A Methodology to Motivate Students to Develop Transversal Competencies in Academic Courses Based on the Theory of Planned Behavior by using Gamification and ANNs
暂无分享,去创建一个
[1] Shih-Yun Hsu,et al. Understanding the Impact of Environmental Education on Tourists’ Future Visit Intentions to Leisure Farms in Mountain Regions , 2019, Sustainability.
[2] Niu Lung-Guang,et al. Decision-making determinants of students participating in MOOCs: Merging the theory of planned behavior and self-regulated learning model , 2019, Comput. Educ..
[3] Icek Ajzen,et al. From Intentions to Actions: A Theory of Planned Behavior , 1985 .
[4] Elizabeth A. Cudney,et al. Gamified learning in higher education: A systematic review of the literature , 2018, Comput. Hum. Behav..
[5] Jacob Sherson,et al. DiffGame: Game-based mathematics learning for physics , 2016 .
[6] Jacques Duilio Brancher,et al. Project SIGMA - An Online Tool to Aid Students in Math Lessons with Gamification Concepts , 2014, 2014 33rd International Conference of the Chilean Computer Science Society (SCCC).
[7] David Boud,et al. Feedback in Higher and Professional Education : Understanding it and doing it well , 2013 .
[8] Peter Schmidt,et al. Using the theory of planned behavior to identify key beliefs underlying pro-environmental behavior in high-school students: Implications for educational interventions , 2015 .
[9] Christopher Cunningham,et al. Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .