Knowledge assessment: game for assessment of symptoms of child physical abuse
暂无分享,去创建一个
Richard Zhao | Christopher R. Shelton | Melanie D. Hetzel-Riggin | Jordan LaRiccia | Gregory Louchart | Adam Meanor | Heather J. Risser | H. Risser | Richard Zhao | Jordan LaRiccia | Gregory Louchart | Adam Meanor
[1] A. Kirsch. A Medical Training Game Using a Computer as a Teaching Aid , 1963, Methods of Information in Medicine.
[2] Jodi Asbell-Clarke,et al. Assessing implicit computational thinking in zoombinis gameplay , 2017, FDG.
[3] Icek Ajzen,et al. From Intentions to Actions: A Theory of Planned Behavior , 1985 .
[4] Desmond K. Runyan,et al. Adverse childhood experiences and child health in early adolescence. , 2013, JAMA pediatrics.
[5] R. Sege,et al. From Suspicion of Physical Child Abuse to Reporting: Primary Care Clinician Decision-Making , 2008, Pediatrics.
[6] Alessandro De Gloria,et al. Adaptive Experience Engine for Serious Games , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[7] Y. Carter,et al. Paediatricians and child protection: the need for effective education and training , 2003, Archives of disease in childhood.
[8] Edward F. Melcer,et al. Bots & (Main)Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game , 2018, CHI.
[9] Pramodita Sharma. 2012 , 2013, Les 25 ans de l’OMC: Une rétrospective en photos.
[10] Anna Hoblitz. Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom? , 2015, DiGRA Conference.
[11] Cate LaPlante,et al. PlayScope: augmented microscopy as a tool to increase STEM engagement , 2017, FDG.
[12] Dominic Kao,et al. MazeStar: a platform for studying virtual identity and computer science education , 2017, FDG.
[13] T. Afifi,et al. Adverse Childhood Experiences (ACEs) , 2020, Reference Module in Neuroscience and Biobehavioral Psychology.
[14] Begonya Garcia-Zapirain,et al. Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning , 2017, IEEE Trans. Comput. Intell. AI Games.
[15] Wolfgang Effelsberg,et al. Serious Games: Foundations, Concepts and Practice , 2016 .
[16] S. M. García,et al. 2014: , 2020, A Party for Lazarus.
[17] Julian Togelius,et al. Towards automatic personalised content creation for racing games , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[18] Andrew Stern,et al. Procedural Authorship: A Case-Study Of the Interactive Drama Façade , 2005 .
[19] Jean Écalle,et al. Serious games as new educational tools: how effective are they? A meta-analysis of recent studies , 2013, J. Comput. Assist. Learn..
[20] William G. Griswold,et al. Seamless Integration of Coding and Gameplay: Writing Code Without Knowing it , 2015, FDG.
[21] Konstantin Mitgutsch,et al. Purposeful by design?: a serious game design assessment framework , 2012, FDG.
[22] Andrew C. Myers,et al. Teaching Programming with Gamified Semantics , 2017, CHI.
[23] 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 .
[24] Amelia Wenk Gotwals,et al. Reasoning up and down a Food Chain: Using an Assessment Framework to Investigate Students' Middle Knowledge. , 2009 .
[25] O. R. Anderson,et al. Assessment of a novel module for training dental students in child abuse recognition and reporting. , 2014, Journal of dental education.
[26] David Thue,et al. Interactive Storytelling: A Player Modelling Approach , 2007, AIIDE.
[27] M. McEvoy,et al. Virtual patients: an effective educational intervention to improve paediatric basic specialist trainee education in the management of suspected child abuse? , 2011, Irish medical journal.
[28] M. Knox,et al. Incorporating Child Maltreatment Training into Medical School Curricula , 2016, Journal of Child & Adolescent Trauma.
[29] Joshua Tanenbaum,et al. Narrative Meaning Creation in Interactive Storytelling , 2008 .
[30] Huan Liu,et al. Feature Selection: An Ever Evolving Frontier in Data Mining , 2010, FSDM.
[31] S. Kozlowski,et al. Adaptive Guidance: Enhancing Self-Regulation, Knowledge, and Performance in Technology-Based Training , 2002 .
[32] Anissa All,et al. Towards a conceptual framework for assessing the effectiveness of digital game-based learning , 2015, Comput. Educ..
[33] Connie Malamed,et al. Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp , 2012, ELERN.
[34] Jonathan P. Rowe,et al. Play in the museum: Designing game-based learning environments for informal education settings , 2014, FDG.
[35] Pieter Spronck,et al. Personalized crisis management training on a tablet , 2018, FDG.
[36] Marina Umaschi Bers,et al. BacToMars: a collaborative educational video game for teaching biological engineering , 2017, FDG.
[37] 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.