Gamifying and Mobilising Social Enquiry-based Learning in Authentic Outdoor Environments
暂无分享,去创建一个
Morris Siu Yung Jong | Vincent W. L. Tam | To Chan | Ming-Tak Hue | M. Jong | M. Hue | V. Tam | T. Chan
[1] Louisa Penfold. Art as experience , 2017 .
[2] Ruth V. Small. Teaching for Inquiry: Engaging the Learner Within , 2011 .
[3] Eric Jamet,et al. Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness , 2013, Comput. Educ..
[4] Ton de Jong,et al. Technological Advances in Inquiry Learning , 2006 .
[5] Yu-Ju Lan,et al. Contextual EFL Learning in a 3D Virtual Environment. , 2015 .
[6] T. Lilly,et al. The Anti-Education Era: Creating Smarter Students Through Digital Learning , 2013 .
[7] H. O'Neil,et al. Classification of learning outcomes: evidence from the computer games literature , 2005 .
[8] 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..
[9] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[10] Enrique López Ramírez,et al. Games-to-teach or games-to-learn: Unlocking the power of digital game-based learning through performance. , 2016 .
[11] J. Dugstad. Supporting creativity in teaching and learning of history through small-group production of mobile , location-based games , 2011 .
[12] Dawn M. McBride. The Process of Research in Psychology , 2009 .
[13] Gwo-Jen Hwang,et al. An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness , 2010, J. Educ. Technol. Soc..
[14] Joey J. Lee,et al. Gamification in Education: What, How, Why Bother? , 2011 .
[15] John Sweller,et al. Cognitive Load Theory , 2020, Encyclopedia of Education and Information Technologies.
[16] N LandersRichard. Developing a Theory of Gamified Learning , 2014 .
[17] Etienne Wenger,et al. Situated Learning: Legitimate Peripheral Participation , 1991 .
[18] Emma I. Näslund-Hadley,et al. Inquiry-Based Learning , 2010 .
[19] Haim Eshach,et al. Bridging In-school and Out-of-school Learning: Formal, Non-Formal, and Informal Education , 2007 .
[20] D. Cramer. The Sage dictionary of statistics , 2004 .
[21] Nelson Baloian,et al. Context, Patterns and Geo-collaboration to Support Situated Learning , 2012, UCAmI.
[22] Byung-Ro Lim,et al. Challenges and issues in designing inquiry on the Web , 2004, Br. J. Educ. Technol..
[23] Luis de Marcos,et al. Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..
[24] J. Piaget. Science of education and the psychology of the child , 1970 .
[25] Joseph A. Maxwell,et al. Qualitative Research Design: An Interactive Approach , 1996 .
[26] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[27] Michael B. Eisenberg,et al. Information, Communications, and Technology (ICT) Skills Curriculum Based on the Big6 Skills Approach to Information Problem-Solving , 2010 .
[28] M. Lepper,et al. Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .
[29] P. Adams. Teaching and Learning with SimCity 2000 , 1998 .
[30] P. Lachenbruch. Statistical Power Analysis for the Behavioral Sciences (2nd ed.) , 1989 .
[31] M. Scardamalia,et al. Knowledge Building: Theory, Pedagogy, and Technology , 2006 .
[32] Chin-Chung Tsai,et al. Understanding the concerns of teachers about leveraging mobile technology to facilitate outdoor social inquiry learning: the EduVenture experience , 2016, Interact. Learn. Environ..
[33] John W. Rice,et al. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.
[34] Nmc. NMC Horizon Report: 2015 K-12 Edition , 2015 .
[35] Rebeca P. Díaz Redondo,et al. A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..
[36] Thomas W. Malone,et al. Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..
[37] J. Gee,et al. How Computer Games Help Children Learn , 2006 .
[38] S. Jong. DESIGN AND IMPLEMENTATION OF EAGLEEYE — AN INTEGRATED OUTDOOR EXPLORATORY EDUCATIONAL SYSTEM , 2013 .
[39] Richard Paul,et al. The Miniature Guide to The Art of Asking Essential Questions , 2005 .
[40] M. Jong. Context-Aware Geography Field Trip with EagleEye: Teachers’ First Experience , 2015 .
[41] Morris S. Y. Jong,et al. Does online game-based learning work in formal education at school? A case study of VISOLE , 2015 .
[42] G. Hein. Learning Science in Informal Environments: People, Places, and Pursuits , 2009 .
[43] Cher Ping Lim,et al. Scaffolding online historical inquiry tasks: A case study of two secondary school classrooms , 2008, Comput. Educ..
[44] Biran Burke,et al. Gamify: How Gamification Motivates People to Do Extraordinary Things , 2014 .
[45] S. Papert. The children's machine: rethinking school in the age of the computer , 1993 .
[46] Yigal Attali,et al. Gamification in assessment: Do points affect test performance? , 2015, Comput. Educ..
[47] Kathy Cabe Trundle,et al. Conducting guided inquiry in science classes using authentic, archived, web-based data , 2011, Comput. Educ..
[48] D. Hoang. FLOW: The Psychology of Optimal Experience , 2018 .
[49] J. Bruner. Actual minds, possible worlds , 1985 .
[50] Jacob Cohen. Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.
[51] Barbara A. Jansen. Inquiry Unpacked: An Introduction to Inquiry-Based Learning. , 2011 .
[52] J. Offer. Mind and Society , 1988, Vygotsky and the Social Formation of Mind.
[53] L. Nadelson,et al. Student Attitudes Toward and Recall of Outside Day: An Environmental Science Field Trip , 2012 .