Dynamics of Student Cognitive-Affective Transitions During a Mathematics Game
暂无分享,去创建一个
[1] Jean-François Nicaud,et al. Mixing Microworld and Cas Features in Building Computer Systems that Help Students Learn Algebra , 2004, Int. J. Comput. Math. Learn..
[2] Ryan Shaun Joazeiro de Baker,et al. Comparing Learners' Affect While Using an Intelligent Tutoring System and a Simulation Problem Solving Game , 2008, Intelligent Tutoring Systems.
[3] Mitsuru Ishizuka,et al. THE EMPATHIC COMPANION: A CHARACTER-BASED INTERFACE THAT ADDRESSES USERS' AFFECTIVE STATES , 2005, Appl. Artif. Intell..
[4] Ryan Shaun Joazeiro de Baker,et al. Affect and Usage Choices in Simulation Problem-Solving Environments , 2007, AIED.
[5] Griffiths. The educational benefits of videogames , 2002 .
[6] C. Douglas Wetzel,et al. The Effectiveness of Games for Educational Purposes: A Review of Recent Research , 1992 .
[7] Clint A. Bowers,et al. Using Virtual Reality with and without Gaming Attributes for Academic Achievement , 2006 .
[8] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[9] Rose Luckin,et al. Ecolab: the development and evaluation of a Vygotskian design framework , 1999 .
[10] Maria Virvou,et al. Combining Software Games with Education: Evaluation of its Educational Effectiveness , 2005, J. Educ. Technol. Soc..
[11] Rosemary Luckin,et al. Motivating the Learner: An Empirical Evaluation , 2006, Intelligent Tutoring Systems.
[12] Katherine Grace Hendrix,et al. Gender differences in preschool children’s recall of competitive and noncompetitive computer mathematics games , 2009 .
[13] E. Orbach,et al. Simulation Games and Motivation for Learning , 1979 .
[14] G. Farnarier,et al. Une médecine rurale de proximité: l′expérience des médecins de campagne au Mali , 2007, Education for Health.
[15] Arthur C. Graesser,et al. Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments , 2010, Int. J. Hum. Comput. Stud..
[16] Daniel J. Brass,et al. Exploring the Social Ledger: Negative Relationships and Negative Asymmetry in Social Networks in Organizations , 2006 .
[17] Jim Bizzocchi,et al. Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design , 2005, DiGRA Conference.
[18] Cristina Conati,et al. Probabilistic assessment of user's emotions in educational games , 2002, Appl. Artif. Intell..
[19] BakerRyan S. J. d.,et al. Better to be frustrated than bored , 2010 .
[20] Scotty D. Craig,et al. Integrating Affect Sensors in an Intelligent Tutoring System , 2004 .
[21] A. Rollett,et al. The Monte Carlo Method , 2004 .
[22] Hakan Tüzün,et al. The effects of computer games on primary school students' achievement and motivation in geography learning , 2009, Comput. Educ..
[23] Scotty D. Craig,et al. Affect and learning: An exploratory look into the role of affect in learning with AutoTutor , 2004 .
[24] Marina Papastergiou,et al. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..
[25] Cristina Conati,et al. Socially Intelligent Agents in Educational Games , 2002 .
[26] Rosemary Luckin,et al. The Effects of Motivational Modeling on Affect in an Intelligent Tutoring System , 2008 .
[27] Jacob Cohen. A Coefficient of Agreement for Nominal Scales , 1960 .
[28] Leicha A. Bragg. Students’ conflicting attitudes towards games as a vehicle for learning mathematics: A methodological dilemma , 2007 .
[29] M. Lepper,et al. A desire to be taught: Instructional consequences of intrinsic motivation , 1992 .
[30] Ruth Aylett,et al. Socially Intelligent Agents - Creating Relationships with Computers and Robots , 2003, J. Documentation.
[31] B. D. Coller,et al. Effectiveness of using a video game to teach a course in mechanical engineering , 2009, Comput. Educ..