Enhancing achievement and interest in mathematics learning through Math-Island
暂无分享,去创建一个
Hercy N. H. Cheng | Zhi-Hong Chen | Tak-Wai Chan | Charles Y. C. Yeh | Calvin C. Y. Liao | T. Chan | C. C. Liao | Zhi-Hong Chen | Hercy N. H. Cheng
[1] Judith A. Arter,et al. Using Portfolios of Student Work in Instruction and Assessment , 2005 .
[2] I. Mullis,et al. PIRLS 2021 International Results in Reading , 2012 .
[3] Hui-Chun Chu,et al. A time sequence-oriented concept map approach to developing educational computer games for history courses , 2015, Interact. Learn. Environ..
[4] Gwo-Jen Hwang,et al. A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses , 2015, Comput. Educ..
[5] Angela L. Duckworth,et al. Self-Control in School-Age Children , 2014 .
[6] Osman Birgin,et al. The Use of Portfolio to Assess Student's Performance. , 2007 .
[7] Ok Hwa Lee,et al. Examination of the Information Technology Literacy Certificate for the High School Students , 1999 .
[8] Dor Abrahamson,et al. Reverse-scaffolding algebra: empirical evaluation of design architecture , 2015 .
[9] Chin-Chung Tsai,et al. Game-Based Learning in Science Education: A Review of Relevant Research , 2013 .
[10] Sherry Y. Chen,et al. The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability , 2014, J. Educ. Technol. Soc..
[11] Hercy N. H. Cheng,et al. Influence of Game Quests on Pupils' Enjoyment and Goal-pursuing in Math Learning , 2012, J. Educ. Technol. Soc..
[12] Gregory Schraw,et al. Increasing Situational Interest in the Classroom , 2001 .
[13] Vincent Aleven,et al. On the Benefits of Seeking (and Avoiding) Help in Online Problem-Solving Environments , 2014, Journal of the Learning Sciences.
[14] Susan M. Land,et al. Metacognition and Self-Regulated Learning in Student-Centered Learning Environments , 2012 .
[15] Heinz Ulrich Hoppe,et al. One-to-One Technology-Enhanced Learning: an Opportunity for Global Research Collaboration , 2006, Res. Pract. Technol. Enhanc. Learn..
[16] Chee-Kit Looi,et al. Utilizing a Collaborative Cross Number Puzzle Game to Develop the Computing Ability of Addition and Subtraction , 2012, J. Educ. Technol. Soc..
[17] David Arnau,et al. Intensive scaffolding in an intelligent tutoring system for the learning of algebraic word problem solving , 2015, Br. J. Educ. Technol..
[18] Richard E. Mayer,et al. A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach , 2017, Int. J. Game Based Learn..
[19] Jeremy Kilpatrick,et al. Adding It Up: Helping Children Learn Mathematics , 2013 .
[20] A Khan,et al. Knowledge mapping as a technique to support knowledge translation. , 2006, Bulletin of the World Health Organization.
[21] Tsung-Yu Liu,et al. Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation , 2010, Comput. Educ..
[22] Hercy N. H. Cheng,et al. Supporting parental engagement in a BYOD (bring your own device) school , 2017, Journal of Computers in Education.
[23] Bruce C. Howard,et al. Metacognition and Self-Regulated Learning Constructs , 2004 .
[24] Hercy N. H. Cheng,et al. Examining Motivational Orientation and Learning Strategies in Computer-Supported Self-Directed Learning (CS-SDL) for Mathematics , 2017 .
[25] Juho Hamari,et al. Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..
[26] Christopher P. Barlett,et al. Video Game Effects—Confirmed, Suspected, and Speculative , 2009 .
[27] Thomas H. Davenport,et al. Book review:Working knowledge: How organizations manage what they know. Thomas H. Davenport and Laurence Prusak. Harvard Business School Press, 1998. $29.95US. ISBN 0‐87584‐655‐6 , 1998 .
[28] J. Tagg,et al. From Teaching to Learning — A New Paradigm For Undergraduate Education , 1995 .
[29] Hercy N. H. Cheng,et al. Scaffold Seeking , 2015 .
[30] Jesse Fox,et al. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..
[31] A. Krapp. Interest, motivation and learning: An educational-psychological perspective , 1999 .
[32] Harri Ketamo,et al. Exploring the Learning Mechanism in Educational Games , 2007, 2007 29th International Conference on Information Technology Interfaces.
[33] Michelle Taub,et al. Can the use of cognitive and metacognitive self-regulated learning strategies be predicted by learners' levels of prior knowledge in hypermedia-learning environments? , 2014, Comput. Hum. Behav..
[34] M. Younes,et al. Low Academic Achievement: Causes and Results , 2015 .
[35] Susan Bull,et al. The Potential of Open Learner Models in Adaptive Virtual Learning Environments , 2009, TUMAS-A@AIED.
[36] Kulwinder Singh. Study of Achievement Motivation in Relation to Academic Achievement of Students , 2011 .
[37] Nian-Shing Chen,et al. Research Trends in Technology-based Learning from 2000 to 2009: A content Analysis of Publications in Selected Journals , 2012, J. Educ. Technol. Soc..