Digital games as creativity enablers for children
暂无分享,去创建一个
[1] Marian L. Houser,et al. The revised learning indicators scale , 1999 .
[2] E. Torrance,et al. The Torrance Tests of Creative Thinking , 2012 .
[3] R. Bone,et al. The Discovery , 2005, Molecular and Cellular Biochemistry.
[4] Ronald A. Beghetto,et al. Does Creativity Have a Place in Classroom Discussions? Prospective Teachers' Response Preferences. , 2007 .
[5] Youngkyun Baek,et al. Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning , 2009, Comput. Educ..
[6] Hui Li,et al. Implementing Performance Indicators of early learning and teaching: A Chinese study , 2008 .
[7] Marion Perlmutter,et al. Preschool children's problem-solving interactions at computers and jigsaw puzzles , 1985 .
[8] Miltiadis D. Lytras,et al. A modelling approach to study learning processes with a focus on knowledge creation , 2008 .
[9] Linda D. Grooms,et al. Development of an instrument to measure perceived cognitive, affective, and psychomotor learning in traditional and virtual classroom higher education settings , 2009, Internet High. Educ..
[10] Katrin Becker,et al. Digital game-based learning once removed: Teaching teachers , 2007, Br. J. Educ. Technol..
[11] Elizabeth Murphy. A framework for identifying and promoting metacognitive knowledge and control in online discussants , 2009 .
[12] Edwin C. Selby,et al. Assessing Creativity: A Guide for Educators. , 2002 .
[13] George Angelos Papadopoulos,et al. Enhancing the Creativity Process by Adding Context Awareness in Creativity Support Tools , 2009, HCI.
[14] Alan M. Thomas. Learning to be: the world of education today and tomorrow. , 1973 .
[15] Yves Punie,et al. Innovation and creativity in education and training in the EU member states: fostering creative learning and supporting innovative teaching , 2009 .
[16] James E. Driskell,et al. Games, Motivation, and Learning: A Research and Practice Model , 2002 .
[17] J. Draper. Doing and Writing Qualitative Research , 2002 .
[18] A. Strauss,et al. The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .
[19] Thomas T. Hewett,et al. Informing the design of computer-based environments to support creativity , 2005, Int. J. Hum. Comput. Stud..
[20] John C. Thomas,et al. Enhancing creative design via software tools , 2002, CACM.
[21] Benjamin S. Bloom,et al. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives , 2000 .
[22] M. Csíkszentmihályi. Creativity: Flow and the Psychology of Discovery and Invention , 1996 .
[23] Tatjana Atanasova-Pacemska,et al. Lifelong learning for creativity and innovation , 2014 .
[24] Ernest A. Edmonds,et al. The studio as laboratory: Combining creative practice and digital technology research , 2005, Int. J. Hum. Comput. Stud..
[25] M. Ott,et al. Mind games, reasoning skills, and the primary school curriculum , 2006 .
[26] John Herbert,et al. Direct Observation as a Research Technique. , 1970 .
[27] Mauro Tavella,et al. Developing strategic and reasoning abilities with computer games at primary school level , 2007, Comput. Educ..
[28] Anna Craft,et al. Creativity in Schools : Tensions and Dilemmas , 2005 .
[29] Todd Lubart,et al. How can computers be partners in the creative process: Classification and commentary on the Special Issue , 2005, Int. J. Hum. Comput. Stud..
[30] Mauro Tavella,et al. Motivation and engagement in computer-based learning tasks: investigating key contributing factors , 2010 .
[31] Martin Cave,et al. Performance measurement in higher education—revisited , 1995 .
[32] Markku Markkula,et al. Creating Favourable Conditions for Knowledge Society through Knowledge Management, eGovernance and eLearning , 2006 .
[33] Michela Ott,et al. Towards a model to evaluate creativity-oriented learning activities , 2010 .
[34] Hilary Johnson,et al. Supporting creative and reflective processes , 2006, Int. J. Hum. Comput. Stud..
[35] Anastasios A. Economides,et al. Adaptive context-aware pervasive and ubiquitous learning , 2009 .
[36] Marc Prensky,et al. Mini-games are Trivial - but "Complex" Games Are Not An important Way for Teachers, Parents and Others to Look At Educational Computer and Video Games , 2005 .