An online game approach for improving students' learning performance in web-based problem-solving activities
暂无分享,去创建一个
[1] Farn-Shing Chen,et al. Using WebQuest as a creative teaching tool at a science and technology university in Taiwan , 2010 .
[2] Miguel Nussbaum,et al. Design guidelines for Classroom Multiplayer Presential Games (CMPG) , 2011, Comput. Educ..
[3] Youngkyun Baek,et al. Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning , 2009, Comput. Educ..
[4] Richard N. Van Eck. Six Ideas in Search of a Discipline , 2007 .
[5] James C. Lester,et al. Enhancing 5th graders' science content knowledge and self-efficacy through game-based learning , 2011, Comput. Educ..
[6] Yung-Chia Chang,et al. Examining the effects of learning motivation and of course design in an instructional simulation game , 2010, Interact. Learn. Environ..
[7] Juan C. Burguillo,et al. Using game theory and Competition-based Learning to stimulate student motivation and performance , 2010, Comput. Educ..
[8] Elizabeth Boyle,et al. The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level , 2011, Comput. Educ..
[9] Xun Ge,et al. Prompting in Web-Based Environments: Supporting Self-Monitoring and Problem Solving Skills in College Students , 2008 .
[10] Kristian Kiili,et al. On Educational Game Design: Building Blocks of Flow Experience , 2005 .
[11] Tsung-Yu Liu,et al. Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation , 2010, Comput. Educ..
[12] Young-Jin Lee,et al. Developing an efficient computational method that estimates the ability of students in a Web-based learning environment , 2012, Comput. Educ..
[13] N. Sadat Shami,et al. Adapting a Face-to-Face Role-Playing Simulation for Online Play , 2006 .
[14] F. Massimini,et al. The systematic assessment of flow in daily experience , 1988 .
[15] Gwo-Jen Hwang,et al. An auto-scoring mechanism for evaluating problem-solving ability in a web-based learning environment , 2009, Comput. Educ..
[16] Mark Stansfield,et al. An application of games-based learning within software engineering , 2007, Br. J. Educ. Technol..
[17] Bülent Güven,et al. The Effect of Dynamic Geometry Software on Student Mathematics Teachers' Spatial Visualization Skills. , 2008 .
[18] Gwo-Jen Hwang,et al. A novel approach for assisting teachers in analyzing student web-searching behaviors , 2008, Comput. Educ..
[19] Jan T. van der Veen,et al. The learning effects of computer simulations in science education , 2012, Comput. Educ..
[20] H. She,et al. The effects of Web‐based/non‐Web‐based problem‐solving instruction and high/low achievement on students’ problem‐solving ability and biology achievement , 2010 .
[21] Begoña Gros,et al. Digital Games in Education , 2007 .
[22] E. Hargittai. Hurdles to Information Seeking: Explaining Spelling and Typographical Mistakes in Users' Online Search Behavior , 2006 .
[23] Marc Prensky,et al. Digital game-based learning , 2000, CIE.
[24] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[25] Cyril Brom,et al. Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study , 2011, Comput. Educ..
[26] Hans van der Meij,et al. Supporting reflective web searching in elementary schools , 2008, Comput. Hum. Behav..
[27] P O O N A,et al. Intrinsic Motivation and Academic Achievement What Does Their Relationship Imply for the Classroom Teacher ? , 2010 .
[28] Gill Kirkup,et al. Gender and cultural differences in Internet use: A study of China and the UK , 2007, Comput. Educ..
[29] Michael J. Hannafin,et al. Scaffolding problem solving in technology-enhanced learning environments (TELEs): Bridging research and theory with practice , 2011, Comput. Educ..
[30] Wen-Hao Huang,et al. Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing , 2010, Comput. Educ..
[31] Gwo-Jen Hwang,et al. A knowledge engineering approach to developing mindtools for context-aware ubiquitous learning , 2010, Comput. Educ..
[32] Julie McLeod,et al. Opening The Door: An evaluation of the efficacy of a problem-based learning game , 2012, Comput. Educ..
[33] M. Csíkszentmihályi. Beyond boredom and anxiety , 1975 .
[34] Robyn Jorgensen,et al. Gender differences in students' mathematics game playing , 2011, Comput. Educ..
[35] Chun-Chia Lee,et al. A hybrid approach to promoting students' web-based problem-solving competence and learning attitude , 2012, Comput. Educ..
[36] Michele D. Dickey. Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education , 2005, Br. J. Educ. Technol..
[37] R. Sternberg. The Nature of creativity : contemporary psychological perspectives , 1988 .
[38] Gwo-Jen Hwang,et al. The correlates of Taiwan teachers' epistemological beliefs concerning Internet environments, online search strategies, and search outcomes , 2011, Internet High. Educ..
[39] Ching-Huei Chen,et al. Promoting college students' knowledge acquisition and ill-structured problem solving: Web-based integration and procedure prompts , 2010, Comput. Educ..
[40] Peter Samuels,et al. Web-based Personalised System of Instruction: An effective approach for diverse cohorts with virtual learning environments? , 2011, Comput. Educ..
[41] Deller James Ferreira,et al. Scaffolding Online Discourse in Collaborative Ill-Structured Problem-Solving for Innovation , 2009, Informatics Educ..
[42] M. Csíkszentmihályi,et al. Optimal experience: Introduction to Part IV , 1988 .
[43] Richard N. Van Eck,et al. The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game , 2002 .
[44] Nicholas Omale,et al. Learning in 3-D multiuser virtual environments: Exploring the use of unique 3-D attributes for online problem-based learning , 2009, Br. J. Educ. Technol..
[45] Marina Papastergiou,et al. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..
[46] Rolf T. Wigand,et al. Exploring Web users' optimal flow experiences , 2000, Inf. Technol. People.
[47] Ana-Paula Correia,et al. Disorientation in Hypermedia Environments: Mechanisms to Support Navigation , 1999 .
[48] José María Cuenca López,et al. Virtual games in social science education , 2010, Comput. Educ..
[49] M. Csíkszentmihályi,et al. The effect of perceived challenges and skills on the quality of subjective experience. , 1996, Journal of personality.
[50] Marian Aleson-Carbonell,et al. Serious games and learning effectiveness: The case of It's a Deal! , 2012, Comput. Educ..
[51] Gary Marchionini,et al. Information Seeking in Electronic Environments , 1995 .
[52] M. Csíkszentmihályi,et al. Optimal experience: Psychological studies of flow in consciousness. , 1988 .
[53] Hakan Tüzün,et al. The effects of computer games on primary school students' achievement and motivation in geography learning , 2009, Comput. Educ..
[54] Shu Wang,et al. Learning and motivational impacts of a multimedia science game , 2011, Comput. Educ..
[55] Ya-Ting Carolyn Yang,et al. Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation , 2012, Comput. Educ..
[56] M. David Merrill,et al. Effective peer interaction in a problem‐centered instructional strategy , 2008 .
[57] Marcelo Milrad,et al. An innovative concept map approach for improving students' learning performance with an instant feedback mechanism , 2012, Br. J. Educ. Technol..
[58] Chin-Lung Hsu,et al. Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..
[59] Mable B. Kinzie,et al. Gender differences in game activity preferences of middle school children: implications for educational game design , 2008 .
[60] Youngkyun Baek,et al. Exploring factors of media characteristic influencing flow in learning through virtual worlds , 2011, Comput. Educ..
[61] Andrew Ravenscroft,et al. Promoting thinking and conceptual change with digital dialogue games , 2007, J. Comput. Assist. Learn..
[62] D. Reid,et al. The Influence of Virtual Reality Play on Children'S Motivation , 2005, Canadian journal of occupational therapy. Revue canadienne d'ergotherapie.
[63] Michele D. Dickey. Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment , 2011 .
[64] Martin Ebner,et al. Successful implementation of user-centered game based learning in higher education: An example from civil engineering , 2007, Comput. Educ..
[65] Gwo-Jen Hwang,et al. Multi-Objective Parallel Test-Sheet Composition Using Enhanced Particle Swarm Optimization , 2009, J. Educ. Technol. Soc..
[66] Bibi Eshrat Zamani,et al. Acceptance of the Internet by Iranian business management students , 2010, Br. J. Educ. Technol..
[67] Ting-Jui Chou,et al. The Role of Flow Experience in Cyber-Game Addiction , 2003, Cyberpsychology Behav. Soc. Netw..
[68] Heien-Kun Chiang,et al. Effects of multidimensional concept maps on fourth graders' learning in web-based computer course , 2012, Comput. Educ..
[69] Gwo-Jen Hwang,et al. A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students , 2011, Comput. Educ..
[70] Gwo-Jen Hwang,et al. An Information-Summarising Instruction Strategy for Improving the Web-Based Problem Solving Abilities of Students. , 2011 .
[71] Vinesh Chandra,et al. Re-thinking physics teaching with web-based learning , 2012, Comput. Educ..
[72] Nergiz Ercil Cagiltay. Teaching software engineering by means of computer-game development: Challenges and opportunities , 2007, Br. J. Educ. Technol..
[73] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[74] Li-Chun Wang,et al. The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning , 2010 .
[75] Kristian Kiili,et al. Foundation for problem-based gaming , 2007, Br. J. Educ. Technol..
[76] Gwo‐Jen Hwang,et al. A GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS' LEARNING ACHIEVEMENTS IN A NUTRITION COURSE , 2011 .