Considering Games as Cognitive Tools: In Search of Effective "Edutainment"
暂无分享,去创建一个
[1] L. Hudson. Frames of Mind , 1970 .
[2] David A. Pierfy. Comparative Simulation Game Research , 1977 .
[3] George W. Bright,et al. Computer Games as Instructional Tools , 1984 .
[4] James H. Wiebe,et al. The impact of a computer-based adventure game on achievement and attitudes in geography , 1994 .
[5] Lynn A. Fontana,et al. Multimedia: A Gateway to Higher-Order Thinking Skills. , 1993 .
[6] Valen Mayland. Carmen Sandiego Is in Your Classroom. An Idea Packet. , 1990 .
[7] Roy D. Pea,et al. Beyond Amplification: Using the Computer To Reorganize Mental Functioning. Technical Report No. 38. , 1985 .
[8] J. Piaget. Play, dreams and imitation in childhood , 1951 .
[9] Kathleen S. Wilson. Two Multimedia Design Research Projects: Palenque and The Museum Visitor's Project. Technical Report No. 23. , 1992 .
[10] John V. Dempsey,et al. Instructional Gaming: Implications for Instructional Technology. , 1994 .
[11] Michael E. Ellis,et al. Applying Cognitive Theories to Multimedia Instructional Designs. , 1992 .
[12] Thomas W. Malone,et al. Guidelines for Designing Educational Computer Programs. , 1983 .
[13] Michael Pearson. The Relationship between Student Perceptions of the Multimedia Classroom and Student Learning Styles. , 1994 .
[14] Lloyd P. Rieber,et al. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .
[15] J. Booker,et al. Discussion-•-— »-— — — — — , 1998 .
[16] B. Brehmer,et al. Experiments with computer-simulated microworlds: Escaping both the narrow straits of the laboratory and the deep blue sea of the field study , 1993 .
[17] Kenneth J. Smith. Using Multimedia with Navajo Children: An Effort to Alleviate Problems of Cultural Learning Style, Background of Experience, and Motivation. , 1992 .
[18] H. Jones,et al. Frames of Mind , 1969, Mental Health.
[19] D. Shanks. IMPLICIT LEARNING AND TACIT KNOWLEDGE - AN ESSAY ON THE COGNITIVE UNCONSCIOUS - REBER,A , 1995 .
[20] G. Salomon. Interaction of media, cognition and learning , 1979 .
[21] Larry E. Wood,et al. Improvement of practical reasoning skills with a computer game , 1987 .
[22] M. Bredemeier,et al. The Educational Effectiveness of Simulation Games , 1981 .
[23] Thomas W. Malone,et al. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. , 1981 .
[24] Lloyd P. Rieber,et al. Computer-based microworlds: A bridge between constructivism and direct instruction , 1992 .
[25] Nancy Higginbotham-Wheat,et al. A Psychology of Hypermedia: A Conceptual Framework for R&D. , 1992 .
[26] W. Montague,et al. Aptitude, Learning, and Instruction , 1980 .
[27] Sandra V. Turner,et al. Students as Hypermedia Authors: Themes Emerging from a Qualitative Study , 1992 .
[28] Laurie D. Edwards,et al. Children's learning in a computer microworld for transformation geometry , 1989 .
[29] R. Seginer. Game Ability and Academic Ability , 1980 .
[30] D. Malouf. THE EFFECT OF INSTRUCTIONAL COMPUTER GAMES ON CONTINUING STUDENT MOTIVATION , 1988 .
[31] Dianne C. Berry,et al. Implicit Learning , 1993 .
[32] C. Douglas Wetzel,et al. The Effectiveness of Games for Educational Purposes: A Review of Recent Research , 1992 .
[33] Karen L. Rasmussen,et al. Since Malone's Theory of Intrinsically Motivating Instruction: What's the Score in the Gaming Literature? , 1993 .
[34] Peter Gouzouasis,et al. Multimedia constructions of children: an exploratory study , 1994 .
[35] David Crookall,et al. Simulation Gaming and Language Learning , 1990 .