A systematic literature review of games-based learning empirical evidence in primary education
暂无分享,去创建一个
Amanda Wilson | Thomas M. Connolly | Thomas Hainey | Elizabeth A. Boyle | Aisya Razak | Elizabeth A. Boyle | T. Connolly | T. Hainey | Amanda Wilson | A. Razak
[1] Magnus Moar,et al. Do challenge, task experience or computer familiarity influence the learning of historical chronology from virtual environments in 8-9 year old children? , 2012, Comput. Educ..
[2] Dietrich Albert,et al. Background Music in Educational Games: Motivational Appeal and Cognitive Impact , 2011, Int. J. Game Based Learn..
[3] Clark C. Abt,et al. Serious games , 2016, Springer International Publishing.
[4] Paul Kim,et al. A Comparative Analysis of a Game-Based Mobile Learning Model in Low-Socioeconomic Communities of India. , 2012 .
[5] Abdennour El Rhalibi,et al. Introduction to Games-Based Learning , 2009 .
[6] Hercy N. H. Cheng,et al. Equal opportunity tactic: Redesigning and applying competition games in classrooms , 2009, Comput. Educ..
[7] Tzu-Hua Wang,et al. Web-based quiz-game-like formative assessment: Development and evaluation , 2008, Comput. Educ..
[8] Lisa Woolfson. Educational Psychology: The Impact of Psychological Research on Education , 2011 .
[9] Leonard A. Annetta,et al. Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom , 2009 .
[10] Kursat Cagiltay,et al. Flow experiences of children in an interactive social game environment , 2007, Br. J. Educ. Technol..
[11] Cyril Brom,et al. Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’ , 2010, Multimedia Systems.
[12] Hsian-Shen Wang,et al. The study of motivation and reasoning faculties of game-based learning in elementary school students , 2010, 2010 2nd International Conference on Education Technology and Computer.
[13] M. P. Jacob Habgood,et al. Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games , 2011 .
[14] Tsung-Yen Chuang,et al. Effect of Computer-Based Video Games on Children: An Experimental Study , 2007, 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07).
[15] Christine Brown,et al. Computer game development as a literacy activity , 2009, Comput. Educ..
[16] Griffiths. The educational benefits of videogames , 2002 .
[17] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[18] Eliane Segers,et al. Long-term effects of computer training of phonological awareness in kindergarten , 2005, J. Comput. Assist. Learn..
[19] Chuen-Tsai Sun,et al. How digital scaffolds in games direct problem-solving behaviors , 2011, Comput. Educ..
[20] James C. Lester,et al. Enhancing 5th graders' science content knowledge and self-efficacy through game-based learning , 2011, Comput. Educ..
[21] David R. Michael,et al. Serious Games: Games That Educate, Train, and Inform , 2005 .
[22] Fengfeng Ke. Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation , 2008 .
[23] Sarah N. Woods,et al. “FearNot!”: a computer-based anti-bullying-programme designed to foster peer intervention , 2011 .
[24] Maria C. R. Harrington. The Virtual Trillium Trail and the empirical effects of Freedom and Fidelity on discovery-based learning , 2011, Virtual Reality.
[25] M. Dias,et al. Can advergames boost children's healthier eating habits? A comparison between healthy and non‐healthy food , 2011 .
[26] Mei-Ju Su,et al. Effectiveness of Game-based Learning of a National Health e-Learning Network for nutrition education in elementary school , 2009, 2009 11th International Conference on e-Health Networking, Applications and Services (Healthcom).
[27] Franca Garzotto,et al. Was Vygotsky Right? Evaluating Learning Effects of Social Interaction in Children Internet Games , 2007, INTERACT.
[28] Marlise Horst,et al. Does Word Coach Coach Words , 2011 .
[29] Harri Ketamo,et al. Semantic networks -based teachable agents in an educational game , 2009 .
[30] Elizabeth A. Boyle,et al. A Systematic Literature Review to Identify Empirical Evidence on the use of Games-Based Learning in Primary Education for Knowledge Acquisition and Content Understanding , 2014 .
[31] Youngkyun Baek,et al. Exploring Learner's Variables Affecting Gaming Achievement in Digital Game-Based Learning , 2008, 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning.
[32] Jeffrey Earp,et al. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games , 2016, Comput. Educ..
[33] Henny van der Meijden,et al. Effects of constructing versus playing an educational game on student motivation and deep learning strategy use , 2011, Comput. Educ..
[34] Amanda Wilson,et al. Using Scratch with Primary School Children: An Evaluation of Games Constructed to Gauge Understanding of Programming Concepts , 2013, Int. J. Game Based Learn..
[35] Maria del Carmen Juan Lizandra,et al. Evaluation of learning outcomes using an educational iPhone game vs. traditional game , 2013, Comput. Educ..
[36] M Alcañiz,et al. Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE Mates. , 2013, Health education research.
[37] Donna Harris. A comparative study of the effect of collaborative problem -solving in a Massively Multiplayer Online Game (MMOG) on individual achievement , 2008 .
[38] Hsiang-Ping Chen,et al. The Influence of an Educational Computer Game on Children's Cultural Identities , 2010, J. Educ. Technol. Soc..
[39] Mariano Alcañiz Raya,et al. Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project , 2010, Comput. Educ..
[40] Yueh-Feng Tsai. The effects of interacting with a computer-simulated virtual pet dog on children's empathy and humane attitudes , 2008 .
[41] Judy Robertson,et al. Making games in the classroom: Benefits and gender concerns , 2012, Comput. Educ..
[42] John V. Dempsey,et al. Instructional Gaming: Implications for Instructional Technology. , 1994 .
[43] Mei-Jen Kuo,et al. How does an online game based learning environment promote students' intrinsic motivation for learning natural science and how does it affect their learning outcomes? , 2007, 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07).
[44] Jonas Heide Smith,et al. Understanding Video Games: The Essential Introduction , 2008 .
[45] Jie Chi Yang,et al. Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning , 2010, Comput. Educ..
[46] LeeAnn M. Sutherland,et al. Effects of game technology on elementary student learning in mathematics , 2012, Br. J. Educ. Technol..
[47] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[48] S. W. Kim,et al. Effectiveness of MMORPG-based instruction in elementary English education in Korea , 2010, J. Comput. Assist. Learn..
[49] Clint A. Bowers,et al. Using Virtual Reality with and without Gaming Attributes for Academic Achievement , 2006 .
[50] David J. Miller,et al. Educational benefits of using game consoles in a primary classroom: A randomised controlled trial , 2011, Br. J. Educ. Technol..
[51] Sunha Kim,et al. Computer Games for the Math Achievement of Diverse Students , 2010, J. Educ. Technol. Soc..
[52] Gwo‐Jen Hwang,et al. A GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS' LEARNING ACHIEVEMENTS IN A NUTRITION COURSE , 2011 .
[53] Jeffrey Wimmer,et al. Simon Egenfeldt-Nielsen / Jonas Heide Smith / Susana Pajares Tosca (2008): Understanding video games. The essential introduction. New York / London: Routledge , 2009 .
[54] Steven Brown,et al. Quest for the Golden Rule: An effective social skills promotion and bullying prevention program , 2011, Comput. Educ..