Teaching 'hardcore science' to arts and design students: Reflections on the development of a basic programming course
暂无分享,去创建一个
[1] M. Segers,et al. Effects of problem-based learning: a meta- analysis , 2003 .
[2] Lauri Malmi,et al. PBL and Computer Programming — The Seven Steps Method with Adaptations , 2005, Comput. Sci. Educ..
[3] Don Tapscott,et al. Grown Up Digital: How the Net Generation is Changing Your World , 2008 .
[4] Craig Miller,et al. The Gamification Of Education , 2013 .
[5] M. Brydon-Miller. 13 Ethics and Action Research: Deepening our Commitment to Principles of Social Justice and Redefining Systems of Democratic Practice , 2008 .
[6] J. Gee. New Digital Media and Learning as an Emerging Area and "Worked Examples" as One Way Forward , 2009 .
[7] 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 .
[8] Göran Folkestad,et al. Formal and informal learning situations or practices vs formal and informal ways of learning , 2006, British Journal of Music Education.
[9] Rathika Rajaravivarma,et al. A games-based approach for teaching the introductory programming course , 2005, SGCS.
[10] Etienne Wenger,et al. Situated Learning: Legitimate Peripheral Participation , 1991 .
[11] Etienne Wenger,et al. Communities of Practice: Learning, Meaning, and Identity , 1998 .
[12] Roy Pea. Designing for Virtual Communities in the Service of Learning: Foreword , 2004 .
[13] Peter Bøgh Andersen,et al. Teaching programming to liberal arts students: a narrative media approach , 2003 .
[14] Lotte Darsø. Innovation in the Making , 2001 .
[15] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[16] J. Gee,et al. How Computer Games Help Children Learn , 2006 .
[17] Vigdis Vangsnes,et al. A dramaturgic perspective: seeing digital role-plays as drama and theatre. What are the epistemological and pedagogical consequences? , 2009, Nordic Journal of Digital Literacy.
[18] J. Gee. Good video games and good learning , 2007 .
[19] Susana Tosca,et al. Understanding Video Games , 2015 .
[20] 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.
[21] Jonas Heide Smith,et al. Understanding Video Games: The Essential Introduction , 2008 .
[22] Lina Yordanova,et al. Gamification in education , 2014 .
[23] Ju Long. Just For Fun: Using Programming Games in Software Programming Training and Education - A Field Study of IBM Robocode Community , 2007, J. Inf. Technol. Educ..
[24] Heidi Partti,et al. Reconceptualising musical learning: new media, identity and community in music education , 2010 .
[25] R. Tamblyn,et al. Problem-based learning : an approach to medical education , 1980 .
[26] J. Dewey. Democracy and education : an introduction to the philosophy of education , 1961 .
[27] Heidi Partti,et al. Envisioning collaborative composing in music education: learning and negotiation of meaning in operabyyou.com , 2013, British Journal of Music Education.
[28] Lauri Malmi,et al. Problems in Problem-Based Learning - Experiences, Analysis and Lessons Learned on an Introductory Programming Course , 2005, Informatics Educ..
[29] James H. Gray,et al. Designing for Virtual Communities in the Service of Learning: COMING TO TERMS WITH COMMUNITY , 2004 .