Using Epistemic Network Analysis to Examine Discourse and Scientific Practice During a Collaborative Game
暂无分享,去创建一个
[1] E. Aronson. The Jigsaw Classroom , 1978 .
[2] M. Patton. Qualitative research and evaluation methods , 1980 .
[3] David W. Johnson. Circles of learning: Cooperation in the classroom , 1986 .
[4] Robert J. Stevens,et al. The Cooperative Elementary School: Effects on Students’ Achievement, Attitudes, and Social Relations , 1995 .
[5] P. Dillenbourg. What do you mean by collaborative learning , 1999 .
[6] Ann L. Brown,et al. How people learn: Brain, mind, experience, and school. , 1999 .
[7] Brigid Barron. When Smart Groups Fail , 2003 .
[8] David W. Shaffer,et al. Epistemic frames for epistemic games , 2006, Comput. Educ..
[9] Don Tapscott,et al. Wikinomics: How Mass Collaboration Changes Everything , 2006 .
[10] Robert H. Tai,et al. Planning Early for Careers in Science , 2006, Science.
[11] J. Willis. Foundations of Qualitative Research: Interpretive and Critical Approaches , 2007 .
[12] Kurt Squire,et al. Augmented Reality Simulations on Handheld Computers , 2007 .
[13] Kurt Squire,et al. Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers , 2007 .
[14] Samah Mansour,et al. Multi-Players Role- Playing Educational Serious Games , 2008 .
[15] Matthew J. Sharritt. Forms of Learning in Collaborative Video Game Play , 2008, Res. Pract. Technol. Enhanc. Learn..
[16] Sean C. Duncan,et al. Scientific Habits of Mind in Virtual Worlds , 2008 .
[17] Eric Klopfer,et al. Augmented Learning: Research and Design of Mobile Educational Games , 2008 .
[18] H. Gardner,et al. Learning: Peering Backward and Looking Forward in the Digital Era , 2009 .
[19] Elizabeth Bagley,et al. Epistemic network analysis : a Prototype for 21 st Century assessment of Learning , 2009 .
[20] M. Woolcock,et al. Mixed Methods Assessment , 2009 .
[21] Chris Dede,et al. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning , 2009 .
[22] Diane Ravitch,et al. The Death and Life of the Great American School System: How Testing and Choice Are Undermining Education , 2010 .
[23] D. Meyer,et al. Supporting Online Material Materials and Methods Som Text Figs. S1 to S6 References Evidence for a Collective Intelligence Factor in the Performance of Human Groups , 2022 .
[24] Jesús Trespalacios,et al. Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming can Inform 21st Century Education , 2011 .
[25] Z. Popovic,et al. Crystal structure of a monomeric retroviral protease solved by protein folding game players , 2011, Nature Structural &Molecular Biology.
[26] Jaime Sánchez,et al. Problem solving and collaboration using mobile serious games , 2011, Comput. Educ..
[27] Navin Kumar Singh,et al. Review of Diane Ravitch Book, “The Death and Life of the Great American School System: How Testing and Choice are Undermining Education.” New York, NY: Basic Books. , 2012, Poverty & Public Policy.
[28] Helen R. Quinn,et al. A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core Ideas , 2013 .
[29] Gwo-Jen Hwang,et al. A collaborative game-based learning approach to improving students' learning performance in science courses , 2013, Comput. Educ..
[30] Joshua A. Danish,et al. Collaborative Gaming , 2013 .
[31] Alec M. Bodzin,et al. A mixed methods assessment of students' flow experiences during a mobile augmented reality science game , 2013, J. Comput. Assist. Learn..
[32] Chin-Chung Tsai,et al. Affordances of Augmented Reality in Science Learning: Suggestions for Future Research , 2012, Journal of Science Education and Technology.
[33] Raija Hämäläinen,et al. Perceived Sociability and Social Presence in a Collaborative Serious Game , 2013, Int. J. Game Based Learn..
[34] Paolo Paolini,et al. Multi-User Virtual Environments Fostering Collaboration in Formal Education , 2014, J. Educ. Technol. Soc..
[35] Fabian Homberg,et al. The effects of gender on group work process and achievement: an analysis through self‐ and peer‐assessment , 2014 .
[36] Gwo-Jen Hwang,et al. Students' online interactive patterns in augmented reality-based inquiry activities , 2014, Comput. Educ..
[37] Paul A. Kirschner,et al. The social and interactive dimensions of collaborative learning , 2014 .
[38] Denise Bressler. Better Than Business-as-Usual: Improving Scientific Practices During Discourse and Writing by Playing a Collaborative Mystery Game , 2014 .
[39] Denise M. Bressler,et al. Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game , 2014 .
[40] Zachari Swiecki,et al. In Search of Conversational Grain Size: Modeling Semantic Structure Using Moving Stanza Windows , 2017, ICLS.
[41] Meihua Qian,et al. Game-based Learning and 21st century skills: A review of recent research , 2016, Comput. Hum. Behav..
[42] Michele Cummins,et al. NMC/CoSN Horizon Report: 2016 K-12 Edition. , 2016 .
[43] Victor Law,et al. Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation , 2016, Comput. Hum. Behav..
[44] Amanda Wilson,et al. A systematic literature review of games-based learning empirical evidence in primary education , 2016, Comput. Educ..
[45] Alec M. Bodzin,et al. Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game , 2016, Journal of Science Education and Technology.
[46] David Williamson Shaffer,et al. A Tutorial on Epistemic Network Analysis: Analyzing the Structure of Connections in Cognitive, Social, and Interaction Data , 2016, J. Learn. Anal..
[47] Gwo-Jen Hwang,et al. Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach , 2017, Interact. Learn. Environ..
[48] Steve Nebel,et al. You cannot do this alone! Increasing task interdependence in cooperative educational videogames to encourage collaboration , 2017 .
[49] Asimina Vasalou,et al. Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play , 2017, Comput. Educ..
[50] C. Ennis. Partnership for 21st Century Skills , 2018 .