Timing of instructional materials and types of gameplay for interdisciplinary learning: A comparative experimental study

[1]  V. Shute,et al.  Exploring students’ behavioral patterns when playing educational games with learning supports at different timings , 2022, Educational technology research and development.

[2]  F. Ouyang,et al.  Comparing learners’ knowledge, behaviors, and attitudes between two instructional modes of computer programming in secondary education , 2021, International journal of STEM education.

[3]  Ting-Chia Hsu,et al.  Simultaneously Improving Computational Thinking and Foreign Language Learning: Interdisciplinary Media With Plugged and Unplugged Approaches , 2021, Journal of Educational Computing Research.

[4]  Vaughan Prain,et al.  Challenges in designing and assessing student interdisciplinary learning of optics using a representation construction approach , 2021 .

[5]  Meng‐Tzu Cheng,et al.  Does emotion matter? An investigation into the relationship between emotions and science learning outcomes in a game-based learning environment , 2020, Br. J. Educ. Technol..

[6]  Meiqian Wang,et al.  Using Game-Based Learning to Support Learning Science: A Study with Middle School Students , 2020 .

[7]  Tarık Talan,et al.  Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis , 2020 .

[8]  Jaime L. Sabel Using the FRAMER Scaffold Design Framework to Support Students in Learning & Understanding Biology , 2020, The American Biology Teacher.

[9]  Khe Foon Hew,et al.  Designing Unplugged and Plugged Activities to Cultivate Computational Thinking: An Exploratory Study in Early Childhood Education , 2020, The Asia-Pacific Education Researcher.

[10]  Dongsik Kim,et al.  Types and Timing of Scaffolding to Promote Meaningful Peer Interaction and Increase Learning Performance in Computer-Supported Collaborative Learning Environments , 2019, Journal of Educational Computing Research.

[11]  Miles MacLeod,et al.  Scaffolding interdisciplinary project-based learning: a case study , 2019, European Journal of Engineering Education.

[12]  Slava Kalyuga,et al.  Four Ways of Considering Emotion in Cognitive Load Theory , 2019, Educational Psychology Review.

[13]  Christopher M. Hovey,et al.  Emotional design for digital games for learning: The effect of expression, color, shape, and dimensionality on the affective quality of game characters , 2019 .

[14]  Gautam Biswas,et al.  Modeling Learners' Cognitive and Affective States to Scaffold SRL in Open-Ended Learning Environments , 2018, UMAP.

[15]  Chuen-Tsai Sun,et al.  Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play , 2018, Comput. Educ..

[16]  Iván García,et al.  A computer game for teaching and learning algebra topics at undergraduate level , 2018, Comput. Appl. Eng. Educ..

[17]  Manuel Contero,et al.  Mobile Virtual Reality as an Educational Platform: A Pilot Study on the Impact of Immersion and Positive Emotion Induction in the Learning Process , 2018 .

[18]  Gabrielle A. Strouse,et al.  The Role of Book Features in Young Children's Transfer of Information from Picture Books to Real-World Contexts , 2018, Front. Psychol..

[19]  Gregorio Robles,et al.  Development of Computational Thinking Skills through Unplugged Activities in Primary School , 2017, WiPSCE.

[20]  Felienne Hermans,et al.  To Scratch or not to Scratch?: A controlled experiment comparing plugged first and unplugged first programming lessons , 2017, WiPSCE.

[21]  Chuen-Tsai Sun,et al.  Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity , 2017, Comput. Educ..

[22]  Jaime L. Sabel,et al.  Introductory Biology Students’ Use of Enhanced Answer Keys and Reflection Questions to Engage in Metacognition and Enhance Understanding , 2017, CBE life sciences education.

[23]  Victor Law,et al.  Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation , 2016, Comput. Hum. Behav..

[24]  Yael Kali,et al.  Boundary breaking for interdisciplinary learning , 2015 .

[25]  Yi-Hsuan Lee,et al.  The effects of various multimedia instructional materials on students' learning responses and outcomes: A comparative experimental study , 2014, Comput. Hum. Behav..

[26]  Melinda Lagarce Table of Contents , 2013, Journal of leukocyte biology.

[27]  Yezdan Boz,et al.  Is case-based learning an effective teaching strategy to challenge students’ alternative conceptions regarding chemical kinetics? , 2012 .

[28]  Nancy Eisenberg,et al.  Linking Students' Emotions and Academic Achievement: When and Why Emotions Matter. , 2012, Child development perspectives.

[29]  Lynita K. Newswander,et al.  Definitions of Interdisciplinary Research: Toward Graduate-Level Interdisciplinary Learning Outcomes , 2010 .

[30]  Reinhard Pekrun,et al.  Beyond test anxiety: Development and validation of the test emotions questionnaire (TEQ) , 2004 .

[31]  Sarah W. Fraser,et al.  Coping with complexity: educating for capability , 2001, BMJ : British Medical Journal.

[32]  Klaus R. Scherer,et al.  Cross-national research on antecedents and components of emotion: A progress report , 1983 .

[33]  R. Brennan A Generalized Upper-Lower Item Discrimination Index , 1972 .

[34]  Cheng-Chieh Chang,et al.  THE IMPACTS OF A MARINE SCIENCE BOARD GAME ON MOTIVATION, INTEREST, AND ACHIEVEMENT IN MARINE SCIENCE LEARNING , 2019 .