Towards Better Gameplay in Educational Computer Games: A PhD Thesis
暂无分享,去创建一个
[1] I. Sprinkhuizen-Kuyper,et al. DIFFICULTY SCALING OF GAME AI , 2004 .
[2] Claudia Adams,et al. The use of computer games as an educational tool: identification of appropriate game types and game elements , 1999, Br. J. Educ. Technol..
[3] Eric O. Postma,et al. Adaptive game AI with dynamic scripting , 2006, Machine Learning.
[4] Harri Ketamo,et al. Exploring the Learning Mechanism in Educational Games , 2007, 2007 29th International Conference on Information Technology Interfaces.
[5] Jim Bizzocchi,et al. Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design , 2005, DiGRA Conference.
[6] Florence Chee,et al. Is Electronic Community an Addictive Substance? , 2003, DiGRA Conference.
[7] Robert J. Moore,et al. The social side of gaming: a study of interaction patterns in a massively multiplayer online game , 2004, CSCW.
[8] Rob Koper,et al. Representing the Learning Design of Units of Learning , 2004, J. Educ. Technol. Soc..
[9] A. Machado. Operant conditioning of behavioral variability using a percentile reinforcement schedule. , 1989, Journal of the experimental analysis of behavior.
[10] J. Keller. The Arcs Model of Motivational Design , 2010 .
[11] D. Laurillard. A conversational framework for individual learning applied to the ‘Learning Organisation’ and the ‘Learning Society’ , 1999 .
[12] Jan G. Hogle. Considering Games as Cognitive Tools: In Search of Effective "Edutainment" , 1996 .
[13] Michael Katchabaw,et al. AN EXPERIMENTAL TESTBED TO ENABLE AUTO-DYNAMIC DIFFICULTY IN MODERN VIDEO GAMES , 2005 .
[14] J. Nicholls. Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance. , 1984 .
[15] Shalom M. Fisch,et al. Making educational computer games "educational" , 2005, IDC '05.
[16] A. Mumford. Putting Learning Styles to Work: An Integrated Approach , 1993 .
[17] J. Dutton,et al. Reconceptualizing of the overjustification effect: A template-matching approach , 1983 .
[18] J. Bruner,et al. The role of tutoring in problem solving. , 1976, Journal of child psychology and psychiatry, and allied disciplines.
[19] Kurt Squire,et al. Cultural Framing of Computer/Video Games , 2002, Game Stud..
[20] Thomas W. Malone,et al. Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.
[21] Miguel de Aguilera,et al. Video games and education: (Education in the Face of a “Parallel School”) , 2003, CIE.
[22] Vincent Corruble,et al. Extending Reinforcement Learning to Provide Dynamic Game Balancing , 2005 .
[23] J. Keller. Development and use of the ARCS model of instructional design , 1987 .
[24] J. Dewey. Science as subject-matter and as method , 1995 .
[25] M. David Merrill,et al. First principles of instruction , 2012 .
[26] W C STEBBINS,et al. Response latency as a function of reinforcement schedule. , 1962, Journal of the experimental analysis of behavior.
[27] Joris Dormans,et al. The Hacker: New Mythical Content of Narrative Games , 2006, TIDSE.
[28] R. Cox,et al. Vicarious learning from dialogue and discourse , 1999 .
[29] Robin Hunicke,et al. AI for Dynamic Difficulty Adjustment in Games , 2004 .
[30] Constance Steinkuehler,et al. Fostering Scientific Habits of Mind in the Context of Online Play , 2006, ICLS.
[31] Michele Jacobsen,et al. Games for Learning: Are Schools Ready for What's to Come? , 2005, DiGRA Conference.
[32] James Paul Gee,et al. Game–like learning: An example of situated learning and implications for opportunity to learn , 2008 .
[33] G. Bodner. Constructivism: A theory of knowledge , 1986 .
[34] Steve Wheeler,et al. Second Life: an overview of the potential of 3-D virtual worlds in medical and health education. , 2007, Health information and libraries journal.
[35] Constance Steinkuehler,et al. Learning in Massively Multiplayer Online Games , 2004, ICLS.
[36] E. Wenger. Communities of practice: learning as a social system , 1998 .
[37] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[38] A. Amsel. Frustrative nonreward in partial reinforcement and discrimination learning: some recent history and a theoretical extension. , 1962, Psychological review.
[39] P. Kutnick,et al. Toward a social pedagogy of classroom group work , 2003 .
[40] Daniel Livingstone,et al. Putting a Second Life “metaverse” skin on learning management systems , 2006 .
[41] Yasmin B. Kafai,et al. Proceedings of the 6th international conference on Learning sciences , 2004 .
[42] L. S. Vygotksy. Mind in society: the development of higher psychological processes , 1978 .
[43] D. Laurillard. Rethinking University Teaching in the Digital Age , 2002 .
[44] K. Squire. Changing the Game: What Happens When Video Games Enter the Classroom? , 2005 .
[45] N. Feather. Extending the Search for Order in Social Motivation , 1996 .
[46] E. Deci,et al. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.
[47] Mike Hobbs,et al. Using A Virtual World For Transferable Skills in Gaming Education , 2006 .
[48] Carlo Fabricatore,et al. Learning and Videogames: an Unexploited Synergy , 2000 .
[49] J. Gee. Learning by design: Games as learning machines , 2004 .