A remix-oriented approach to promoting student engagement in a long-term participatory learning program
暂无分享,去创建一个
Chen-Chung Liu | Wei-Chen Chen | Hung-Ming Lin | Yun-Yin Huang | Chen-Chung Liu | Hung-Ming Lin | Wei-Chen Chen | Yun-Yin Huang
[1] Jung Won Hur,et al. Learning, Engagement, and Technology: Middle School Students' Three-Year Experience in Pervasive Technology Environments in South Korea , 2012 .
[2] Barney Dalgarno,et al. Implementing Web 2.0 technologies in higher education: A collective case study , 2012, Comput. Educ..
[3] M. Lorenzen. Creativity in context : Content, cost, chance and collection in the organization of the film industry , 2009 .
[4] Bei Hu,et al. Creative self-efficacy mediates the relationship between knowledge sharing and employee innovation , 2016 .
[5] Herbert W. Marsh,et al. Negative item bias in ratings scales for preadolescent children: a cognitive-developmental phenomenon , 1986 .
[6] Yasmin B. Kafai,et al. From computational thinking to computational participation in K--12 education , 2016, Commun. ACM.
[7] Jane Webster,et al. Audience engagement in multimedia presentations , 1997, DATB.
[8] M. Boden. The creative mind : myths & mechanisms , 1991 .
[9] Chen-Chung Liu,et al. Student Engagement in Long-Term Collaborative EFL Storytelling Activities: An Analysis of Learners with English Proficiency Differences , 2017, J. Educ. Technol. Soc..
[10] Benjamin S. Bloom,et al. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives , 2000 .
[11] Teresa M. Amabile,et al. Motivating Creativity in Organizations: On Doing What You Love and Loving What You Do , 1997 .
[12] Athanassios Jimoyiannis,et al. Preparing Teachers to Integrate Web 2.0 in School Practice: Toward a Framework for Pedagogy 2.0. , 2013 .
[13] Jin Nam Choi,et al. Film Awards as Indicators of Cinematic Creativity and Achievement: A Quantitative Comparison of the Oscars and Six Alternatives , 2004 .
[14] Tecnam Yoon,et al. Are you digitized? Ways to provide motivation for ELLs using digital storytelling , 2013 .
[15] P. Pintrich,et al. Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq) , 1993 .
[16] E. Toms,et al. What is user engagement? A conceptual framework for defining user engagement with technology , 2008, J. Assoc. Inf. Sci. Technol..
[17] Ben Shneiderman,et al. Design Principles for Tools to Support Creative Thinking , 2005 .
[18] Jacob Cohen,et al. A power primer. , 1992, Psychological bulletin.
[19] SoHee Kim,et al. DEVELOPING AUTONOMOUS LEARNING FOR ORAL PROFICIENCY USING DIGITAL STORYTELLING , 2014 .
[20] E. Skinner,et al. Sense of Relatedness as a Factor in Children's Academic Engagement and Performance. , 2003 .
[21] Lei Yang,et al. Make, wear, play: remix designs of wearable controllers for scratch games by middle school youth , 2015, IDC.
[22] P. Tierney,et al. Creative Self-Efficacy: Its Potential Antecedents and Relationship to Creative Performance , 2002 .
[23] Aaron D. Knochel,et al. If Art Education Then Critical Digital Making: Computational Thinking and Creative Code , 2015 .
[24] Chen-Chung Liu,et al. Online knowledge sharing experience with Creative Commons , 2014, Online Inf. Rev..
[25] C.-C. Liu,et al. The effect of story grammars on creative self-efficacy and digital storytelling , 2014, J. Comput. Assist. Learn..
[26] Gillian Cawthra. Patterns of Language , 1989 .
[27] Walla Walla,et al. Defining Tools for a New Learning Space: Writing and Reading Class Blogs , 2008 .
[28] A. Sfard. On Two Metaphors for Learning and the Dangers of Choosing Just One , 1998 .
[29] Maryam Danaye Tous,et al. The Impact of Digital Storytelling on EFL Learners' Oracy Skills and Motivation , 2015 .
[30] Michele Knobel,et al. Remix: The Art and Craft of Endless Hybridization , 2008 .
[31] Cesar C. Navarrete. Creative thinking in digital game design and development: A case study , 2013, Comput. Educ..
[32] J. Webster,et al. Flow in Computer-Mediated Communication , 1992 .
[33] J. Nunnally. Psychometric Theory (2nd ed), New York: McGraw-Hill. , 1978 .
[34] Marion Waite,et al. Learning in a Small, Task-Oriented, Connectivist MOOC: Pedagogical Issues and Implications for Higher Education. , 2013 .
[35] Hermann Astleitner,et al. An Integrated Model of Multimedia Learning and Motivation , 2004 .
[36] Mia Zamora,et al. Remix as Professional Learning: Educators' Iterative Literacy Practice in CLMOOC , 2016 .
[38] Thomas C. Reeves,et al. Patterns of engagement in authentic online learning environments , 2003, ASCILITE.
[39] Yuan-Bang Cheng,et al. The effect of simulation games on the learning of computational problem solving , 2011, Comput. Educ..
[40] Po-Yao Chao,et al. Knowledge Sharing among University Students Facilitated with a Creative Commons Licensing Mechanism: A Case Study in a Programming Course , 2014, J. Educ. Technol. Soc..
[41] Mark J. W. Lee,et al. Social software and participatory learning: Pedagogical choices with technology affordances in the Web 2.0 era , 2007 .
[42] Ricardo Rosas,et al. Towards a design framework for mobile computer-supported collaborative learning , 2005 .
[43] Lawrence Lessig,et al. Remix: Making Art and Commerce Thrive in the Hybrid Economy , 2008 .
[44] Chen-Chung Liu,et al. An analysis of student engagement patterns in language learning facilitated by Web 2.0 technologies , 2016, ReCALL.
[45] R. Clark. Reconsidering Research on Learning from Media , 1983 .
[46] M. Csíkszentmihályi. Beyond boredom and anxiety , 1975 .
[47] Margaret Beale Spencer,et al. Educational Risk and Resilience in African-American Youth: Context, Self, Action, and Outcomes in School , 1994 .
[48] J. Connell,et al. Relationships matter: linking teacher support to student engagement and achievement. , 2004, The Journal of school health.
[49] Chen-Chung Liu,et al. The Impact of Peer Review on Creative Self-efficacy and Learning Performance in Web 2.0 Learning Activities , 2016, J. Educ. Technol. Soc..
[50] J. Plucker,et al. Handbook of Creativity: Psychometric Approaches to the Study of Human Creativity , 1998 .