Learning in the Virtual World : the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games
暂无分享,去创建一个
[1] Mitchell Wade,et al. The Kids are Alright: How the Gamer Generation is Changing the Workplace , 2006 .
[2] E. Glasersfeld. Learning as Constructive Activity , 1983 .
[3] S. Wilson. What Video Games Have to Teach Us about Learning and Literacy , 2006 .
[4] Vijayan Sugumaran. Intelligent Information Technologies: Concepts, Methodologies, Tools and Applications , 2007 .
[5] Marcus Childress,et al. Using Massively Multiplayer Online Role‐Playing Games for Online Learning , 2006 .
[6] Sara de Freitas,et al. Online gaming as an educational tool in learning and training , 2007, Br. J. Educ. Technol..
[7] Curt Hill,et al. Use of Virtual Worlds to Teach the Sciences , 2002 .
[8] Aaron Delwiche. MMORPG's in the College Classroom , 2004 .
[9] Dawei Wang. ENHANCING INTERACTIVITY AND INDIVIDUALIZED LEARNING IN ONLINE LEARNING ENVIRONMENT: A LITERATURE APPROACH , 2004 .
[10] Dmitri Williams,et al. Internet Fantasy Violence: A Test of Aggression in an Online Game , 2005 .
[11] Philip Powell,et al. Encyclopedia of E-collaboration , 2006 .
[12] Joe B. Wyatt. Teaching with technology … miles to go , 1985 .
[13] Mikael Jakobsson,et al. The Sopranos Meets EverQuest Social Networking in Massively Multiplayer Online Games , 2003 .
[14] Marc Prensky,et al. Don't bother me, Mom, I'm learning! , 2006 .
[15] Constance Steinkuehler,et al. Learning in Massively Multiplayer Online Games , 2004, ICLS.
[16] Melanie Zibit,et al. Online Games for 21st Century Skills , 2007 .
[17] Etienne Wenger,et al. Situated Learning: Legitimate Peripheral Participation , 1991 .
[18] A. Bandura. Social cognitive theory of self-regulation☆ , 1991 .
[19] Catherine Beavis. 'Good game' : text and community in multiplayer computer games , 2004 .
[20] Lorrie A. Shepard. Measuring Achievement: What Does It Mean To Test for Robust Understanding? William H. Angoff Memorial Lecture Series. , 1997 .
[21] Ray H. Kemp,et al. Computerised problem-based scenarios in practice-a decade of DIAGNOSIS , 2001, Proceedings IEEE International Conference on Advanced Learning Technologies.
[22] Edward Castronova,et al. Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier , 2001, SSRN Electronic Journal.
[23] Magdalena Mo Ching Mok,et al. Reform of teacher education in the Asia-Pacific in the new millennium : trends and challenges , 2004 .
[24] Brian C. Nelson,et al. Fostering Motivation, Learning, and transfer in Multi-User Virtual Environments , 2005 .
[25] Jerry Willis,et al. Educational Computing: Learning with Tomorrow's Technologies , 1992 .
[26] Edward Castronova,et al. Exodus to the Virtual World: How Online Fun Is Changing Reality , 2007 .
[27] Brian C. Nelson,et al. Design-based research strategies for studying situated learning in a multi-user virtual environment , 2004 .
[28] Fenwick W. English,et al. Deciding What to Teach and Test: Developing, Aligning, and Auditing the Curriculum , 1992 .