Game-Based Elements to Upgrade Bots to Non-Player Characters in Support of Educators
暂无分享,去创建一个
[1] Adam Glen Swift,et al. Building engaged, sustainable online communities : a case study of an adventure travel website , 2011 .
[2] Craig W. Thompson,et al. Modeling Healthcare Logistics in a Virtual World , 2008, IEEE Internet Computing.
[3] Mel Slater,et al. Spatial Social Behavior in Second Life , 2007, IVA.
[4] Torsten Reiners. University of Hamburg in 3D: Lesson learned , 2010 .
[5] Howard Falk,et al. The Technological Society , 1965 .
[6] Torsten Reiners,et al. How to Teach and Demonstrate Topics of Supply Chain Management in Virtual Worlds , 2008 .
[7] Torsten Reiners,et al. Gamification in logistics and supply chain education: Extending active learning , 2012 .
[8] Stuart Slater,et al. Emotionally Responsive Robotic Avatars as Characters in Virtual Worlds , 2009, 2009 Conference in Games and Virtual Worlds for Serious Applications.
[9] Christophe Diot,et al. Exploring Second Life , 2011, IEEE/ACM Transactions on Networking.
[10] M. Wark. Gamer theory , 2007 .
[11] Mitsuru Ishizuka,et al. Extending MPML3D to Second Life , 2008, IVA.
[12] Thomas C. Reeves,et al. A Guide to Authentic e-Learning , 2009 .
[13] Tatsuo Nakajima,et al. Gamifying intelligent environments , 2011, Ubi-MUI '11.
[14] Mark Tucker,et al. Designing and Implementing an Assessment Plan for a Virtual Engineering Lab , 2010 .
[15] W. Ashby,et al. An Introduction to Cybernetics , 1957 .
[16] David R. Flatla,et al. Calibration games: making calibration tasks enjoyable by adding motivating game elements , 2011, UIST.
[17] Dong Hee Shin,et al. The Evaluation of User Experience of the Virtual World in Relation to Extrinsic and Intrinsic Motivation , 2009, Int. J. Hum. Comput. Interact..
[18] Hakan Tüzün,et al. The effects of computer games on primary school students' achievement and motivation in geography learning , 2009, Comput. Educ..
[19] Torsten Reiners,et al. Operationalising gamification in an educational authentic environment , 2012 .
[20] Ken Perlin,et al. Improv: a system for scripting interactive actors in virtual worlds , 1996, SIGGRAPH.
[21] Torsten Reiners,et al. Manifestations of hard and soft technologies in immersive spaces , 2011 .
[22] Barney Dalgarno,et al. Changing directions through VirtualPREX: engaging pre-service teachers in virtual professional experience , 2011 .
[23] Torsten Reiners,et al. Immersive Virtual Environments to Facilitate Authentic Education in Logistics and Supply Chain Management , 2013 .
[24] Hanno Tietgens,et al. TÜV NORD IN 3D: Avatars at Work—From Second Life to the Web 3D , 2014 .
[25] Robert M. Bernard,et al. Collaborative online distance learning: Issues for future practice and research , 2000, Distance Education.
[26] Neerincx,et al. Gamification for Astronaut Training , 2012 .
[27] Marguerite Cronk,et al. Using Gamification to Increase Student Engagement and Participation in Class Discussion , 2012 .
[28] Charalambos Vrasidas,et al. Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications , 2008 .
[29] Mitsuru Ishizuka,et al. MPML3D: Scripting Agents for the 3D Internet , 2011, IEEE Transactions on Visualization and Computer Graphics.
[30] Bob Heller,et al. Animated Pedagogical Agents & Immersive Worlds: Two Worlds Colliding , 2011 .
[31] Lincoln C. Wood,et al. Working with a diverse class: reflections on the role of team teaching, teaching tools and technological support , 2010 .
[32] Richard N. Landers,et al. Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training , 2011, Serious Games and Edutainment Applications.
[33] Andreas Hebbel-Seeger,et al. Pedagogical and Psychological Impacts of Teaching and Learning in Virtual Realities , 2014 .