Exploring the impact game-based learning has on classroom environment and student engagement within an engineering product design class
暂无分享,去创建一个
[1] Muhammad Ghatala,et al. A Simulation Approach To Construction Management Education , 2009 .
[2] Michelle K. Smith,et al. Active learning increases student performance in science, engineering, and mathematics , 2014, Proceedings of the National Academy of Sciences.
[3] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[4] Jorge J. Wellmann. The National Survey of Student Engagement , 2010 .
[5] Sahana Murthy,et al. Effect of think-pair-share in a large CS1 class: 83% sustained engagement , 2013, ICER.
[6] David F. Treagust,et al. Validity and use of an instrument for assessing classroom psychosocial environment in higher education , 1986 .
[7] K. Squire,et al. HARNESSING THE POWER OF GAMES IN EDUCATION , 2003 .
[8] Cheryl A. Bodnar,et al. Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students , 2016 .
[9] Margie Martyn,et al. Clickers in the Classroom: An Active Learning Approach. , 2007 .
[10] Jeremy F. Strayer. How learning in an inverted classroom influences cooperation, innovation and task orientation , 2012 .
[11] E. Esposito,et al. Using business games to enhance engineering students capacity for individual and social awareness , 2002, IEEE International Conference on Systems, Man and Cybernetics.
[12] Jane E Caldwell,et al. Clickers in the large classroom: current research and best-practice tips. , 2007, CBE life sciences education.
[13] Jeff Fant,et al. Tap: Technology Awareness Program Adventures In Wireless Telecommunications , 2001 .
[14] Arianne M. Dantas,et al. Promoting student-centered active learning in lectures with a personal response system. , 2009, Advances in physiology education.
[15] Marina Fruehauf,et al. Encyclopedia Of Research Design , 2016 .
[16] Raymond Migneco,et al. Web-based sound and music games with activities for STEM education , 2009, 2009 International IEEE Consumer Electronics Society's Games Innovations Conference.
[17] A. Leung,et al. Building life-long learning capacity in undergraduate nursing freshmen within an integrative and small group learning context. , 2013, Nurse education today.
[18] J. Gee,et al. Video Games and the Future of Learning , 2005 .
[19] André van der Hoek,et al. An experimental card game for teaching software engineering processes , 2005, J. Syst. Softw..
[20] Stefanie P Ferreri,et al. Redesign of a Large Lecture Course Into a Small-Group Learning Course , 2013, American Journal of Pharmaceutical Education.
[21] Juan Carlos Huerta,et al. Getting Active in the Large Lecture , 2007 .
[22] J. McGonigal. Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .
[23] A. Cetin. A 3D game based learning application in engineering education: Powering a recreational boat with renewable energy sources , 2012, 2012 15th International Conference on Interactive Collaborative Learning (ICL).
[24] Michael J. Prince,et al. Does Active Learning Work? A Review of the Research , 2004 .