Mate Marote: A flexible automated framework for large-scale educational interventions
暂无分享,去创建一个
Mariano Sigman | Diego Fernández Slezak | Andrea Paula Goldin | Matías Lopez-Rosenfeld | Sebastián Lipina | M. Sigman | A. Goldin | S. Lipina | Matías Lopez-Rosenfeld | D. Slezak
[1] M. Sigman,et al. Educating to Build Bridges , 2013 .
[2] C. Nelson,et al. The functional emergence of prefrontally-guided working memory systems in four- to eight-year-old children , 1998, Neuropsychologia.
[3] Vincent Aleven,et al. An effective metacognitive strategy: learning by doing and explaining with a computer-based Cognitive Tutor , 2002, Cogn. Sci..
[4] Colin M. Macleod. Half a century of research on the Stroop effect: an integrative review. , 1991, Psychological bulletin.
[5] Ximena López,et al. Beyond Nintendo: design and assessment of educational video games for first and second grade students , 2003, Comput. Educ..
[6] Juan C. Burguillo,et al. Using game theory and Competition-based Learning to stimulate student motivation and performance , 2010, Comput. Educ..
[7] Philip H. Winne,et al. Learning from Learning Kits: gStudy Traces of Students’ Self-Regulated Engagements with Computerized Content , 2006 .
[8] M. Posner,et al. Educating the Human Brain , 2006 .
[9] Vincent Aleven,et al. Intelligent Tutoring Goes To School in the Big City , 1997 .
[10] D. Klahr. Solving Problems with Ambiguous Subgoal Ordering: Preschoolers' Performance. , 1985 .
[11] C. P. Constantinou,et al. Development of decision‐making skills and environmental concern through computer‐based, scaffolded learning activities , 2009 .
[12] Martin Ebner,et al. Successful implementation of user-centered game based learning in higher education: An example from civil engineering , 2007, Comput. Educ..
[13] Laura A. Dabbish,et al. Designing games with a purpose , 2008, CACM.
[14] Annemarie Hauf,et al. Computers in education , 1983 .
[15] M. Sigman,et al. Training Planning and Working Memory in Third Graders , 2013 .
[16] Tsung-Yu Liu,et al. Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation , 2010, Comput. Educ..
[17] N. Newcombe,et al. Early Education for Spatial Intelligence: Why, What, and How , 2010 .
[18] Adrien Treuille,et al. Predicting protein structures with a multiplayer online game , 2010, Nature.
[19] B. Milner,et al. Deficits on subject-ordered tasks after frontal- and temporal-lobe lesions in man , 1982, Neuropsychologia.
[20] M. D’Esposito. Working memory. , 2008, Handbook of clinical neurology.
[21] M. Posner,et al. Influencing brain networks: implications for education , 2005, Trends in Cognitive Sciences.
[22] John R. Anderson,et al. Cognitive Tutors: Lessons Learned , 1995 .
[23] G. Miller. Computers As Writing Instructors , 2009, Science.
[24] Laura A. Dabbish,et al. Labeling images with a computer game , 2004, AAAI Spring Symposium: Knowledge Collection from Volunteer Contributors.
[25] N. Cowan. The magical number 4 in short-term memory: A reconsideration of mental storage capacity , 2001, Behavioral and Brain Sciences.
[26] A. Schoenfeld. Learning to Think Mathematically: Problem Solving, Metacognition, and Sense Making in Mathematics (Reprint) , 2009 .
[27] Angel M. Elgier. LA PIZARRA DE BABEL. PUENTES ENTRE NEUROCIENCIA, PSICOLOGÍA Y EDUCACIÓN , 2012 .
[28] Pathways to reading: the role of oral language in the transition to reading. , 2005, Developmental psychology.
[29] S. Bryson,et al. Executive function in preschoolers: a review using an integrative framework. , 2008, Psychological bulletin.
[30] C. S. Green,et al. Action video game modifies visual selective attention , 2003, Nature.
[31] Manuel Blum,et al. Peekaboom: a game for locating objects in images , 2006, CHI.