A conceptual framework for serious games and its validation
暂无分享,去创建一个
[1] Irene Athey. Theories of Language Development and their Relation to Reading. , 1970 .
[2] Siew Pei Hwa,et al. Malaysian Perspective: Designing Interactive Multimedia Learning Environment for Moral Values Education , 2004, J. Educ. Technol. Soc..
[3] L K Miller,et al. Learning and problem solving by retarded and normal Ss. , 1968, American journal of mental deficiency.
[4] Jay Johnson,et al. AVATAR: An Intelligent Air Traffic Control Simulator and Trainer , 1998, Intelligent Tutoring Systems.
[5] Mary Jo Dondlinger,et al. Educational Video Game Design: A Review of the Literature , 2007 .
[6] E. Fox,et al. Metacognition and Self-Regulation in James, Piaget, and Vygotsky , 2008 .
[7] Szu-Yuan Sun,et al. What influences college students to continue using business simulation games? The Taiwan experience , 2009, Comput. Educ..
[8] Brett Williams,et al. Can interprofessional education DVD simulations provide an alternative method for clinical placements in nursing? , 2009, Nurse education today.
[9] Stephen Krashen,et al. Principles and Practice in Second Language Acquisition , 1982 .
[10] Deborah A. Fields,et al. Cheating in virtual worlds: transgressive designs for learning , 2009 .
[11] Mansureh Kebritchi,et al. Factors affecting teachers' adoption of educational computer games: A case study , 2010, Br. J. Educ. Technol..
[12] Yasuharu Okuda,et al. The utility of simulation in medical education: what is the evidence? , 2009, The Mount Sinai journal of medicine, New York.
[13] Ulrich Wechselberger,et al. Teaching Me Softly: Experiences and Reflections on Informal Educational Game Design , 2009, Trans. Edutainment.
[14] Darryl Charles,et al. Serious Games for Upper Limb Rehabilitation Following Stroke , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[15] Marc Prensky,et al. Digital game-based learning , 2000, CIE.
[16] Lucy Suchman. Plans and situated actions: the problem of human-machine communication , 1987 .
[17] E. Rogers,et al. Diffusion of Innovations , 1964 .
[18] Briana B. Morrison,et al. Entertaining Education - Using Games-Based and Service-Oriented Learning to Improve STEM Education , 2009, Trans. Edutainment.
[19] Martin Oliver,et al. How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? , 2006, Comput. Educ..
[20] Rowland Atkinson,et al. Transparent cities: Re‐shaping the urban experience through interactive video game simulation , 2009 .
[21] Gina Saliba,et al. Blended learning , 2010, BDJ.
[22] Constance Steinkuehler,et al. Digital literacies for the disengaged: creating after school contexts to support boys' game‐based literacy skills , 2009 .
[23] Chin-Lung Hsu,et al. Consumer behavior in online game communities: A motivational factor perspective , 2007, Comput. Hum. Behav..
[24] Kurt Squire,et al. Game-based learning : present and future state of the field , 2005 .
[25] Marina Papastergiou,et al. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..
[26] Luca Chittaro,et al. Serious Games for Training Occupants of a Building in Personal Fire Safety Skills , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[27] Namkee Park,et al. University Instructors' Acceptance of Electronic Courseware: An Application of the Technology Acceptance Model , 2007, J. Comput. Mediat. Commun..
[28] Yiasemina Karagiorgi,et al. Translating Constructivism into Instructional Design: Potential and Limitations , 2005, J. Educ. Technol. Soc..
[29] R. Mayer,et al. Interactive Multimodal Learning Environments , 2007 .
[30] J. Bruner. Toward a Theory of Instruction , 1966 .
[31] Wenfeng Hu. A Reusable Eduventure Game Framework , 2008, Trans. Edutainment.
[32] M Kalantzis,et al. The conditions of learning , 2005 .
[33] Marina Papastergiou,et al. Enhancing Physical Education and Sport Science students' self-efficacy and attitudes regarding Information and Communication Technologies through a computer literacy course , 2010, Comput. Educ..
[34] Nicholas Epley,et al. When the best appears to be saved for last: Serial position effects on choice , 2009 .
[35] Donald Voet,et al. Time flies when you're having fun , 2009, Biochemistry and molecular biology education : a bimonthly publication of the International Union of Biochemistry and Molecular Biology.
[36] R. Felder,et al. Learning and Teaching Styles in Engineering Education. , 1988 .
[37] Alan Amory,et al. Game object model version II: a theoretical framework for educational game development , 2007 .
[38] Maria Virvou,et al. Combining Software Games with Education: Evaluation of its Educational Effectiveness , 2005, J. Educ. Technol. Soc..
[39] Mari Haneda,et al. Learning over time: empirical and theoretical investigations of classroom talk and interaction , 2009 .
[40] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[41] S. Wilson,et al. The Young Child's Memory for Words: Developing First and Second Language and Literacy , 2005 .
[42] Detmar W. Straub,et al. Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model , 1997, MIS Q..
[43] Philip Langer,et al. Situated Learning: What Ever Happened To Educational Psychology? , 2009 .
[44] T. C. Reeves,et al. Do generational differences matter in instructional design , 2008 .
[45] B. Homer,et al. Optimizing cognitive load for learning from computer-based science simulations , 2006 .
[46] Tarja Susi,et al. Serious Games : An Overview , 2007 .
[47] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[48] Diana G. Oblinger. Games and Learning. , 2006 .
[49] J. Bruner. Child's Talk: Learning to Use Language , 1985 .
[50] E. Dale. Audio-visual methods in teaching , 1946 .
[51] Mary Hricko. Gagne's Nine Events of Instruction , 2008 .
[52] John Sweller,et al. Cognitive Load During Problem Solving: Effects on Learning , 1988, Cogn. Sci..
[53] Glenda A. Gunter,et al. Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games , 2008 .
[54] Michael Begg. Leveraging game-informed healthcare education , 2008, Medical teacher.
[55] Lester Gilbert,et al. 9 – Detailed design: e-learning transactions , 2008 .
[56] Clark N Quinn,et al. Engaging Learning: Designing e-Learning Simulation Games , 2005 .
[57] Declan Kennedy,et al. Writing and using learning outcomes: a practical guide , 2006 .
[58] Felix Hunecker. A generic process simulation‐model for educational simulations and serious games , 2009 .
[59] A. Collins,et al. Situated Cognition and the Culture of Learning , 1989 .
[60] Raafat George Saadé,et al. Viability of the "Technology Acceptance Model" in Multimedia Learning Environments: A Comparative Study , 2007 .
[61] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[62] Vassilis Komis,et al. ‘Scaffolding’ through talk in groupwork learning , 2009 .
[63] Elie A Akl,et al. The effect of educational games on medical students’ learning outcomes: A systematic review: BEME Guide No 14 , 2010, Medical teacher.
[64] D. Perkins,et al. Partners in Cognition: Extending Human Intelligence with Intelligent Technologies , 1991 .
[65] Rob Nadolski,et al. Serious games for higher education: a framework for reducing design complexity , 2008, J. Comput. Assist. Learn..
[66] E. Hundert. The Child's Construction of Reality , 1990 .
[67] D. Laurillard. Modelling benefits-oriented costs for technology enhanced learning , 2007 .
[68] Constance Steinkuehler,et al. Virtual worlds and learning , 2009 .
[69] Louise Sauvé. Design Tools for Online Educational Games: Concept and Application , 2009, Trans. Edutainment.
[70] C. Reigeluth. Instructional-Design Theories and Models , 1999 .
[71] David White,et al. The Virtual Scylla: an exploration of “serious games”, artificial life and simulation complexity , 2009, Virtual Reality.
[72] Fred D. Davis,et al. A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies , 2000, Management Science.
[73] Simon Egenfeldt-Nielsen. Practical barriers in using educational computer games , 2004 .
[74] Thomas Chesney,et al. AN ACCEPTANCE MODEL FOR USEFUL AND FUN INFORMATION SYSTEMS , 2006 .
[75] Jim Thompson,et al. The computer game design course : principles, practices and techniques for aspiring game designer , 2007 .
[76] J. Lantolf,et al. Vygotsky's Zone of Proximal Development and Krashen's i+1: Incommensurable Constructs; Incommensurable Theories , 1998 .
[77] Marco Gori. Semantic-based regularization and Piaget's cognitive stages , 2009, Neural Networks.
[78] W. Schultz. Neural coding of basic reward terms of animal learning theory, game theory, microeconomics and behavioural ecology , 2004, Current Opinion in Neurobiology.
[79] Gary B. Wills,et al. Is Less Actually More? The Usefulness of Educational Mini-games , 2007, Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007).
[80] Clark Aldrich. The four slates of educational experiences , 2004 .
[81] Fotini Paraskeva,et al. Multiplayer online games as educational tools: Facing new challenges in learning , 2010, Comput. Educ..
[82] Thomas W. Malone,et al. What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.
[83] I. Ajzen. The theory of planned behavior , 1991 .
[84] M. A. S. Nodoushan. The Shaffer–Gee perspective: Can epistemic games serve education? , 2009 .
[85] Mun-Kee Choi,et al. Nature of potential mobile gamers' behavior under future wireless mobile environment , 2005, The 7th International Conference on Advanced Communication Technology, 2005, ICACT 2005..
[86] I. Pavlov. Conditioned Reflexes: An Investigation of the Physiological Activity of the Cerebral Cortex , 1929 .
[87] Arden N. Frandsen. Educational psychology : the principles of learning in teaching , 1961 .
[88] Dietrich Albert,et al. Emergent Design: Serendipity in Digital Educational Games , 2009, HCI.
[89] Elizabeth King,et al. Not just a dollhouse: what The Sims2 can teach us about women's IT learning , 2009 .
[90] Anthony Whitehead,et al. Distinguishing games, serious games, and training simulators on the basis of intent , 2009, Future Play.
[91] Lance Chun Che Fung,et al. Distinguishing games and simulation games from simulators , 2006, CIE.
[92] Gregory C. R. Yates,et al. “How Obvious”: Personal reflections on the database of educational psychology and effective teaching research , 2005 .
[93] Etienne Wenger,et al. Situated Learning: Legitimate Peripheral Participation , 1991 .
[94] K. Kiili. Digital game-based learning: Towards an experiential gaming model , 2005, Internet High. Educ..
[95] Sofia Tsekeridou,et al. MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children , 2009, ICEC.
[96] Sara de Freitas,et al. Evaluation of an Immersive Learning Programme to Support Triage Training , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[97] Sus Lundgren,et al. Game Mechanics : Describing Computer-Augmented Games in Terms of Interaction , 2002 .
[98] Diana M. Laurillard,et al. Interactive video and the control of learning , 1984 .
[99] E. Friedenberg. Freedom to learn , 1971 .
[100] Albert L. Lederer,et al. The technology acceptance model and the World Wide Web , 2000, Decis. Support Syst..
[101] Jeffrey Swarz,et al. CancerSpace: A Simulation-Based Game for Improving Cancer-Screening Rates , 2010, IEEE Computer Graphics and Applications.
[102] Lin-Miao L. Agler,et al. Metacognition in Taiwan: students' calibration of comprehension and performance. , 2009, International journal of psychology : Journal international de psychologie.
[103] David R. Michael,et al. Serious Games: Games That Educate, Train, and Inform , 2005 .