Integrating simulation tasks into an outdoor location-based game flow
暂无分享,去创建一个
[1] Steffen Schaal,et al. Location-based smartphone games in the context of environmental education and education for sustainable development: fostering connectedness to nature with Geogames , 2018 .
[2] Marcin Wardaszko,et al. Interdisciplinary Approach to Complexity in Simulation Game Design and Implementation , 2018, Simulation & Gaming.
[3] Shalini Kurapati,et al. A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems , 2018, Simulation & gaming.
[4] Dieter Fritsch,et al. 3D preservation of buildings – Reconstructing the past , 2018, Multimedia Tools and Applications.
[5] Steffen Schaal,et al. Game-related enjoyment or personal pre-requisites – which is the crucial factor when using geogames to encourage adolescents to value local biodiversity , 2018 .
[6] Steffen Schaal,et al. Move, Interact, Learn, Eat - A Toolbox for Educational Location-Based Games , 2017, ACE.
[7] B. O'Connor,et al. Using Mobile Technology to Engage Children With Nature , 2017 .
[8] Carlos Granell,et al. On Metrics for Location-Aware Games , 2017, ISPRS Int. J. Geo Inf..
[9] Alexander Mertens,et al. Who Is Still Playing Pokémon Go? A Web-Based Survey , 2017, JMIR serious games.
[10] Gaétan Hains,et al. Game private networks performance: From geolocation to latency to user experience , 2017, 2017 Annual IEEE International Systems Conference (SysCon).
[11] Marco Roccetti,et al. Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design , 2016, Multimedia Tools and Applications.
[12] Ryen W. White,et al. Influence of Pokémon Go on Physical Activity: Study and Implications , 2016, Journal of medical Internet research.
[13] Maja Pivec,et al. Virtual Museum: Playful Visitor Experience in the Real and Virtual World , 2016, 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).
[14] Ioannis Paliokas,et al. The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study , 2016, 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).
[15] Chung-Ho Su. The effects of students' motivation, cognitive load and learning anxiety in gamification software engineering education: a structural equation modeling study , 2016, Multimedia Tools and Applications.
[16] Noriyuki Inoue. The role of subjectivity in teacher expertise development: Mindfully embracing the “black sheep” of educational research , 2016 .
[17] Xiaojuan Ma,et al. Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning , 2016, Conference on Designing Interactive Systems.
[18] Beate Braun,et al. Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres , 2016, Comput. Hum. Behav..
[19] Armin Lude,et al. Digital Geogames to foster local biodiversity , 2015 .
[20] Navonil Mustafee,et al. Edutainment for Sustainable Development , 2015 .
[21] Olga De Troyer,et al. Mapping between Pedagogical Design Strategies and Serious Game Narratives , 2015, 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games).
[22] Steffen Schaal,et al. Using Mobile Devices in Environmental Education and Education for Sustainable Development—Comparing Theory and Practice in a Nation Wide Survey , 2015 .
[23] Brant G. Miller,et al. Exploring Techniques for Integrating Mobile Technology into Field-Based Environmental Education , 2015 .
[24] Telmo Zarraonandia,et al. Designing educational games through a conceptual model based on rules and scenarios , 2015, Multimedia Tools and Applications.
[25] Andreas Lieberoth. Shallow Gamification , 2015 .
[26] Romina Martin,et al. Design, implementation and test of a serious online game for exploring complex relationships of sustainable land management and human well-being , 2015, Environ. Model. Softw..
[27] Per Backlund,et al. The Practicalities of Educational Games: Challenges of Taking Games into Formal Educational Settings , 2014, 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).
[28] Tobias Jenert,et al. Wissenschafts-Praxis-Kooperation in designbasierter Forschung: Im Spannungsfeld zwischen wissenschaftlicher Gültigkeit und praktischer Relevanz , 2014 .
[29] K. Wenzel,et al. 4D Reconstruction of Tangible Cultural Heritage Objects from Web-Retrieved Images , 2014 .
[30] Mehdi Khosrow-Pour,et al. Educational Technology Use and Design for Improved Learning Opportunities , 2014 .
[31] Chris Dede,et al. EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips , 2013, Comput. Educ..
[32] Nikolaos Doulamis,et al. ONLINE 4D RECONSTRUCTION USING MULTI-IMAGES AVAILABLE UNDER OPEN ACCESS , 2013 .
[33] Klaus Eisenack,et al. A Climate Change Board Game for Interdisciplinary Communication and Education , 2013 .
[34] Chin-Chung Tsai,et al. Game-Based Learning in Science Education: A Review of Relevant Research , 2013 .
[35] Woonhee Sung,et al. GREENIFY , 2013 .
[36] Susan McKenney,et al. Educational design research , 2014 .
[37] Jan L. Plass,et al. Gender and player characteristics in video game play of preadolescents , 2012, Comput. Hum. Behav..
[38] Steffen Schaal,et al. Outdoors and Online - inquiry with mobile devices in pre-service science teacher education , 2012 .
[39] Geraldo Xexéo,et al. SmartRabbit: A Mobile Exergame Using Geolocation , 2011, 2011 Brazilian Symposium on Games and Digital Entertainment.
[40] Jan T. van der Veen,et al. The learning effects of computer simulations in science education , 2012, Comput. Educ..
[41] D. Crookall. Serious Games, Debriefing, and Simulation/Gaming as a Discipline , 2010 .
[42] Werner Geiger,et al. Comparing the effects of mobile computers and traditional approaches in environmental education , 2010, Comput. Educ..
[43] Werner Riess,et al. Promoting Systems Thinking through Biology Lessons , 2010 .
[44] Nadire Cavus,et al. Using mobile learning to increase environmental awareness , 2009, Comput. Educ..
[45] Jie-Chi Yang,et al. Affordances of mobile technologies for experiential learning: the interplay of technology and pedagogical practices , 2007, J. Comput. Assist. Learn..
[46] Olivier Barreteau,et al. Contribution of simulation and gaming to natural resource management issues: An introduction , 2007 .
[47] Troy Day,et al. A Biologist's Guide to Mathematical Modeling in Ecology and Evolution , 2007 .
[48] Kurt Squire,et al. Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers , 2007 .
[49] Paul Dourish,et al. Re-space-ing place: "place" and "space" ten years on , 2006, CSCW '06.
[50] Ernest Adams,et al. Fundamentals of Game Design , 2006 .
[51] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[52] Paul Dourish,et al. Re-place-ing space: the roles of place and space in collaborative systems , 1996, CSCW '96.
[53] David R. Olson,et al. Information Technology and Education , 1986 .
[54] Christoph Schlieder,et al. Teaching Geogame Design: Game Relocation as a Spatial Analysis Task , 2018 .
[55] Christoph Schlieder,et al. Geogames and Geoplay: Game-based Approaches to the Analysis of Geo-Information , 2018 .
[56] Christoph Schlieder,et al. Addressing Uneven Participation Patterns in VGI Through Gamification Mechanisms , 2018 .
[57] S. Scheider,et al. (Re-)Localization of Location-Based Games , 2018 .
[58] César A. Collazos,et al. PLAGER-VG: platform for managing educational multiplayer video games , 2017, Multimedia Tools and Applications.
[59] Dominik Petko,et al. Learning with serious games: Is fun playing the game a predictor of learning success? , 2016, Br. J. Educ. Technol..
[60] Henrik Engström,et al. VS-Games 2015 : 7th International Conference on Games and Virtual Worlds for Serious Applications , 2015 .
[61] Barbara Chamberlin,et al. Bridging Research and Game Development: A Learning Games Design Model for Multi-Game Projects , 2014 .
[62] Tina A. Grotzer,et al. Why Immersive, Interactive Simulation Belongs in the Pedagogical Toolkit of “Next Generation” Science: Facilitating Student Understanding of Complex Causal Dynamics , 2013 .
[63] Georgios Miaoulis,et al. Active learning of user’s preferences estimation towards a personalized 3D navigation of geo-referenced scenes , 2013, GeoInformatica.
[64] Brian C. Nelson,et al. A multi-user virtual environment for building and assessing higher order inquiry skills in science , 2010, Br. J. Educ. Technol..
[65] M. Wilde,et al. Überprüfung einer Kurzskala intrinsischer Motivation (KIM) , 2009 .
[66] John Shultis,et al. Consuming Nature: The Uneasy Relationship Between Technology, Outdoor Recreation and Protected Areas , 2002 .
[67] I. Altman,et al. Place attachment: A conceptual inquiry. , 1992 .