱靜瑜(2016)。暗黑性格與父母教養方式及人際關係之相關研究〔未出版之碩士論文〕。大葉大學教育專業發展研究所碩士班。
金樹人(1991)。職業興趣與人格之關聯性研究。教育心理學報,(24),97-115。http://doi.org/10.6251/BEP.19910601.4
侯承萱(2016)。遊戲式合作學習與評量對八年級學生學習中國歷史的動機與成就之影響〔未出版之碩士論文〕。大葉大學資訊管理學系碩士班。
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
洪寧利(2020)。密室逃脫遊戲應用於公民科對國中八年級學生學習動機、學習成效、批判思考與心流經驗的影響〔未出版之碩士論文〕。國立臺灣科技大學數位學習與教育研究所。
洪榮昭(2015)。遊戲的教育意義。國民教育,45(3)。
洪榮昭、孔令文、戴建耘、劉銘恩(2022)。在 COVID-19疫情下自我導向學習策略和態度對於線上學習認知疲乏、全神貫注與感知學習效果之相關性研究-以大學生為例。當代教育研究季刊,30(1),119-147。http://doi.org/10.6151/CERQ.202203_30(1).0004
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。http://doi.org/10.6249/SE.202003_71(1).0003
洪榮昭、葉建宏、何雅娟、林逸茜(2020)。科學競賽選手的合作態度、知識分享與持續分享意願之關係分析。教育心理學報,52(2)。437-458。http://doi.org/10.6251/BEP.202012_52(2).0009
洪榮昭、劉明州(1997)。電腦輔助教學之設計原理與應用。台北:師大書苑有限公司。
洪維辰(2021)。運動健康信念對運動遊戲的興趣、焦慮及態度與運動表現之相關:以成就情緒理論分析〔未出版之碩士論文〕。國立臺灣師範大學教育學院創造力發展碩士在職專班。
紀乃文、方沴淳、張雅文(2019)。創新學習成長氛圍、工作要求-個人能力適配度對員工經驗開放性特質與工作創新表現關係的影響:三階交互作用之檢視。人力資源管理學報,19(2),109-132。http://doi.org/10.6147/JHRM.201912_19(2).0005
孫春在(2013)。遊戲式數位學習。臺北市:高等教育。
袁維莉(2018)。高雄市國小四、六年級兒童直笛學習興趣之調查研究〔未出版之碩士論文〕。國立臺北教育大學音樂學系碩士班。
財團法人台灣網路資訊中心(2020)。2020台灣網路報告。 https://report.twnic.tw/2020/index.html
高佳瑜(2020)。保險業務員知覺組織支持、工作形塑、 暗黑人格與創新行為之研究〔未出版之碩士論文〕。南臺科技大學全球經營管理碩士班。
張以群(2013)。桌上遊戲參與者玩興特質、心流體驗與創造力關係之研究〔未出版之碩士論文〕。大葉大學休閒事業管理學系碩士班。
張育綾(2008)。學生網路出題於國小英語學科對學習成效的影響〔未出版之碩士論文〕。國立成功大學教育研究所。
張春興(2006)。張氏心理學辭典 (重訂一版)。台北:東華。
張軒翎(2018)。國民小學六年級藝術才能班學生參加全國舞蹈比賽心流體驗與術科成就之研究〔未出版之碩士論文〕。國立臺灣藝術大學舞蹈學系。
張偉豪(2011)。SEM論文不求人。高雄市: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
張淑美、劉昱良、魏慧美(2020)。桌遊融入國小本土語言教學對四年級學童學習動機與學習成效之研究。高雄師大學報,48,31-60。
張薇貞(2020)。《論語》學習態度對「孔子點點名互動遊戲」的認知負荷、遊戲興趣、遊戲學習價值之相關研究〔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。
張藝馨(2021)。大學生學習投入與學習成效之關係-以臺北市某國立大學為例〔未出版之碩士論文〕。國立政治大學教育行政與政策研究所。
張儷馨(2021)。運用探究式教學將檔案融入中學歷史課程對於學習動機及成效影響之研究〔未出版之碩士論文〕。國立政治大學圖書資訊學數位碩士在職專班。
教育部(2018)。十二年國民基本教育課程綱要—社會領域。https://reurl.cc/NXOV4p
梁修溢(2021)。旅館員工黑暗三人格對於建言行為的影響: 心理契約違反的調節角色〔未出版之碩士論文〕。國立暨南國際大學新興產業策略與發展碩士學位學程。
許芷瑜(2021)。不同圖文出題條件之線上學生出題活動對國小英語科學習成效影響〔未出版之碩士論文〕。國立成功大學教育研究所。
許碧蓉(2019)。心智圖法教學策略對國中歷史科學習成效之研究〔未出版之碩士論文〕。中華大學工業管理學系。
郭生玉(1985)。心理與教育測驗。臺北市:精華。
郭明琦(2013)。國中生基本心理需求、音樂學習興趣與學習行為之關係〔未出版之碩士論文〕。國立屏東科技大學技職教育研究所。
郭逸涵(2018)。密室逃脫遊戲學習融入國小自然科對學生學習表現之影響〔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。
郭蕙瑄(2019)。以PIRLS閱讀範例和鷹架促進國小學生出題〔未出版之碩士論文〕。國立臺灣師範大學資訊教育研究所。
陳又菁(2020)。導入頭戴式虛擬實境於學習成效、心流體驗與認知負荷之探究:以昆蟲課程為例。數位學習科技期刊,12(3),1-23。http://doi.org/10.3966/2071260X2020071203001
陳子耘(2017)。學習型遊戲設計模式研究〔未出版之碩士論文〕。國立成功大學工業設計學系。
陳永承(2021)。黑暗面人格特質、工作動機、工作家庭衝突與員工幸福感關聯性之研究〔未出版之博士論文〕。國立臺北大學企業管理學系。
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、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。
陳怡潔(2013)。心智圖融入國中歷史教學之行動研究〔未出版之碩士論文〕。國立臺北科技大學技術及職業教育研究所。
陳俊諺(2021)。新北市國中生體育課自我效能對學習成效影響之研究〔未出版之碩士論文〕。臺北市立大學體育學系。
陳冠宏(2020)。心智圖融入高中歷史科教學對學生學習動機、學習態度及學習成就之研究〔未出版之碩士論文〕。國立臺南大學教育學系課程與教學碩士在職專班。
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〕。國立臺灣師範大學創造力發展碩士在職專班碩士論文。
陳奕涵(2021)。國中舞蹈藝術才能班學生參與舞蹈展演學習動機與心流體驗關係之研究 —以雙北地區為例〔未出版之碩士論文〕。國立臺灣藝術大學舞蹈學系。
陳秋璇(2021)。筆順遊戲對漢字學習的效用:
以尼加拉瓜華語學習者為例〔未出版之碩士論文〕。國立臺灣師範大學華語文教學系海外華語師資數位碩士在職專班。
陳淑芬(2021)。國小高年級學童戶外教育活動情境偏好、心流體驗對知識分享意願影響之研究〔未出版之碩士論文〕。大葉大學休閒事業管理學系碩士在職專班。
陳惠珍(2019)。密室逃脫教學在高中數學課程之研究〔未出版之碩士論文〕。國立中興大學應用數學系所。
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〕。國立臺中教育大學教師專業碩士學位學程。
陳寬裕與王正華(2010)。結構方程模型分析實務:Amos的運用。臺北市:五南圖書出版股份有限公司。
陳曉鈴、賴鳳儀、賴春錦、高月慈(2015)。凝聚力在主動人格與角色外行為之調節角色。臺大管理論叢,25(3),1-37。http://doi.org/10.6226/NTUMR.2015.JUN.OB10
陳耀茂(2021)。入門結構方程模式:AMOS應用。臺北市:五南圖書出版股份有限公司。
彭素貞(2015)。資訊融入遊戲式學習對國中七年級學生之歷史學習成效與學習態度之研究〔未出版之碩士論文〕。淡江大學教育科技學系數位學習在職專班。
曾虹瑋(2016)。數位遊戲式學習對於輔助學生自然與生活科技領域之學習成效與學習態度之研究〔未出版之碩士論文〕。國立中興大學資訊管理學系所。
賀憶娥(2017)。資訊融入教學對國民小學學童學習興趣影響之研究〔未出版之碩士論文〕。康寧大學數位應用研究所。
馮曉珍、龔靜宜、鄭士仁、陳瑩達(2022)。銀髮族與不同年齡層攝影愛好者之深度休閒、心流體驗與生活滿意度之差異。觀光與休閒管理期刊,10(1),18-27。http://doi.org/10.6510/JTLM.202206_10(1).0002
黃文義(2019)。黑暗三人格對接班成功的影響:組職承諾的調節角色〔未出版之碩士論文〕。國立暨南國際大學管理學院經營管理碩士學位學程碩士在職專班。
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
黃淑賢、游子宜、施如齡(2018)。性別對於科技融入立體書的歷史學習成效與心流之研究。數位學習科技期刊,10(3),77-102。http://doi.org/10.3966/2071260X2018071003004
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。
黃甯雅(2015)。實境密室逃脫遊戲消費體驗、重遊意願與口碑分享意願之關連性研究〔未出版之碩士論文〕。私立銘傳大學傳播管理學系。
楊家豪、成和正、洪偉欽、呂世竹、楊峰州、曾虹綺(2008)。休閒運動主修的入學新生人格特質與生涯興趣量表解析。嘉大體育健康休閒期刊,7(1),178-186。http://doi.org/10.6169/NCYUJPEHR.7.1.18
楊淑晴、黃麗蓉(2011)。中學生的歷史思維能力之探究:歷史觀點取替模式的應用。教育科學研究期刊,56(4),129-153。
溫卓謀、章勝傑(2018)。大學滑雪課程學生學習歷程之心流體驗。臺東大學體育學報,29,79-108。
溫政宏(2019)。國中自然領域教師應用IRS即時反饋系統實施翻轉教學對學習成效之影響〔未出版之碩士論文〕。中原大學教育研究所。
葛樹人(1996)。心理测驗學。臺北市:桂冠圖書股份有限公司。
詹瓊華(2018)。遊戲之共變推理(思維)表現與遊戲焦慮、遊戲興趣、遊戲自我效能與後設認知之相關研究〔未出版之博士論文〕。國立臺灣師範大學工業教育學系。
賈馥茗、鍾紅柱等編著(1991)。教育心理學。台北:國立空中大學。
路君約(1989)。心理測驗。臺北市:中國行為科學社。
廖千詠(2022)。技術型高中家政群學生自我效能、結果預期、學習興趣與生涯選擇關係之研究〔未出版之碩士論文〕。國立臺北科技大學技術及職業教育研究所。
廖君僥(2021)。快思「曼」想—曼陀羅思考法融入歷史教學對國中生歷史學習成效與創造力影響之探究〔未出版之碩士論文〕。國立臺灣師範大學教育學院創造力發展碩士在職專班。
廖珮妏、呂辰軒(2019)。教師主動性人格增進其建言行為! 由特質活化理論檢視知覺學校組織支持的潛在調節效果。管理實務與理論研究,13(1),1-21。http://doi.org/10.29916/JMPP.201906_13(1).0001
廖慧芳(2018)。高中職學生情緒智力、暗黑人格與臉書情緒操控之相關研究〔未出版之碩士論文〕。大葉大學教育專業發展研究所。
劉芮妘(2016)。學生提問策略與學生出題策略運用於高中公民與社會學科教學對學生課前預習態度與學習成效之影響探究〔未出版之碩士論文〕。國立成功大學教育研究所。
劉慧蘭(2012)。國中歷史課堂中的創造思考與情意教學——以「印度古文明」單元為例。歷史教育,(19),1-35。
劉慧蘭(2014)。「歷史理解」取向的歷史教學—以「歐洲極權政治的興起」單元為例。歷史教育,(20),75-116。http://doi.org/10.6608/THE.2014.020.075
劉慧蘭(2020)。歷史課堂上的批判思考:不同觀點文本在國中歷史教學中的應用。清華歷史教學,(27),79-119。
蔡明達、鍾志明、陳慶峰(2001)。從心流 (flow) 理論探討線上遊戲參與者之網路使用行爲,資訊管理研究,1,99-111。
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(2),167-206。
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。
黎婉瑜(2017)。技能教育導向實境密室逃脫設計模式研究〔未出版之碩士論文〕。國立成功大學工業設計學系。
蕭伊婷(2017)。大學生暗黑性格、性態度、隨意性關係相關之研究〔未出版之碩士論文〕。大葉大學教育專業發展研究所碩士論文。
蕭顯勝、黃元暉、洪琬諦、林建佑、蔡福興(2010)。具學習夥伴之線上遊戲學習系統之研究。數位學習科技期刊,2(2),1-21。
賴宛琳(2013年10月)。實境密室逃脫 上班族紓壓新寵。看雜誌,137。
https://www.watchinese.com/
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。http://doi.org/10.6137/RECT.2015.112.03
龍振峰(2018)。使用無線即時應答系統與學生出題於EFL教室相互影響閱讀理解及出題之過程〔未出版之碩士論文〕。國立雲林科技大學應用外語系。
謝旻芳(2014)。密室逃脫夯!活化12年國民教育的教學新策略!。https://www.peopo.org/news/252783
謝詩婉(2017)。密室逃脫遊戲融入國小課程之個案研究〔未出版之碩士論文〕。國立臺南大學教育學系課程與教學。
藍思婷(2019)。實境密室逃脫遊戲之遊戲設計元素吸引力與沉浸體驗之研究〔未出版之碩士論文〕。國立臺灣科技大學設計系。
顏瑞成(2021)。新竹市磐石高中學生運動訓練參與、學習行為與學習成效之研究〔未出版之碩士論文〕。輔仁大學體育學系碩士在職專班。
魏毓哲(2011)。線上互動遊戲式學習在國中歷史科教學上的應用〔未出版之碩士論文〕。國立中興大學資訊管理學系。
魏銘松(2016)。新北市國小高年級學童體育態度與體育課學習成效相關性之研究〔未出版之碩士論文〕。臺北市立大學體育學系體育教學碩士學位班。
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〕。國立臺灣師範大學創造力發展碩士在職專班。
二、英文文獻
Abbott, J. A. (2000). “Blinking out” and “having the touch” two fifth-grade boys talk about flow experiences in writing. Written Communication, 17(1), 53-92. https://doi.org/10.1177/0741088300017001003
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. https://doi.org/10.1016/j.chb.2010.12.013
Ali, W., Basiroen, V. J., & Fang, C. (2018). Indonesian History Educational Card Game Gamification of the Process of Learning to Increase Interest in History among Children. Journal of Games, Game Art, and Gamification, 3(1), 1-7. https ://doi.org/10.21512/jggag.v3i1.7234
All, A., Castellar, E. P. N., & Van Looy, J. (2015). Towards a conceptual framework for assessing the effectiveness of digital game-based learning. Computers and Education, 88, 29-37. https://doi.org/10.1016/j.compedu.2015.04.012
Altman, D. G., & Bland, J. M. (2011). How to obtain the P value from a confidence interval. Bmj, 343. https://doi.org/10.1136/bmj.d2304
Ames, M., & Kidd, A. H. (1979). Machiavellianism and women's grade point averages. Psychological Reports, 44(1), 223-228. https://doi.org/10.2466/pr0.1979.44.1.223
Anderson, R. C., Shirey, L. L., Wilson, P. T., and Fielding, L. G. (1987). Interestingness of children’s reading material. In R. E. Snow, & M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. III. Cognitive and affective process analyses (pp. 287–299). Hillsdale, NJ: Lawrence Erlbaum Associates.
Arbuckle, J. (2003). Amos 5.0 update to the Amos user's guide. Marketing Department, SPSS Incorporated.
Atkinson, J. W. (1957). Motivational determinants of risk-taking behavior. Psychological Review, 64, 349-372. https://doi.org/10.1037/h0043445
Atkinson, J. W. (1964). An introduction to motivation. Princeton, N. J.: Van Nostrand.
Awang, Z. (2015). SEM made simple: A gentle approach to learning sructural equation modelling. MPWS Rich
Bagozzi, R. P., & Y, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74-94. https://doi.org/10.1007/BF02723327
Bagozzi, R. P., & Yi, Y. (1990). Assessing method variance in multitrait-multimethodmatrices: The case of self-reported affect and perceptions at work. Journal of Applied Psychology, 75(5), 547. https://doi.org/10.1037/0021-9010.75.5.547
Bandura, A. (1991). Social cognitive theory of self-regulation. Organizational Behavior and Human Decision Processes, 50(2), 248-287. https://doi.org/10.1016/0749-5978(91)90022-L
Barbaree, H. E., Langton, C. M. , Blanchard, R. , & Cantor, J. M. (2009). Aging versus stable enduring traits as explanatory constructs in sex offender recidivism: Partitioning actuarial prediction into conceptually meaningful components. Criminal Justice and Behavior, 36, 443–465. https://doi.org/10.1177/0093854809332283
Bell, E., Kowalski, C. M., Vernon, P. A., & Schermer, J. A. (2021). Political Hearts of Darkness: The Dark Triad as predictors of political orientations and interest in politics. Behavioral Sciences, 11(12), 169. https://doi.org/10.3390/bs11120169
Bisht, N. S., & Mahajan, A. (2021). Shared stressors and core self-evaluations: A trait activation perspective on employee performance. Journal of Business Research, 131, 103-111. https://doi.org/10.1016/j.jbusres.2021.03.053
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(3), 347-360. https://doi.org/10.1007/s10956-020-09870-4
Bressler, D. M., Shane Tutwiler, M., & Bodzin, A. M. (2021). Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators. Educational Technology Research and Development, 69(5), 2789-2811. https://doi.org/10.1007/s11423-021-10039-y
Brophy, J., & Good, T. (1986). Teacher behavior and student achievement. In M. C. Wittrock (Ed.), Handbook of research on teaching (3rd ed.). New York:McMillan.
Brown, N., Darby, W., & Coronel, H. (2019). An escape room as a simulation teaching strategy. Clinical Simulation in Nursing, 30, 1-6. https://doi.org/10.1016/j.ecns.2019.02.002
Brown, S. I., & Walter, I. M. (2004). The art of problem posing (3rd ed.). London: Lawrence Erlbaum Associates Publishers.
Brown, T. A. (2006). Confirmatory factor analysis for applied research. New Nork: The Guilford Press.
Brown, T. A., & Moore, M. T. (2012). Confirmatory factor analysis. In R. H. Hoyle (Ed.), Handbook of structural equation modeling (pp. 361–379). The Guilford Press.
Byrne, B. M. (2016). Structural equation modeling with AMOS: Basic concepts, applications, and programming (3rd ed.). London, UK: Routledge.
Chang, C. C., Liang, C., Chou, P. N., & Lin, G. Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218-227. https://doi.org/10.1016/j.chb.2017.01.031
Chang, C. C., Warden, C. A., Liang, C., & Lin, G. Y. (2018). Effects of digital game-based learning on achievement, flow and overall cognitive load. Australasian Journal of Educational Technology, 34(4), 155-167. https://doi.org/10.14742/ajet.2961
Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786. https://doi.org/10.1016/j.compedu.2011.10.002
Chen, B., Hwang, G. H., & Lin, T. S. (2020). Impacts of a dynamic grouping strategy on students' learning effectiveness and experience value in an item bank‐based collaborative practice system. British Journal of Educational Technology, 51(1), 36-52. https://doi.org/10.1111/bjet.12794
Chen, P., Pruysers, S., & Blais, J. (2021). The dark side of politics: Participation and the Dark Triad. Political Studies, 69(3), 577-601. https://doi.org/10.1177/0032321720911566
Cherulnik, P. D., Way, J. H., Ames, S., & Hutto, D. B. (1981). Impressions of high and low Machiavellian men. Journal of Personality, 49(4), 388-400. https://doi.org/10.1111/j.1467-6494.1981.tb00221.x
Cheung, G. W. (2009). Introducing the latent congruence model for improving the assessment of similarity, agreement, and fit in organizational research. Organizational Research Methods, 12(1), 6-33. https://doi.org/10.1177/1094428107308914
Cheung, G. W., & Lau, R. S. (2008). Testing mediation and suppression effects of latent variables: Bootstrapping with structural equation models. Organizational Research Methods, 11(2), 296-325. https://doi.org/10.1177/1094428107300343
Choi, I., Land, S. M., & Turgeon, A. J. (2005). Scaffolding peer-questioning strategies to facilitate metacognition during online small group discussion. Instructional Science, 33, 483-511. https://doi.org/10.1007/s11251-005-1277-4
Christidamayani, A. P., & Kristanto, Y. D. (2020). The effects of problem posing learning model on students’ learning achievement and motivation. Indonesian Journal on Learning and Advanced Education, 2(2), 100-108. https://doi.org/10.23917/ijolae.v2i2.9981
Christie, R., & Geis, F. (1970). Studies in machiavellianism. New York: Academic Press.
Cleckley, H. (1976). The mask of sanity (5th ed.). St. Louis, MO: Mosby. (Original work published 1941)
Clemente, M., Padilla-Racero, D., & Espinosa, P. (2019). Revenge among parents who have broken up their relationship through family law courts: Its dimensions and measurement proposal. International Journal of Environmental Research and Public Health, 16(24), 4950. https://doi.org/10.3390/ijerph16244950
Cohen, J. (1988). Statistical power analysis for the behavioral sciences. Hillsdale, NJ: Lawrence Erlbaum Associates, Inc
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco. CA, US: Jossey-Bass.
Csikszentmihalyi, M. (1985). Reflections on enjoyment. Perspectives in Biology and Medicine, 28(4), 489-497. http://doi.org/10.1353/pbm.1985.0019
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
Csikszentmihalyi, M. (1997). Flow and the psychology of discovery and invention (p. 39). New York: Harper Perennial.
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (Eds.). (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge university press.
Curtis, S. R., Basak, A., Carre, J. R., Bošanský, B., Černý, J., Ben-Asher, N., Gutierrez, M., Jones, D. N., & Kiekintveld, C. (2021). The Dark Triad and strategic resource control in a competitive computer game. Personality and Individual Differences, 168, 110343. https://doi.org/10.1016/j.paid.2020.110343
DeVellis, R. F. (1991). Scale development: Theory and applications. Sage Publications, Inc.
Dewey, J. (1913). Interest and effort in education. Boston: Riverside.
Driskell, J. E., Willis, R. P., & Copper, C. (1992). Effect of overlearning on retention. Journal of Applied Psychology, 77(5), 615. https://doi.org/10.1037/0021-9010.77.5.615
Eccles, J. S., & Wigfield, A. (2002). Motivational beliefs, values, and goals. Annual Review of Psychology, 53(1), 109-132.
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. In J. T. Spence (Ed.), Achievement and achievement motivation (pp. 75-146). San Francisco, CA: W. H. Freeman.
Ekehammar, B. (1974). Interactionism in personality from a historical perspective. Psychological Bulletin, 81(12), 1026. https://doi.org/10.1037/h0037457
English, L. D. (1997). Promoting a problem-posing classroom. Teaching Children Mathematics, 4(3), 172-179. https://doi.org/10.5951/TCM.4.3.0172
Eukel, H., Frenzel, J., Frazier, K., & Miller, M. (2020). Unlocking student engagement: Creation, adaptation, and application of an educational escape room across three pharmacy campuses. Simulation & Gaming, 51(2), 167-179. https://doi.org/10.1177/1046878119898509
Farh, C. I. C. C., Seo, M. G., & Tesluk, P. E. (2012). Emotional intelligence, teamwork effectiveness, and job performance: The moderating role of job context. Journal of Applied Psychology, 97(4),890-900. https://doi.org/10.1037/a0027377
Flowerday, T., & Shell, D. F. (2015). Disentangling the effects of interest and choice on learning, engagement, and attitude. Learning and Individual Differences, 40, 134-140. https://doi.org/10.1016/j.lindif.2015.05.003
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. https://doi.org/10.1177/002224378101800104
Fuentes-Cabrera, A., Parra-González, M. E., López-Belmonte, J., & Segura-Robles, A. (2020). Learning mathematics with emerging methodologies—The escape room as a case study. Mathematics, 8(9), 1586. https://doi.org/10.3390/math8091586
Funder, D. C. (1991). Global traits: A neo-Allportian approach to personality. Psychological Science, 2, 31–39. https://doi.org/10.1111/j.1467-9280.1991.tb00093.x
Furnham, A., & Crump, J. (2005). Personality traits, types, and disorders: an examination of the relationship between three self‐report measures. European Journal of Personality, 19(3), 167-184. https://doi.org/10.1002/per.543
Furnham, A., Richards, S. C., & Paulhus, D. L. (2013). The Dark Triad of personality: A 10 year review. Social and Personality Psychology Compass, 7(3), 199-216. https://doi.org/10.1111/spc3.12018
Furtner, M. R., Maran, T., & Rauthmann, J. F. (2017). Dark leadership: The role of leaders’ dark triad personality traits. In M. G. Clark & C. W. Gruber (Eds.), Leader development deconstructed (pp. 75-99). Springer, Cham.
Gee, J. P. (2005). Why video games are good for your soul: Pleasure and learning. Common Ground.
Gong, Z., Chen, Y., & Wang, Y. (2019). The influence of emotional intelligence on job burnout and job performance: Mediating effect of psychological capital. Fronters in Psychology, 10, 2707. https://doi.org/10.3389/fpsyg.2019.02707
Goodboy, A. K., & Martin, M. M. (2015). The personality profile of a cyberbully: Examining the Dark Triad. Computers in Human Behavior, 49, 1-4. https://doi.org/10.1016/j.chb.2015.02.052
Green, S. B., & Salkind, N. J. (2004). Using SPSS for Windows and Macintosh: Analyzing and understanding data (4th ed.). Person.
Guay, F., Ratelle, C. F., & Chanal, J. (2008). Optimal learning in optimal contexts: The role of selfdetermination in education. Canadian Psychology/Psychologie Canadienne, 49(3), 233. https://doi.org/10.1037/a0012758
Guo, Y. M., Klein, B. D., & Ro, Y. K. (2020). On the effects of student interest, self-efficacy, and perceptions of the instructor on flow, satisfaction, and learning outcomes. Studies in Higher Education, 45(7), 1413-1430. https://doi.org/10.1080/03075079.2019.1593348
Gutierrez, J. P. (2021). Do game transfer phenomena lead to flow? An investigation of in-game and out-game immersion among MOBA gamers. Computers in Human Behavior Reports, 3, 100079. https://doi.org/10.1016/j.chbr.2021.100079
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate data analysis (7th ed.). Pearson Education.
Hair, J. F., Jr., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. Journal of Marketing Theory and Practice, 19(2), 139-152. doi:10.2753/MTP1069-6679190202
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. https://doi.org/10.1108/EBR-11-2018-0203
Hare, R. D. (1970). Psychopathy: Theory research, and implications for society. New York, NY: Wiley.
Hare, R. D. (1991). The Hare psychopathy checklist-revised: Manual. Multi-Health Systems, Incorporated.
Hare, R. D., & Neumann, C. S. (2008). Psychopathy as a clinical and empirical construct. Annual Review of Clinical Psychology, 4, 217-246. https://doi.org/10.1146/annurev.clinpsy.3.022806.091452
Hare, R. D., Hart, S. D., & Harpur, T. J. (1991). Psychopathy and the DSM-IV criteria for antisocial personality disorder. Journal of Abnormal Psychology, 100(3), 391-398. https://doi.org/10.1037/0021-843X.100.3.391
Harrison, A., Summers, J., and Mennecke, B. (2018). The effects of the dark triad on unethical behavior. Journal of Business Ethics, 153(1), 53-77. https://doi.org/10.1007/s10551-016-3368-3
Hee, O. C. (2014). Validity and Reliability of the Customer-Oriented Behaviour Scale in the Health Tourism Hospitals in Malaysia. International Journal of Caring Sciences, 7(3), 771-775.
Hidi, S. & Harackiewicz, J. M. (2000). Motivating the academically unmotivated: A critical issue for the 21st century. Review of Educational Research, 70, 151-179. https://doi.org/10.3102/00346543070002151
Hidi, S. (1990). Interest and its contribution as a mental resource for learning. Review of Educational Research, 60(4), 549-571. https://doi.org/10.3102/00346543060004549
Hidi, S. (2001). Interest, reading, and learning: Theoretical and practical consideration. Educational Psychology Review, 13(3), 191-208. https://doi.org/10.1023/A:1016667621114
Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111-127. https://doi.org/10.1207/s15326985ep4102_4
Hidi, S., and Baird, W. (1986). Interestingness—A neglected variable in discourse processing. Cognitive Science, 10, 179–194. https://doi.org/10.1016/S0364-0213(86)80003-9
Hidi, S., Renninger, K. A., & Krapp, A. (1992). The present state of interest research. In K. A. Renninger, S. Hidi, & A. Krapp (Eds.), The role of interest in learning and development (pp. 433-446). Hillsdale, NJ: Lawrence Erlbaum Associates.
Hinton, P.R., McMurray, I., & Brownlow, C. (2014). SPSS explained (2nd ed.). Routledge. https://doi.org/10.4324/9781315797298
Hong, J. C., Hwang, M. Y., Liu, Y. H., & Tai, K. H. (2020). Effects of gamifying questions on English grammar learning mediated by epistemic curiosity and language anxiety. Computer Assisted Language Learning, 1-25. https://doi.org/10.1080/09588221.2020.1803361
Hong, J. C., Hwang, M. Y., Szeto, E., Tsai, C. R., Kuo, Y. C., & Hsu, W. Y. (2016). Internet cognitive failure relevant to self-efficacy, learning interest, and satisfaction with social media learning. Computers in Human Behavior, 55, 214-222. https://doi.org/10.1016/j.chb.2015.09.010
Hong, J. C., Hwang, M. Y., Tai, K. H., & Lin, P. H. (2021). The effects of intrinsic cognitive load and gameplay interest on flow experience reflecting performance progress in a Chinese remote association game. Computer Assisted Language Learning, 34(3), 358-378. https://doi.org/10.1080/09588221.2019.1614068
Hong, J. C., Hwang, M. Y., Tai, K. H., & Tsai, C. R. (2017). An exploration of students’ science learning interest related to their cognitive anxiety, cognitive load, self-confidence and learning progress using inquiry-based learning with an iPad. Research in Science Education, 47(6), 1193-1212. https://doi.org/10.1007/s11165-016-9541-y
Hong, J. C., Hwang, M. Y., Tai, K. H., Lin, P. H., & Lin, P. C. (2020). Learning progress in a Chinese order of stroke game: The effects of intrinsic cognitive load and gameplay interest mediated by flow experience. Journal of Educational Computing Research, 58(4), 842-862. https://doi.org/10.1177/0735633119881471
Hong, J. C., Lee, Y. F., & Ye, J. H. (2021). Procrastination predicts online self-regulated learning and online learning ineffectiveness during the coronavirus lockdown. Personality and Individual Differences, 174, 110673. https://doi.org/10.1016/j.paid.2021.110673
Hong, J. C., Tai, K. H., & Ye, J. H. (2019). Playing a Chinese remote‐associated game: The correlation among flow, self‐efficacy, collective self‐esteem and competitive anxiety. British Journal of Educational Technology, 50(5), 2720-2735. https://doi.org/10.1111/bjet.12721
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
Hong, J.-C., Lin, M.-P., Hwang, M.-Y., Tai, K.-H., & Kuo, Y.-C. (2015). Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety. Computers & Education, 88, 109-118. https://doi.org/10.1016/j.compedu.2015.04.018
Hong, J.-C., Tai, K.-H., Hwang, M.-Y., & Kuo, Y.-C. (2016). Internet cognitive failure affects learning progress as mediated by cognitive anxiety and flow while playing a Chinese antonym synonym game with interacting verbal-analytical and motor-control. Computers & Education, 100, 32-44. https://doi.org/10.1016/j.compedu.2016.04.009
Huang, T. L., Wu, C. N., Chang, M. H., Liao, G. Y., & Teng, C. I. (2022). From skill growth expectancy to online Game Commitment. Computers in Human Behavior, 107422. https://doi.org/10.1016/j.chb.2022.107422
Hung, C. Y., Sun, J. C. Y., & Yu, P. T. (2015). The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning. Interactive Learning Environments, 23(2), 172-190. https://doi.org/10.1080/10494820.2014.997248
Hunt, S. D., & Chonko, L. B. (1984). Marketing and machiavellianism. Journal of Marketing, 48(3), 30-42. https://doi.org/10.1177/002224298404800304
Hwang, G. J., Huang, H., Wang, R. X., & Zhu, L. L. (2021). Effects of a concept mapping‐based problem‐posing approach on students’ learning achievements and critical thinking tendency: An application in Classical Chinese learning contexts. British Journal of Educational Technology, 52(1), 374-493. https://doi.org/10.1111/bjet.13007
Hwang, G. J., Zou, D., & Lin, J. (2020). Effects of a multi-level concept mappingbased question-posing approach on students’ ubiquitous learning performance and perceptions. Computers & Education, 149, 103815. https://doi.org/10.1016/j.compedu.2020.103815
Ináncsi, T., Láng, A., & Bereczkei, T. (2015). Machiavellianism and adult attachment in general interpersonal relationships and close relationships. Europe's Journal of Psychology, 11(1), 139–154. https://doi.org/10.5964/ejop.v11i1.801
Jakobwitz, S., & Egan, V. (2006). The dark triad and normal personality traits. Personality and Individual Differences, 40(2), 331-339. https://doi.org/10.1016/j.paid.2005.07.006
Jonason, P. K., & Krause, L. (2013). The emotional deficits associated with the Dark Triad traits: Cognitive empathy, affective empathy, and alexithymia. Personality and Individual Differences, 55(5), 532-537. https://doi.org/10.1016/j.paid.2013.04.027
Jonason, P. K., & Webster, G. D. (2010). The dirty dozen:A concise measure of the dark triad. Psychological Assessment, 22, 420-432. https://doi.org/10.1037/a0019265
Jonason, P. K., Li, N. P., & Buss, D. M. (2010). The costs and benefits of the Dark Triad: Implications for mate poaching and mate retention tactics. Personality and Individual Differences, 48(4), 373-378. https://doi.org/10.1016/j.paid.2009.11.003
Jonason, P. K., Li, N. P., & Czarna, A. Z. (2013). Quick and dirty: Some psychosocial costs associated with the Dark Triad in three countries. Evolutionary Psychology, 11(1), 147470491301100116. https://doi.org/10.1177/147470491301100116
Jonason, P. K., Lyons, M., & Bethell, E. (2014). The making of Darth Vader: Parent–child care and the Dark Triad. Personality and Individual Differences, 67, 30-34. https://doi.org/10.1016/j.paid.2013.10.006
Jonason, P. K., Wee, S., Li, N. P., & Jackson, C. (2014). Occupational niches and the Dark Triad traits. Personality and Individual Differences, 69, 119-123. https://doi.org/10.1016/j.paid.2014.05.024
Jones, D. N., & Paulhus, D. L. (2009). Machiavellianism. In M. R. Leary & R. H. Hoyle (Eds.), Handbook of individual differences in social behavior (pp. 93–108). The Guilford Press.
Jones, D. N., & Paulhus, D. L. (2010). Differentiating the dark triad within the interpersonal circumplex. In L. Horowitz & S. Strack (Eds.), Handbook of interpersonal psychology: Theory, research, assessment, and therapeutic interventions (pp. 249-267). Hoboken, New Jersey: John Wiley
Jones, D. N., & Paulhus, D. L. (2011). The role of impulsivity in the Dark Triad of personality. Personality and Individual Differences, 51(5), 679-682. https://doi.org/10.1016/j.paid.2011.04.011
Jones, D. N., & Paulhus, D. L. (2014). Introducing the short dark triad (SD3) a brief measure of dark personality traits. Assessment, 21(1), 28-41. https://doi.org/10.1177/1073191113514105
Kaufman, S. B., Yaden, D. B., Hyde, E., & Tsukayama, E. (2019). The light vs. dark triad of personality: Contrasting two very different profiles of human nature. Frontiers in Psychology, 10, 467. https://doi.org/10.3389/fpsyg.2019.00467
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24. https://doi.org/10.1016/j.iheduc.2004.12.001
Killi, K., de Freitas, S., Arna, S., & Lainem, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91. https://doi.org/10.1016/j.procs.2012.10.060
Kirkpatrick, D. L., & Kirkpatrick, J. D. (2006). Evaluating training programs: The four levels (3rd ed.). San Francisco, CA: Berrett-Koehler.
Kowalski, C. M., Vernon, P. A., & Schermer, J. A. (2017). Vocational interests and dark personality: Are there dark career choices?. Personality and Individual Differences, 104, 43-47. https://doi.org/10.1016/j.paid.2016.07.029
Kowalski, R. M. (2001). Behaving badly: Aversive behaviors in interpersonal relationships. American Psychological Association. https://doi.org/10.1037/10365-000
Krapp, A. (2000). Interest and human development during adolescence: An educational-psychological approach. In J. Heckhausen (Ed.), Motivational psychology of human development (pp. 109-128). London: Elsevier. https://doi.org/10.1016/S0166-4115(00)80008-4
Krapp, A. (2002). An educational-psychological theory of interest and its relation to SDT. In E. L. Deci & R. M. Ryan (Eds.), Handbook of self-determination research (pp. 405–427). University of Rochester Press.
Kubey, R., & Csikszentmihalyi, M. (2013). Television and the quality of life: How viewing shapes everyday experience. Routledge.
Kutzin, J. M. (2019). Escape the room: Innovative approaches to interprofessional education. Journal of Nursing Education, 58(8), 474-480. https://doi.org/10.3928/01484834-20190719-07
Larche, C. J., & Dixon, M. J. (2020). The relationship between the skill-challenge balance, game expertise, flow and the urge to keep playing complex mobile games. Journal of Behavioral Addictions, 9(3), 606-616. https://doi.org/10.1556/2006.2020.00070
Lau, R. S., & Cheung, G. W. (2012). Estimating and comparing specific mediation effects in complex latent variable models. Organizational Research Methods, 15(1), 3-16. https://doi.org/10.1177/1094428110391673
Lee, K., Ashton, M. C., Wiltshire, J., Bourdage, J. S., Visser, B. A., and Gallucci, A. (2013). Sex, Power, and Money: Prediction from the Dark Triad and Honesty-Humility. European Journal of Personality, 27(2), 169-184. https://doi.org/10.1002/per.1860
Levenson, M. R., Kiehl, K. A., & Fitzpatrick, C. M. (1995). Assessing psychopathic attributes in a noninstitutionalized population. Journal of Personality and Social Psychology, 68, 151–158. https://doi.org/10.1037/0022-3514.68.1.151
Liao, G. Y., & Teng, C. I. (2017). You can make it: expectancy for growth increases online gamer loyalty. International Journal of Electronic Commerce, 21(3), 398-423. https://doi.org/10.1080/10864415.2016.1319227
Lilienfeld, S. O., & Andrews, B. P. (1996). Development and preliminary validation of a self-report measure of psychopathic personality traits in noncriminal populations. Journal of Personality Assessment, 66, 488–524. https://doi.org/10.1207/s15327752jpa6603_3
Litman, J. A. (2007). Curiosity as a feeling of interest and feeling of deprivation: The I/D model of curiosity. In P. R. Zelick (Ed.), Issues in the psychology of motivation (pp.149–156). Hauppauge, NY: Nova Science Publishers.
Liu, C. C., Cheng, Y. B., & Huang, C. W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907-1918. https://doi.org/10.1016/j.compedu.2011.04.002
López-Pernas, S., Gordillo, A., Barra, E., & Quemada, J. (2021). Comparing face-to-face and remote educational escape rooms for learning programming. IEEE Access, 9, 59270-59285. https://doi.org/10.1109/ACCESS.2021.3073601
Lowrie, T. (2002). Designing a framework for problem posing: Young children generating open-ended tasks. Contemporary Issues in Early Childhood, 3(3), 354–363. https://doi.org/10.2304/ciec.2002.3.3.4
Luria, G., Kahana, A., Goldenberg, J., & Noam, Y. (2019). Contextual moderators for leadership potential based on trait activation theory. Journal of Organizational Behavior, 40(8), 899-911. https://doi.org/10.1002/job.2373
Lykken, D. T. (1995). The antisocial personalities. Hillsdale, NJ: Lawrence Erlbaum.
MacCallum, R. C., & Hong, S. (1997). Power analysis in covariance structure modeling using GFI and AGFI. Multivariate Behavioral Research, 32(2), 193-210. https://doi.org/10.1207/s15327906mbr3202_5
MacKinnon, D. P. (2008). Introduction to statistical mediation analysis. New York, NY: Lawrence Erlbaum Associates.
Malesza, M. (2020). The effects of the Dark Triad traits in prisoner’s dilemma game. Current Psychology, 39(3), 1055-1062. https://doi.org/10.1007/s12144-018-9823-9
Massimini, F., & Carli, M. (1988). The systematic assessment of flow in daily experience. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal experience: Psychological studies of flow in consciousness (pp. 266–287). Cambridge University Press.
Mcloughlin, C. (2002). Learner support in distance and networked learning environments: Ten dimensions for successful design. Distance Education, 23(2), 149-162. https://doi.org/10.1080/0158791022000009178
Mooney, C. Z., & Duval, R. D. (1993). Bootstrapping: A nonparametric approach to statistical inference. Newbury Park, Calif: Sage Publications.
Morf, C. C., & Rhodewalt, F. (2001). Unraveling the paradoxes of narcissism: A dynamic self-regulatory processing model. Psychological Inquiry, 12(4), 177-196. https://doi.org/10.1207/S15327965PLI1204_1
Morkevičiūtė, M., & Endriulaitienė, A. (2022). Moderating role of perceived work addiction of managers in the relationship between employees' perfectionism and work addiction: a trait activation theory perspective. Baltic Journal of Management, https://doi.org/10.1108/BJM-03-2022-0112
Morrell, B. L., & Ball, H. M. (2020). Can you escape nursing school? Educational escape room in nursing education. Nursing Education Perspectives, 41(3), 197-198. https://doi.org/10.1097/01.NEP.0000000000000441Mueller, R. O., & Hancock, G. R. (2008). Best practices in structural equation modeling. Best Practices in Quantitative Methods, 488508. https://doi.org/10.4135/9781412995627.d38
Mulaik, S. A., James, L. R., Alstine, J.V., Bennett, N., Lind, S., & Stilwell, C. D. (1989). Evaluation of goodness-of-fit indices for structural equation models. Psychological Bulletin, 105(3), 430-445. https://doi.org/10.1037/0033-2909.105.3.430
Murray, H. A. (1938). Explorations in personality: A clinical and experimental study of fifty men of college age. Oxford Univ. Press, New York.
Mussel, P., & Spengler, M. (2015). Investigating intellect from a trait activation perspective: Identification of situational moderators for the correlation with work-related criteria. Journal of Research in Personality, 55, 51-60. https://doi.org/10.1016/j.jrp.2015.01.002
Nakamura, J., & Csikszentmihalyi, M. (2014). The concept of flow. In Flow and the foundations of positive psychology (pp. 239-263). Springer, Dordrecht. https://doi.org/10.1007/978-94-017-9088-8_16
Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. Retrieved from http://scottnicholson.com/pubs/ erfacwhite.pdf
Nowak, B., Brzóska, P., Piotrowski, J., Sedikides, C., Żemojtel-Piotrowska, M., & Jonason, P. K. (2020). Adaptive and maladaptive behavior during the COVID-19 pandemic: The roles of Dark Triad traits, collective narcissism, and health beliefs. Personality and Individual Differences, 167, 110232. https://doi.org/10.1016/j.paid.2020.110232
Nunnally, J. C. (1967). Psychometric theory. New York: McGraw-Hill.
Olver, M. E. , & Wong, S. C. (2015). Short-and long-term recidivism prediction of the PCL-R and the effects of age: A 24-year follow-up. Personality Disorders: Theory, Research, and Treatment, 6, 97–101. https://doi.org/10.1037/per0000095
Pabian, S., De Backer, C. J., & Vandebosch, H. (2015). Dark Triad personality traits and adolescent cyber-aggression. Personality and Individual Differences, 75, 41-46. https://doi.org/10.1016/j.paid.2014.11.015
Pan, W., Zhang, Q., Teo, T. S., & Lim, V. K. (2018). The dark triad and knowledge hiding. International Journal of Information Management, 42, 36-48. https://doi.org/10.1016/j.ijinfomgt.2018.05.008
Paulhus, D. L. (2013). Dark Triad of Personality (D3-Short). Measurement Instrument Database for the Social Science. Retrieved from www.midss.org.
Paulhus, D. L. (2014). Toward a taxonomy of dark personalities. Current Directions in Psychological Science, 23(6), 421-426. https://doi.org/10.1177/0963721414547737
Paulhus, D. L., & Williams, K. M. (2002). The dark triad of personality: Narcissism, Machiavellianism, and psychopathy. Journal of Research in Personality, 36(6), 556-563. https://doi.org/10.1016/S0092-6566(02)00505-6
Paulhus, D. L., Buckels, E. E., Trapnell, P. D., & Jones, D. N. (2021). Screening for dark personalities: The Short Dark Tetrad (SD4). European Journal of Psychological Assessment, 37(3), 208–222. https://doi.org/10.1027/1015-5759/a000602
Pekrun, R., & Stephens, E. J. (2012). Academic emotions. In K. R. Harris, S. Graham, T. Urdan, J. M. Royer, & M. Zeidner (Eds.), Individual differences and cultural and contextual factors: Vol. 2. APA educational psychology handbook (pp. 3-31). Washington, DC: American Psychological Association.
Perez-Fernandez, H., Cacciotti, G., Martín-Cruz, N., Bautista, J., & García, D. (2022). Are interactions between need for achievement and social networks the driving force behind entrepreneurial Intention? A trait activation story. Journal of Business Research, 149, 65–76. https://doi.org/10.1016/j.jbusres.2022.04.046
Pham, T. T. L., Huang, H. C., Tseng, F. C., Cheng, T. C. E., & Teng, C. I. (2021). For whom does flow not enhance online gamer loyalty?. Industrial Management & Data Systems, 122(1), 215-234. https://doi.org/10.1108/IMDS-05-2021-0338
Pike, G. R., Smart, J. C., & Ethington, C. A. (2012). The mediating effects of student engagement on the relationships between academic disciplines and learning outcomes: An extension of Holland’s theory. Research in Higher Education, 53(5), 550-575. https://doi.org/10.1007/s11162-011-9239-y
Poropat, A. E. (2009). A meta-analysis of the five-factor model of personality and academic performance. Psychological Bulletin, 135(2), 322. https://doi.org/10.1037/a0014996
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Prenzel, M. (1988). Die Wirkungsweise von Interesse [The mode of operation of interest]. Opladen: Westdeutscher Verlag.
Raskin, R. N., & Hall, C. S. (1979). A narcissistic personality inventory. Psychological Reports, 45(2), 590. https://doi.org/10.2466/pr0.1979.45.2.590
Raykov, T. (2001). Estimation of congeneric scale reliability using covariance structure analysis with nonlinear constraints. British Journal of Mathematical and Statistical Psychology, 54, 315-323. https://doi.org/10.1348/000711001159582
Renninger, K. A. (1990). Children's play interests, representation, and activity. In R. Fivush & J. Hudson (Eds.), Knowing and remembering in young children(pp.127-165). Cambridge, MA: Cambridge University Press.
Renninger, K. A. (2000). Individual interest and development: Implications for theory and practice. In C. Sansone &J. M. Harackiewicz (Eds.), Intrinsic and extrinsic motivation. The search for optimal motivation and performance (pp. 375-404). New York: Academic Press.
Robins, R. W., & John, O. P. (1997). Effects of visual perspective and narcissism on self-perception: Is seeing believing?. Psychological Science, 8(1), 37-42. https://doi.org/10.1111/j.1467-9280.1997.tb00541.x
Ronningstam, E. (2016). Pathological narcissism and narcissistic personality disorder: Recent research and clinical implications. Current Behavioral Neuroscience Reports, 3(1), 34-42. https://doi.org/10.1007/s40473-016-0060-y
Rotgans, J. I. & Schmidt, H. G. (2014). Situational interest and learning: Thirst for knowledge. Learning and Instruction, 32, 37-50. https://doi.org/10.1016/j.learninstruc.2014.01.002
Rotgans, J. I., & Schmidt, H. G. (2018). How individual interest influences situational interest and how both are related to knowledge acquisition: A microanalytical investigation. The Journal of Educational Research, 111(5), 530-540. https://doi.org/10.1080/00220671.2017.1310710
Sanjamsai, S., & Phukao, D. (2018). Flow experience in computer game playing among Thai university students. Kasetsart Journal of Social Sciences, 39(2), 175-182. https://doi.org/10.1016/j.kjss.2018.03.003
Scharp, Y. S., Breevaart, K., Bakker, A. B., & van der Linden, D. (2019). Daily playful work design: A trait activation perspective. Journal of Research in Personality, 82, 103850. https://doi.org/10.1016/j.jrp.2019.103850
Schiefele, U. (1991). Interest, learning, and motivation. Educational Psychologist, 26(3-4), 299-323. https://doi.org/10.1080/00461520.1991.9653136
Schiefele, U. (2001). The role of interest in motivation and learning. In J. Collis & S. Messick (Eds.), Intelligence and personality: Bridging the gap in theory and measurement (pp. 163-194). Mahwah, NJ: Lawrence Erlbaum.
Schneider, T. J., McLarnon, M. J., & Carswell, J. J. (2017). Career interests, personality, and the Dark Triad. Journal of Career Assessment, 25(2), 338-351. https://doi.org/10.1177/1069072715616128
Schraw, G., & Lehman, S. (2001). Situational interest: A review of the literature and directions for future research. Educational Psychology Review, 13(1), 23-52. https://doi.org/10.1023/A:1009004801455
Silver, E. A., Mamona-Downs, J., Leung, S. S., & Kenney, P. A. (1996). Posing mathematical problems: An exploratory study. Journal for Research in Mathematics Education, 27(3), 293-309. https://doi.org/10.5951/jresematheduc.27.3.0293
Silvia, P. J. (2008). Interest-The curious emotion. Current Directions in Psychological Science, 17(1), 57-60. https://doi.org/10.1111/j.1467-8721.2008.00548.x
Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors' flow experience while browsing a web site: Its measurement, contributing factors and consequences. Computers in Human Behavior, 20 (3), 403-422. https://doi.org/10.1016/S0747-5632(03)00050-5
Soral, P., Pati, S. P., & Kakani, R. K. (2022). Knowledge hiding as a coping response to the supervisors’ dark triad of personality: A protection motivation theory perspective. Journal of Business Research, 142, 1077-1091. https://doi.org/10.1016/j.jbusres.2021.12.075
Southard, A. C., & Zeigler-Hill, V. (2016). The dark triad traits and fame interest: Do dark personalities desire stardom?. Current Psychology, 35(2), 255-267. https://doi.org/10.1007/s12144-016-9416-4
Su, C.-C. (2011). A study of flow in EFL classrooms through free online games. Hwa Kang English Journal, 17(1), 95-123. https://doi.org/10.7109/HKEJ.201104.0095
Sung, H. Y., Hwang, G. J., & Chen, S. F. (2019). Effects of embedding a problem-posing-based learning guiding strategy into interactive e-books on students’ learning performance and higher order thinking tendency. Interactive Learning Environments, 27(3), 389-401. https://doi.org/10.1080/10494820.2018.1474235
Tett, R. P., & Burnett, D. D. (2003). A personality trait-based interactionist model of job performance. Journal of Applied Psychology, 88, 500–517. https://doi.ord/10.1037/0021-9010.88.3.500.
Tett, R. P., & Guterman, H. A. (2000). Situation trait relevance, trait expression, and cross-situational consistency: Testing a principle of trait activation. Journal of Research in Personality, 34(4), 397-423. https://doi.org/10.1006/jrpe.2000.2292
Tett, R. P., Simonet, D. V., Walser, B. & Brown, C. (2013). Trait activation theory. In N. D. Christiansen &, R. P. Tett (Eds.), Handbook of personality at work (pp. 71-100). Routledge. https://doi.org/10.4324/9780203526910.ch5
Thurairaj, S., & Roy, S. S. (2012). Teachers’ emotions in ELT material design. International Journal of Social Science and Humanity, 2(3), 232–236. https://doi.org/10.7763/IJSSH.2012.V2.101
Tsai, Y. H., Lin, C. H., Hong, J. C., & Tai, K. H. (2018). The effects of metacognition on online learning interest and continuance to learn with MOOCs. Computers & Education, 121, 18-29. https://doi.org/10.1016/j.compedu.2018.02.011
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(1), 117–132. https://doi.org/10.1007/s10649-012-9456-0
Vazire, S., & Funder, D. C. (2006). Impulsivity and the self-defeating behavior of narcissists. Personality and Social Psychology Review, 10(2), 154-165. https://doi.org/10.1207/s15327957pspr1002_4
Vergne, M. J., Simmons, J. D., & Bowen, R. S. (2019). Escape the lab: An interactive escape-room game as a laboratory experiment. Journal of Chemical Education, 96(5), 985-991. https://doi.org/10.1021/acs.jchemed.8b01023
Veselka, L., Schermer, J. A., Martin, R. A., & Vernon, P. A. (2010). Relations between humor styles and the Dark Triad traits of personality. Personality and Individual Differences, 48(6), 772-774. https://doi.org/10.1016/j.paid.2010.01.017
Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166, 104156. https://doi.org/10.1016/j.compedu.2021.104156
Vos, N., van der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, 56(1), 127–137. https://doi.org/10.1016/j.compedu.2010.08.013
Watson, D., & Tellegen, A. (1985). Toward a consensual structure of mood. Psychological Bulletin, 98, 219–235. https://doi.org/10.1037/0033-2909.98.2.219
Wiemker, M., Elumir, E., & Clare, A. (2015). Escape room games. Game-based Learning, 55, 55-75.
Wigfield, A. (1994). Expectancy-value theory of achievement motivation: A developmental perspective. Educational Psychology Review, 6(1), 49-78. https://doi.org/10.1007/BF02209024
Wigfield, A., & Eccles, J. (2000). Expectancy–value theory of achievement motivation. Contemporary Educational Psychology, 25(1), 68-81. https://doi.org/10.1006/ceps.1999.1015
Wihler, A., Meurs, J. A., Wiesmann, D., Troll, L., & Blickle, G. (2017). Extraversion and adaptive performance: Integrating trait activation and socioanalytic personality theories at work. Personality and Individual Differences, 116, 133-138. https://doi.org/10.1016/j.paid.2017.04.034
Wilson, D. S., Near, D., & Miller, R. R. (1996). Machiavellianism: a synthesis of the evolutionary and psychological literatures. Psychological bulletin, 119(2), 285.
Wilson, O., & Geoff, L. (2015). Questioning: A path to student learning experience. Education and Training, 57 (5), 474–491.
Yang, K. S. & A.B. Yu(1988). Social-oriented and individual-oriented achievement motivation: Conceptualization and measurement. Paper presented at the symposium on “Chinese Personality and Social Psychology”, the 24th International Congress of Psychology, Sydney, Australia.
Yang, Q.-F., Chang, S.-C., Hwang, G.-J., & Zou, D. (2020). Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students’English vocabulary learning performance, anxiety and behaviors. Computers & Education, 148, 103808. https://doi.org/10.1016/j.compedu.2020.103808
Yu, A. B. & Yang, K. S. (1994). The nature of Achievement Motivation in Collectivistic Societies. In U. Kim, H.C. Triandis, C. Kagitcibasi, S. C. Choi & G. Yoon (Eds.), Individualism and collectivism: Theory, method, and application. Newbury Park, CA: Sage.
Yu, F. Y. (2009). Scaffolding student-generated questions: Design and development of a customizable online learning system. Computers in Human Behavior, 25(5), 1129-1138. https://doi.org/10.1016/j.chb.2009.05.002
Yu, F. Y., & Wu, W. S. (2020). Effects of student-generated feedback corresponding to answers to online student-generated questions on learning: What, why, and how?. Computers & Education, 145, 103723. https://doi.org/10.1016/j.compedu.2019.103723
Yu, F.-Y., Wu, C.-P., & Hung, C.-C. (2014). Are there any joint effects of online student question generation and cooperative learning? Asia-Pacific Education Researcher, 23(3), 367-378. https://doi.org/10.1007/s40299-013-0112-y
Zhang, H., & Zhao, H. (2020). Dark personality traits and cyber aggression in adolescents: A moderated mediation analysis of belief in virtuous humanity and self-control. Children and Youth Services Review, 119, 105565. https://doi.org/10.1016/j.childyouth.2020.105565
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. https://doi.org/10.14742/ajet.6682