Interactive Science Multimedia and Visuospatial Processing
暂无分享,去创建一个
[1] Christian Gütl,et al. Virtual laboratories for education in science, technology, and engineering: A review , 2016, Comput. Educ..
[2] D. R. Montello,et al. Learning a Spatial Skill for Surgery : How the Contributions of Abilities Change With Practice , 2006 .
[3] John Sweller,et al. Instructional Visualizations, Cognitive Load Theory, and Visuospatial Processing , 2019, Visuospatial Processing for Education in Health and Natural Sciences.
[4] J. Castro-Alonso,et al. Different Abilities Controlled by Visuospatial Processing , 2019, Visuospatial Processing for Education in Health and Natural Sciences.
[5] R. Mayer,et al. Learning Science in Immersive Virtual Reality , 2018, Journal of Educational Psychology.
[6] R. Mayer,et al. Learning as a Generative Activity: Eight Learning Strategies that Promote Understanding , 2015 .
[7] Andrew T. Stull,et al. Three Experimental Comparisons of Learner-generated versus Author-provided Graphic Organizers , 2007 .
[8] Elizabeth O. Hayward,et al. Emotional design in multimedia learning: Effects of shape and color on affect and learning , 2014 .
[9] R. Mayer,et al. Eight Ways to Promote Generative Learning , 2016 .
[10] Richard E. Mayer,et al. Multimedia Learning: INTRODUCTION TO MULTIMEDIA LEARNING , 2009 .
[11] John Sweller,et al. Undesirable Difficulty Effects in the Learning of High-Element Interactivity Materials , 2018, Front. Psychol..
[12] James P. Birk,et al. The role of visualization in learning from computer‐based images , 2005 .
[13] P. Frensch,et al. Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. , 1994 .
[14] Alexander P. Wind,et al. Multimedia learning with computer games , 2014 .
[15] J. Sweller,et al. The Cambridge Handbook of Multimedia Learning: The Modality Principle in Multimedia Learning , 2005 .
[16] R. Mayer,et al. Paper-Based Aids for Learning with a Computer-Based Game , 2012 .
[17] R. Mayer,et al. Domain specificity of spatial expertise: The case of video game players. , 2002 .
[18] Fred Paas,et al. Investigating gender and spatial measurements in instructional animation research , 2018, Comput. Hum. Behav..
[19] Herre van Oostendorp,et al. Instructional Techniques to Facilitate Learning and Motivation of Serious Games , 2017 .
[20] C. Kinzer,et al. Foundations of Game-Based Learning , 2015 .
[21] Evan M. Palmer,et al. Intrinsic motivation and attentional capture from gamelike features in a visual search task , 2013, Behavior Research Methods.
[22] Jan L. Plass,et al. The cognitive impact of interactive design features for learning complex materials in medical education , 2014, Comput. Educ..
[23] R. Mayer. Computer Games in Education. , 2019, Annual review of psychology.
[24] D. Uttal,et al. Spatial Ability for University Biology Education , 2018, Advances in Intelligent Systems and Computing.
[25] M. Chi,et al. The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes , 2014 .
[26] Fred Paas,et al. Gender Imbalance in Instructional Dynamic Versus Static Visualizations: a Meta-analysis , 2019, Educational Psychology Review.
[27] Douglas B. Clark,et al. Digital Games, Design, and Learning , 2016, Review of educational research.
[28] David Moreau,et al. Differentiating two- from three-dimensional mental rotation training effects , 2013, Quarterly journal of experimental psychology.
[29] Meng-Tzu Cheng,et al. An educational game for learning human immunology: What do students learn and how do they perceive? , 2014, Br. J. Educ. Technol..
[30] Jan L. Plass,et al. Interactivity in multimedia learning: An integrated model , 2010, Comput. Hum. Behav..
[31] John Sweller,et al. Cognitive Load Theory for the Design of Medical Simulations , 2015, Simulation in healthcare : journal of the Society for Simulation in Healthcare.
[32] R. Mayer,et al. Game over for Tetris as a platform for cognitive skill training , 2018, Contemporary Educational Psychology.
[33] P. Lachenbruch. Statistical Power Analysis for the Behavioral Sciences (2nd ed.) , 1989 .
[34] Irene W. Y. Ma,et al. Emotion, cognitive load and learning outcomes during simulation training , 2012, Medical education.
[35] Kara J. Blacker,et al. Effects of action video game training on visual working memory. , 2014, Journal of experimental psychology. Human perception and performance.
[36] Maciek Skorko,et al. Cognitive enhancement in video game players: The role of video game genre , 2015, Comput. Hum. Behav..
[37] Jennifer J. Vogel-Walcutt,et al. Applying the modality principle to real-time feedback and the acquisition of higher-order cognitive skills , 2012 .
[38] Michele Jacobsen,et al. Learning and assessment with images: A view of cognitive load through the lens of cerebral blood flow , 2017, Br. J. Educ. Technol..
[39] Michael Barnett,et al. Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles , 2011 .
[40] Andree Hartanto,et al. Context counts: The different implications of weekday and weekend video gaming for academic performance in mathematics, reading, and science , 2017, Comput. Educ..
[41] F. Gobet,et al. Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation , 2017, Psychological bulletin.
[42] I. Spence,et al. Video Games and Spatial Cognition , 2010 .
[43] D. Uttal,et al. Science Education and Visuospatial Processing , 2019, Visuospatial Processing for Education in Health and Natural Sciences.
[44] Christopher R. Engelhardt,et al. Null Effects of Game Violence, Game Difficulty, and 2D:4D Digit Ratio on Aggressive Behavior , 2019, Psychological science.
[45] John Sweller,et al. Cognitive Load Theory , 2020, Encyclopedia of Education and Information Technologies.
[46] Richard E. Mayer,et al. The Cambridge Handbook of Multimedia Learning: Principles for Reducing Extraneous Processing in Multimedia Learning : Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles , 2005 .
[47] Jan L. Plass,et al. Multimedia Learning with Simulations and Microworlds , 2014 .
[48] C. Ferguson. The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games , 2007, Psychiatric Quarterly.
[49] T. Hammond,et al. Video games and surgical ability: a literature review. , 2010, Journal of surgical education.
[50] Randy L. Bell,et al. Computer Simulations to Support Science Instruction and Learning: A critical review of the literature , 2012 .
[51] Kirsten C. S. Adam,et al. Improvements to visual working memory performance with practice and feedback , 2018, PloS one.
[52] B. Hommel,et al. Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition , 2012, Psychological Research.
[53] Lara M. Triona,et al. Point and Click or Grab and Heft: Comparing the Influence of Physical and Virtual Instructional Materials on Elementary School Students' Ability to Design Experiments , 2003 .
[54] R. Mayer. On the Need for Research Evidence to Guide the Design of Computer Games for Learning , 2015 .
[55] Jeffrey Earp,et al. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games , 2016, Comput. Educ..
[56] C. Sanchez. Enhancing visuospatial performance through video game training to increase learning in visuospatial science domains , 2011, Psychonomic Bulletin & Review.
[57] Roy Eagleson,et al. Evaluation of an online three‐dimensional interactive resource for undergraduate neuroanatomy education , 2016, Anatomical sciences education.
[58] J. Hattie,et al. The Power of Feedback , 2007 .
[59] Thomas Huk,et al. Learning cell biology with close-up views or connecting lines: Evidence for the structure mapping effect , 2007, Comput. Hum. Behav..
[60] Dylan P. Williams,et al. Preparing Students for Practical Sessions Using Laboratory Simulation Software , 2019, Journal of Chemical Education.
[61] Thomas Huk,et al. Who benefits from learning with 3D models? the case of spatial ability , 2006, J. Comput. Assist. Learn..
[62] D. Cook,et al. Technology-enhanced simulation in emergency medicine: a systematic review and meta-analysis. , 2013, Academic emergency medicine : official journal of the Society for Academic Emergency Medicine.
[63] Fred Paas,et al. The Potential of Embodied Cognition to Improve STEAM Instructional Dynamic Visualizations , 2015 .
[64] Jennifer J. Vogel-Walcutt,et al. Differential impact of two types of metacognitive prompting provided during simulation-based training , 2012, Comput. Hum. Behav..
[65] Roland Brünken,et al. Emotional design and positive emotions in multimedia learning: An eyetracking study on the use of anthropomorphisms , 2015, Comput. Educ..
[66] J. Castro-Alonso,et al. Sex Differences in Visuospatial Processing , 2019, Visuospatial Processing for Education in Health and Natural Sciences.
[67] E. Vandewater,et al. Relation of adolescent video game play to time spent in other activities. , 2007, Archives of pediatrics & adolescent medicine.
[68] Richard De Lisi,et al. Computer experience and gender differences in undergraduate mental rotation performance , 1996 .
[69] F. Paas,et al. Computerized and Adaptable Tests to Measure Visuospatial Abilities in STEM Students , 2017 .
[70] Cheryl I. Johnson,et al. Designing Effective Feedback Messages in Serious Games and Simulations: A Research Review , 2017 .
[71] James R. Brinson. Learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) laboratories: A review of the empirical research , 2015, Comput. Educ..
[72] S. Daniel,et al. Can virtual reality improve anatomy education? A randomised controlled study of a computer‐generated three‐dimensional anatomical ear model , 2006, Medical education.
[73] Jih-Hsuan Lin,et al. Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes , 2013, Comput. Hum. Behav..
[74] C. S. Green,et al. Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills , 2018, Psychological bulletin.
[75] Meng-Tzu Cheng,et al. The use of serious games in science education: a review of selected empirical research from 2002 to 2013 , 2015 .
[76] R. Mayer,et al. Interactive Multimodal Learning Environments , 2007 .
[77] Jennifer Wiley,et al. The role of dynamic spatial ability in geoscience text comprehension , 2014 .
[78] F. Paas,et al. Embodied Cognition, Science Education, and Visuospatial Processing , 2019, Visuospatial Processing for Education in Health and Natural Sciences.
[79] J. Pratt,et al. Playing an Action Video Game Reduces Gender Differences in Spatial Cognition , 2007, Psychological science.
[80] Robert Weis,et al. Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning , 2010, Psychological science.
[81] Heather A. Priest,et al. The Cambridge Handbook of Multimedia Learning: The Feedback Principle in Multimedia Learning , 2014 .
[82] Laureen M. Donovan,et al. Computer-based simulation: Effective tool or hindrance for undergraduate nursing students? , 2018, Nurse education today.
[83] David W. Schloerb,et al. Egocentric versus Allocentric Spatial Ability in Dentistry and Haptic Virtual Reality Training , 2013 .
[84] J. Wiley. Picture this! Effects of photographs, diagrams, animations, and sketching on learning and beliefs about learning from a geoscience text , 2018, Applied Cognitive Psychology.
[85] Nicola J. Gibbons,et al. The interactivity effect in multimedia learning , 2007, Comput. Educ..
[86] G. Norman,et al. How medical students learn spatial anatomy , 2001, The Lancet.
[87] Matthew K. Burns,et al. Updated Meta-Analysis of Learner Control Within Educational Technology , 2014 .
[88] Tomasz Drabowicz,et al. Gender and digital usage inequality among adolescents: A comparative study of 39 countries , 2014, Comput. Educ..
[89] T. Santarius,et al. Methodological shortcomings in the literature evaluating the role and applications of 3D training for surgical trainees , 2017, Medical teacher.
[90] C. Ferguson. Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? , 2010 .
[91] Fred Paas,et al. Comparing apples and oranges? A critical look at research on learning from statics versus animations , 2016, Comput. Educ..
[92] M. Pépin,et al. Effect of Playing a Video Game on a Measure of Spatial Visualization , 1986, Perceptual and motor skills.
[93] Jan T. van der Veen,et al. The learning effects of computer simulations in science education , 2012, Comput. Educ..
[94] Jan L. Plass,et al. Click versus drag: User-performed tasks and the enactment effect in an interactive multimedia environment , 2014, Comput. Hum. Behav..
[95] Fred Paas,et al. Visuospatial tests and multimedia learning : The importance of employing relevant instruments , 2019 .
[96] C S Green,et al. Action-Video-Game Experience Alters the Spatial Resolution of Vision , 2007, Psychological science.
[97] Daniel R. Montello,et al. Spatial Reasoning With External Visualizations: What Matters Is What You See, Not Whether You Interact , 2008, Cogn. Sci..
[98] Kasey L. Powers,et al. Effects of video-game play on information processing: A meta-analytic investigation , 2013, Psychonomic Bulletin & Review.
[99] Fred Paas,et al. VAR: A Battery of Computer-Based Instruments to Measure Visuospatial Processing , 2019, Visuospatial Processing for Education in Health and Natural Sciences.
[100] Gilles Chiniara,et al. Twelve tips for efficient procedural simulation , 2017, Medical teacher.
[101] R. Mayer,et al. Role of guidance, reflection, and interactivity in an agent-based multimedia game , 2005 .
[102] Fabienne M. Van der Kleij,et al. Effects of Feedback in a Computer-Based Learning Environment on Students’ Learning Outcomes , 2013 .
[103] Lara M. Triona,et al. Hands on What? The Relative Effectiveness of Physical versus Virtual Materials in an Engineering Design Project by Middle School Children , 2007 .
[104] C. S. Green,et al. Action video game modifies visual selective attention , 2003, Nature.
[105] N. Newcombe,et al. How Important Is the Digital Divide? The Relation of Computer and Videogame Usage to Gender Differences in Mental Rotation Ability , 2005 .
[106] Richard E. Mayer,et al. Using multimedia for e-learning , 2017, J. Comput. Assist. Learn..
[107] Ruth N. Schwartz,et al. Just enough, but not too much interactivity leads to better clinical skills performance after a computer assisted learning module , 2012, Medical teacher.
[108] Lijia Lin,et al. Optimizing learning from animation: Examining the impact of biofeedback , 2018 .
[109] Guido Makransky,et al. Improving biotech education through gamified laboratory simulations , 2014, Nature Biotechnology.
[110] Eric Jamet,et al. Using pop-up windows to improve multimedia learning , 2006, J. Comput. Assist. Learn..
[111] R. Moreno. Decreasing Cognitive Load for Novice Students: Effects of Explanatory versus Corrective Feedback in Discovery-Based Multimedia , 2004 .
[112] Logan Fiorella,et al. What works and doesn't work with instructional video , 2018, Comput. Hum. Behav..
[113] Detlef Urhahne,et al. The Effect of Three-Dimensional Simulations on the Understanding of Chemical Structures and Their Properties , 2009 .
[114] Mary Hegarty,et al. Constrained interactivity for relating multiple representations in science: When virtual is better than real , 2015, Comput. Educ..