Time Factor Assessment in Game-Based Learning: Time Perspective and Time-on-Task as Individual Differences between Players
暂无分享,去创建一个
[1] Carol Kaufman–Scarborough,et al. Time management and polychronicity , 1999 .
[2] J. Sweller. COGNITIVE LOAD THEORY, LEARNING DIFFICULTY, AND INSTRUCTIONAL DESIGN , 1994 .
[3] Willy Lens,et al. Placing Motivation and Future Time Perspective Theory in a Temporal Perspective , 2004 .
[4] J. Metcalfe,et al. A Region of Proximal Learning Model of Study Time Allocation Journal of Memory and Language , 2005 .
[5] Christiane Spiel,et al. Time students spend working at home for school , 2008 .
[6] T. Apostolidis,et al. Validation française de l'échelle de temporalité The Zimbardo Time Perspective Inventory (ZTPI) , 2004 .
[7] 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.
[8] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[9] Maria Manuela Cruz-Cunha. Handbook of Research on Serious Games as Educational, Business and Research Tools , 2012 .
[10] P. Zimbardo,et al. Present time perspective as a predictor of risky driving , 1997 .
[11] Fintan Culwin,et al. HCI Education to Support Collaborative e-Learning Systems Design , 2010, ELERN.
[12] Business Interactive Game Business Interactive Game (BIG): An Innovative Game to Support Enterprise Management Training , 2012 .
[13] Detris Honora Adelabu,et al. Time perspective and school membership as correlates to academic achievement among African American adolescents. , 2007, Adolescence.
[14] M. Romero,et al. Time Factor in the Curriculum Integration of Game-Based Learning , 2013 .
[15] Michael Coffey. Green Chemistry: Classroom Implementation of an Educational Board Game Illustrating Environmental Sustainable Development in Chemical Manufacturing , 2014 .
[16] Héctor Muñoz-Avila,et al. The Design of Scaffolding in Game-based Learning: A Formative Evaluation , 2012 .
[17] Karin Levinsen. Collaborative On-Line Teaching: The Inevitable Path to Deep Learning and Knowledge Sharing?. , 2006 .
[18] Paul A. Kirschner,et al. Temporal issues in e-learning research: A literature review , 2012, Br. J. Educ. Technol..
[19] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[20] P. Zimbardo,et al. Putting Time in Perspective: A Valid, Reliable Individual-Differences Metric , 1999 .
[21] Philip G. Zimbardo,et al. Time Perspective, Health, and Risk Taking. , 2006 .
[22] Thomas B. Talbot. Playing with Biology: Making Medical Games that Appear Lifelike , 2013, Int. J. Gaming Comput. Mediat. Simulations.
[23] R. Schaaf,et al. DOES DIGITAL GAME-BASED LEARNING IMPROVE STUDENT TIME-ON-TASK BEHAVIOR AND ENGAGEMENT IN COMPARISON TO ALTERNATIVE INSTRUCTIONAL STRATEGIES? , 2012, The Canadian Journal of Action Research.
[24] T. Apostolidis,et al. Validation française de l'échelle de temporalité , 2004 .
[25] Timo Lainema,et al. Power and Flow Experience in Time-Intensive Business Simulation Game , 2010 .
[26] Wilfried Admiraal,et al. The concept of flow in collaborative game-based learning , 2011, Comput. Hum. Behav..
[27] Bartholomäus Wissmath,et al. Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..
[28] James Paul Gee,et al. Video Games, Learning, and “Content” , 2009 .
[29] Eric Zhi-Feng Liu,et al. Using Game-Based Learning and Interactive Peer Assessment to Improve Career Goals and Objectives for College Students , 2011, Edutainment.
[30] Richard Hartshorne,et al. MMORPG Roles, Civic Participation and Leadership Among Generation Y , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[31] Margarida Romero,et al. Gestion du temps dans les activités projet médiatisées à distance , 2010 .
[32] David Gibson,et al. International Journal of Gaming and Computer-Mediated Simulations , 2012 .
[33] Matthew W Lewis. Analysis of the Roles of “Serious Games” in Helping Teach Health-Related Knowledge and Skills and in Changing Behavior , 2007, Journal of diabetes science and technology.
[34] J. Sweller,et al. Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions , 2005 .
[35] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[36] Elizabeth Boyle,et al. Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games , 2012, SGDA.
[37] Chin-Lung Hsu,et al. Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..
[38] William G. Huitt,et al. Time Spent in Learning: Implications from Research , 1982, The Elementary school journal.
[39] Juan-Francisco Díaz-Morales. Estructura factorial y fiabilidad del Inventario de Perspectiva Temporal de Zimbardo , 2006 .
[40] Jeffrey Earp,et al. Learning through Playing for or against Each Other? Promoting Collaborative Learning in Digital Game Based Learning , 2012, ECIS.