On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking
暂无分享,去创建一个
[1] Kurt Squire,et al. Video Games and Learning: Teaching and Participatory Culture in the Digital Age , 2011 .
[2] K. Werbach,et al. For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .
[3] Sebastian Deterding,et al. The Ambiguity of Games: Histories and Discourses of a Gameful World , 2014 .
[4] A. Lu. Video Games and Learning: Teaching and Participatory Culture in the Digital Age , 2013 .
[5] John W. Rice,et al. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[6] David R. Millen,et al. Removing gamification from an enterprise SNS , 2012, CSCW.
[7] Barry D. Davidson,et al. Social networks, communication styles, and learning performance in a CSCL community , 2007, Comput. Educ..
[8] Galia Angelova,et al. From Gamification to Gameful Design and Gameful Experience in Learning , 2015 .
[9] Alessandro De Gloria,et al. Mapping learning and game mechanics for serious games analysis , 2015, Br. J. Educ. Technol..
[10] Andrea Gaggioli,et al. The creative link: Investigating the relationship between social network indices, creative performance and flow in blended teams , 2015, Comput. Hum. Behav..
[11] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[12] Justo de Jorge Moreno,et al. Using Social Network and Dropbox in Blended Learning: an Application to University Education , 2012 .
[13] Tovi Grossman,et al. GamiCAD: a gamified tutorial system for first time autocad users , 2012, UIST.
[14] Jesse Fox,et al. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..
[15] Kalpana Kannan,et al. A Structural Equation Modelling Approach for Massive Blended Synchronous Teacher Training , 2015, J. Educ. Technol. Soc..
[16] DomínguezAdrián,et al. Gamifying learning experiences , 2013 .
[17] Rebeca P. Díaz Redondo,et al. A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..
[18] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[19] Yun Xiao,et al. The impact of two types of peer assessment on students' performance and satisfaction within a Wiki environment , 2008, Internet High. Educ..
[20] Rick Raymer,et al. Gamification: Using Game Mechanics to Enhance eLearning , 2011, ELERN.
[21] N. Law,et al. Online peer assessment: effects of cognitive and affective feedback , 2011, Instructional Science.
[22] Zachary Fitz-Walter,et al. A gamified mobile application for engaging new students at university orientation , 2012, OZCHI.
[23] Yu-Hao Lee,et al. Beyond player types: gaming achievement goal , 2011, SIGGRAPH '11.
[24] Lori B. Holcomb,et al. The Use of Alternative Social Networking Sites in Higher Educational Settings: A Case Study of the E-Learning Benefits of Ning in Education , 2010 .
[25] Luis de Marcos,et al. Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..
[26] C.-H. Cheng,et al. A mobile gamification learning system for improving the learning motivation and achievements , 2015, J. Comput. Assist. Learn..
[27] Jannicke Baalsrud Hauge,et al. Narrative Serious Game Mechanics (NSGM) - Insights into the Narrative-Pedagogical Mechanism , 2014, GameDays.
[28] Erik Duval,et al. Evaluating the Use of Open Badges in an Open Learning Environment , 2013, EC-TEL.
[29] Marijana S. Despotovic-Zrakic,et al. Fostering enginering e-learning courses with social network services , 2011, 2011 19thTelecommunications Forum (TELFOR) Proceedings of Papers.
[30] Alexandre N. Tuch,et al. Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements , 2013, Gamification.
[31] Brent Rossen,et al. High Score! - Motivation Strategies for User Participation in Virtual Human Development , 2010, IVA.
[32] Kon Shing Kenneth Chung,et al. Modelling learning & performance: a social networks perspective , 2012, LAK.
[33] Sebastian Deterding,et al. The Gameful World: Approaches, Issues, Applications , 2014 .
[34] Alessandro De Gloria,et al. A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students , 2013, 2013 IEEE 13th International Conference on Advanced Learning Technologies.
[35] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[36] Galia Angelova,et al. Gamification in Education: A Systematic Mapping Study , 2015, J. Educ. Technol. Soc..
[37] Paul Denny,et al. The effect of virtual achievements on student engagement , 2013, CHI.
[38] Brian Thoms,et al. A Dynamic Social Feedback System to Support Learning and Social Interaction in Higher Education , 2011, IEEE Transactions on Learning Technologies.
[39] Andreas Lieberoth. Shallow Gamification , 2015 .
[40] Scott Nicholson,et al. A RECIPE for Meaningful Gamification , 2015 .
[41] Brian Magerko,et al. Game Design and the Challenge-Avoiding, Self-Validator Player Type , 2009, Int. J. Gaming Comput. Mediat. Simulations.
[42] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[43] Young Yim Doh,et al. A Study on the Relationship between Educational Achievement and Emotional Engagement in a Gameful Interface for Video Lecture Systems , 2012, 2012 International Symposium on Ubiquitous Virtual Reality.
[44] Jesse Fox,et al. Assessing the effects of gami fi cation in the classroom : A longitudinal study on intrinsic motivation , social comparison , satisfaction , effort , and academic performance , 2014 .
[45] Luis de Marcos,et al. An empirical study comparing gamification and social networking on e-learning , 2014, Comput. Educ..
[46] Paul A. Tess. The role of social media in higher education classes (real and virtual) - A literature review , 2013, Comput. Hum. Behav..
[47] Juho Hamari,et al. Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..
[48] Ximena López,et al. Using Gameplay Patterns to Gamify Learning Experiences , 2014 .
[49] Scott Nicholson. A User-Centered Theoretical Framework for Meaningful Gamification , 2012 .
[50] M. Fardo. KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. , 2013 .