Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games
暂无分享,去创建一个
Elizabeth Boyle | Margarida Romero | Mireia Usart | Maria Popescu | M. Romero | Elizabeth A. Boyle | M. Usart | M. Popescu | Margarida ROMERO
[1] Dennis Charsky,et al. From Edutainment to Serious Games: A Change in the Use of Game Characteristics , 2010, Games Cult..
[2] Vincent P. Wade,et al. Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences , 2008, 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning.
[3] Esteve Almirall,et al. Impact of the Feeling of Knowledge Explicitness in the Learners' Participation and Performance in a Collaborative Game Based Learning Activity , 2011, SGDA.
[4] Dani Ben-Zvi,et al. How Students Learn Statistics Revisited: A Current Review of Research on Teaching and Learning Statistics , 2007 .
[5] Sara de Freitas,et al. A framework for developing serious games to meet learner needs , 2006 .
[6] J. Bryant,et al. Playing video games: Motives, responses, and consequences. , 2012 .
[7] Pierre Dillenbourg,et al. Collaboration in a multi-user game: impacts of an awareness tool on mutual modeling , 2006, Multimedia Tools and Applications.
[8] Fintan Culwin,et al. HCI Education to Support Collaborative e-Learning Systems Design , 2010, ELERN.
[9] Jannicke Baalsrud Hauge,et al. Serious Games Development and Applications , 2014, Lecture Notes in Computer Science.
[10] Esteve Almirall,et al. SERIOUS GAMES IN A FINANCE COURSE PROMOTING THE KNOWLEDGE GROUP AWARENESS , 2011 .
[11] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[12] D. Ausubel. The psychology of meaningful verbal learning. , 1963 .
[13] Margarida Romero Velasco,et al. E-Learning: Psycho-Pedagogical Utility, Usability and Accessibility Criteria from a Learner Centred Perspective , 2011 .
[14] N. Yee,et al. The psychology of massively multi-user online role-playing games: Motivations , 2005 .
[15] Mark T. Spence,et al. The moderating effects of problem characteristics on experts' and novices' judgments , 1997 .
[16] Neil Selwyn,et al. The use of computer technology in university teaching and learning: a critical perspective , 2007, J. Comput. Assist. Learn..
[17] Fotis Liarokapis,et al. Serious Games in Cultural Heritage , 2009 .
[18] Raymond S. Nickerson,et al. How We Know—and Sometimes Misjudge—What Others Know: Imputing One's Own Knowledge to Others , 1999 .
[19] L. Vygotsky. Mind in Society: The Development of Higher Psychological Processes: Harvard University Press , 1978 .
[20] Ralph Schroeder,et al. Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (Computer Supported Cooperative Work) , 2006 .
[21] Maja Pivec,et al. The Role of Adaptation and Personalisation in Classroom-Based Learning and in e-Learning , 2004, J. Univers. Comput. Sci..
[22] Gavin McArdle,et al. Virtual reality for collaborative e-learning , 2008, Comput. Educ..
[23] Michelene T. H. Chi,et al. Knowledge convergence and collaborative learning , 2007 .