Aligning Problem Solving and Gameplay : A Model for Future Research and Design
暂无分享,去创建一个
[1] Jeroen J. G. van Merriënboer,et al. Training Complex Cognitive Skills: A Four-Component Instructional Design Model for Technical Training , 1997 .
[2] Ian Bogost,et al. Persuasive Games: The Expressive Power of Videogames , 2007 .
[3] P. Frensch,et al. Definitions, traditions, and a general framework for understanding complex problem solving , 1995 .
[4] Weblog Wikipedia,et al. In Wikipedia the Free Encyclopedia , 2005 .
[5] Richard N. Van Eck. Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions , 2010 .
[6] R. Sternberg,et al. Complex Problem Solving : Principles and Mechanisms , 1992 .
[7] Jeffrey Barlow,et al. Handbook of Computer Game Studies , 2006 .
[8] Henry Jenkins,et al. From Barbie to Mortal Kombat: gender and computer games , 1998 .
[9] David H. Jonassen,et al. All Problems are Not Equal: Implications for PBL , 2008 .
[10] Kurt Squire,et al. Citizen Science : Designing a Game for the 21st Century , 2010 .
[11] David Myers. The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,) , 2003 .
[12] N. Tzourio-mazoyer,et al. Neural foundations of logical and mathematical cognition , 2003, Nature Reviews Neuroscience.
[13] Mark J. P. Wolf. Assessing Interactivity in Video Game Design , 2006 .
[14] J. Gee,et al. How Computer Games Help Children Learn , 2006 .
[15] Allen Newell,et al. Human Problem Solving. , 1973 .
[16] J. Kolodner. Educational implications of analogy. A view from case-based reasoning. , 1997, The American psychologist.
[17] Katie Salen. The ecology of games : connecting youth, games, and learning , 2008 .
[18] J. Liedtka. Strategic thinking: Can it be taught? , 1998 .
[19] Noah Wardrip-Fruin,et al. First Person: New Media As Story, Performance, And Game , 2004 .
[20] Richard E. Ferdig,et al. Handbook of Research on Effective Electronic Gaming in Education , 2009 .
[21] Lauren Cruikshank,et al. The Video Game Theory Reader , 2006 .
[22] F. Capra. The Web of Life: A New Scientific Understanding of Living Systems , 1996 .
[23] Shorna R. Broussard,et al. Synergistic Knowledge Development in Interdisciplinary Teams , 2007 .
[24] Bryan G. Behrenshausen,et al. Serious Games for Transformative Learning : A Communication Perspective on the Radical Binarisation of Everyday Life , 2010 .
[25] Greg Jones,et al. Investigating Games and Simulations in Educational Research and Theory: Enhancing Academic Communication and Scholarship with a Common Language , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[26] David H. Jonassen,et al. Learning to Troubleshoot: A New Theory-Based Design Architecture , 2006 .
[27] C Morgan. The New Literacy , 1982, Anaesthesia and intensive care.
[28] Leslie J. Briggs,et al. Principles of Instructional Design , 1974 .
[29] Robert M. Poole. The Incredible machine , 1986 .
[30] John Sweller,et al. Learners’ Cognitive Load When Using Educational Technology , 2010 .
[31] Henry Mintzberg. The rise and fall of strategic planning , 1993 .
[32] David H. Jonassen,et al. Toward a design theory of problem solving , 2000 .
[33] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[34] Tom Apperley. Genre and game studies: Toward a critical approach to video game genres , 2006 .
[35] Richard N. Van Eck. Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .
[36] P. Smith,et al. Instructional Design (3rd ed. , 2005 .
[37] Bernard Perron,et al. The Video Game Theory Reader 2 , 2003 .
[38] Woei Hung,et al. The 3C3R Model: A Conceptual Framework for Designing Problems in PBL. , 2006 .
[39] Marcy P. Driscoll,et al. Psychology of Learning for Instruction (3rd ed. , 2005 .
[40] Lloyd P. Rieber,et al. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .
[41] David Gibson,et al. International Journal of Gaming and Computer-Mediated Simulations , 2012 .
[42] Lee M. Sherlock. Toward a Rhetoric of Serious Game Genres , 2010 .
[43] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[44] David Gibson,et al. Games And Simulations in Online Learning: Research and Development Frameworks , 2006 .
[45] D Topps,et al. The incredible machine? , 1995, CMAJ : Canadian Medical Association journal = journal de l'Association medicale canadienne.
[46] David H. Jonassen,et al. Instructional design models for well-structured and III-structured problem-solving learning outcomes , 1997 .
[47] Steve Swink. Super Mario Brothers , 2008 .
[48] Jasmina Kallay. Rethinking Genre in Computer Games : How Narrative Psychology Connects Game and Story , 2010 .
[49] John D. Sterman,et al. All models are wrong: reflections on becoming a systems scientist† , 2002 .
[50] K. Holyoak,et al. The analogical mind. , 1997, The American psychologist.
[51] David H. Jonassen,et al. Designing Research-Based Instruction for Story Problems , 2003 .
[52] Thomas Lenz,et al. The Video Game Theory Reader 2 , 2011 .
[53] Kristian Kiili,et al. Foundation for problem-based gaming , 2007, Br. J. Educ. Technol..
[54] Herbert A. Simon,et al. Problem Solving in Semantically Rich Domains: An Example from Engineering Thermodynamics , 1977, Cogn. Sci..
[55] John Willinsky,et al. The new literacy: Redefining reading and writing in the schools , 1990 .
[56] Brenda Sugrue,et al. A Theory‐Based Framework for Assessing Domainl‐Specific Problem‐Solving Ability , 2005 .
[57] P. Frensch,et al. Complex problem solving : the European perspective , 1995 .
[58] Richard N. Van Eck. Six Ideas in Search of a Discipline , 2007 .
[59] Raine Koskimaa,et al. Narrative Definitions for Game Design : A Concept-Oriented Study of Nine Computer Game Design Books , 2010 .
[60] Chris Crawford. Interactivity, Process, and Algorithm , 2010 .
[61] James O. Carey,et al. The systematic design of instruction , 1978 .