Alternate Reality Games as Simulations
暂无分享,去创建一个
[1] Sasha A. Barab,et al. A MUVE Towards PBL Writing , 2008 .
[2] Mien Segers,et al. The relationship between students’ perceptions of portfolio assessment practice and their approaches to learning , 2008 .
[3] S. Herring,et al. Situationally embodied curriculum: Relating formalisms and contexts , 2007 .
[4] Erik Driessen,et al. Factors Influencing the Successful Introduction of Portfolios , 2007 .
[5] Helen C. Barrett. Researching Electronic Portfolios and Learner Engagement: The REFLECT Initiative , 2007 .
[6] K. Squire. From Content to Context: Videogames as Designed Experience , 2006 .
[7] A. Sturtz. The Multiple Dimensions of Student Swirl. , 2006 .
[8] Daniel T. Hickey,et al. Balancing varied assessment functions to attain systemic validity: Three is the magic number , 2006 .
[9] Magy Seif El-Nasr,et al. Learning through game modding , 2006, Comput. Entertain..
[10] Susan McLester. Student Gamecraft: What Do Students Learn When They Create Their Own Games?. , 2005 .
[11] Kurt Squire,et al. From users to designers: Building a self-organizing game-based learning environment , 2005 .
[12] Judith Good,et al. Story creation in virtual game worlds , 2005, CACM.
[13] K. Squire,et al. Design-Based Research: Putting a Stake in the Ground , 2004 .
[14] Min Liu,et al. Enhancing Learners' Cognitive Skills Through Multimedia Design , 2003, Interact. Learn. Environ..
[15] George Pullman. Electronic Portfolios Revisited: The Efolios Project , 2002 .
[16] J. Kolodner. Facilitating the Learning of Design Practices: Lessons Learned from an Inquiry into Science Education. , 2002 .
[17] Thomas Brush,et al. The Use of Embedded Scaffolds with Hypermedia-Supported Student-Centered Learning , 2001 .
[18] Charlotte W. Farr,et al. Matching Media, Methods, and Objectives in Distance Education. , 1993 .
[19] H S Barrows,et al. A taxonomy of problem‐based learning methods , 1986, Medical education.