Iterative user and expert feedback in the design of an educational virtual reality biology game
暂无分享,去创建一个
Philip Tan | Judy Perry | Eric Klopfer | Annie Wang | Meredith Thompson | Rik Eberhart | Meredith M. Thompson | Daniel M. Roy | Katharine Pan | Dwaipayan Roy | E. Klopfer | Judy Perry | Philip Tan | Annie Wang | K. Pan | Rik Eberhart
[1] Saurabh Sinha,et al. Intravital imaging by simultaneous label-free autofluorescence-multiharmonic microscopy , 2018, Nature Communications.
[2] D. Thomas. Feedback from research participants: are member checks useful in qualitative research? , 2017 .
[3] Marjan Laal,et al. Positive Interdependence in Collaborative Learning , 2013 .
[4] R. Sternberg. What Is an “Expert Student?” , 2003 .
[5] Daniel L. Schwartz,et al. Physically Distributed Learning: Adapting and Reinterpreting Physical Environments in the Development of Fraction Concepts , 2005, Cogn. Sci..
[6] Spyros Vosinakis,et al. On the value of Virtual Worlds for collaborative design , 2012 .
[7] William A. Sandoval,et al. Conjecture Mapping: An Approach to Systematic Educational Design Research , 2014 .
[8] David W. Johnson,et al. New Developments in Social Interdependence Theory , 2005, Genetic, social, and general psychology monographs.
[9] D. Uttal,et al. How Much Can Spatial Training Improve STEM Achievement? , 2015 .
[10] John B. Black,et al. Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment , 2017, Comput. Educ..
[11] Guido Makransky,et al. Improving biotech education through gamified laboratory simulations , 2014, Nature Biotechnology.
[12] Barney Dalgarno,et al. Collaborative learning across physical and virtual worlds: Factors supporting and constraining learners in a blended reality environment , 2017, Br. J. Educ. Technol..
[13] Rustin Webster,et al. Declarative knowledge acquisition in immersive virtual learning environments , 2016, Interact. Learn. Environ..
[14] Andrea Gauthier,et al. Serious Game Leverages Productive Negativity to Facilitate Conceptual Change in Undergraduate Molecular Biology: A Mixed-Methods Randomized Controlled Trial , 2017, Int. J. Game Based Learn..
[15] Konrad J. Schönborn,et al. Exploring relationships between students' interaction and learning with a haptic virtual biomolecular model , 2011, Comput. Educ..
[16] Steven M. Weisberg,et al. Embodied cognition and STEM learning: overview of a topical collection in CR:PI , 2017, Cognitive Research: Principles and Implications.
[17] Allan Collins,et al. Design Research: Theoretical and Methodological Issues , 2004 .
[18] Design-Based Research: An Emerging Paradigm for Educational Inquiry , 2003 .
[19] Eric Klopfer,et al. Analyzing gameplay data to inform feedback loops in The Radix Endeavor , 2017, Comput. Educ..
[20] Daniel L. Schwartz,et al. Distributed learning and mutual adaptation , 2006 .
[21] Michael P. Kaschak,et al. Activity and Imagined Activity Can Enhance Young Children's Reading Comprehension. , 2004 .
[22] Harpreet Sareen,et al. FaceDisplay: Enabling Multi-User Interaction for Mobile Virtual Reality , 2017, CHI Extended Abstracts.
[23] W. Pouw,et al. An Embedded and Embodied Cognition Review of Instructional Manipulatives , 2014 .
[24] Paul P. Maglio,et al. On Distinguishing Epistemic from Pragmatic Action , 1994, Cogn. Sci..
[25] Eugenijus Kurilovas,et al. Expert centred vs learner centred approach for evaluating quality and reusability of learning objects , 2014, Comput. Hum. Behav..
[26] Zahira Merchant,et al. The learner characteristics, features of desktop 3D virtual reality environments, and college chemistry instruction: A structural equation modeling analysis , 2012, Comput. Educ..
[27] Natalie M. Trumpp,et al. Embodiment theory and education: The foundations of cognition in perception and action , 2012, Trends in Neuroscience and Education.
[28] James D. Slotta,et al. Immersive simulations for smart classrooms: exploring evolutionary concepts in secondary science , 2014 .
[29] Eugenijus Kurilovas,et al. Evaluation of quality and personalisation of VR/AR/MR learning systems , 2016, Behav. Inf. Technol..
[30] Constance Steinkuehler,et al. Failing up: How failure in a game environment promotes learning through discourse , 2018, Thinking Skills and Creativity.
[31] Shuai Wang,et al. Enhancing learning and engagement through embodied interaction within a mixed reality simulation , 2016, Comput. Educ..
[32] Andrea Gauthier,et al. Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial , 2018, Comput. Educ..
[33] Lu Li,et al. Virtual reality technology based developmental designs of multiplayer-interaction-supporting exhibits of science museums: taking the exhibit of "virtual experience on an aircraft carrier" in China science and technology museum as an example , 2016, VRCAI.
[34] M. Gail Jones,et al. The impact of haptic augmentation on middle school students’ conceptions of the animal cell , 2006, Virtual Reality.
[35] Christian Gütl,et al. Virtual laboratories for education in science, technology, and engineering: A review , 2016, Comput. Educ..