메뉴 건너뛰기




Volumn 38, Issue 3, 2007, Pages 529-531

Cognitive assessment of game-based learning: Colloquium

Author keywords

[No Author keywords available]

Indexed keywords

COGNITIVE ASSESSMENTS; COMPUTERISED ASSESSMENT; GAME-BASED LEARNING;

EID: 34247342205     PISSN: 00071013     EISSN: 14678535     Source Type: Journal    
DOI: 10.1111/j.1467-8535.2007.00718.x     Document Type: Review
Times cited : (17)

References (11)
  • 1
    • 0043074623 scopus 로고    scopus 로고
    • The difference between playing games with and without the computer: A preliminary view
    • Antonietti, A. Mellone, R. (2003). The difference between playing games with and without the computer: a preliminary view. Journal of Psychology, 137, 2, 133 144.
    • (2003) Journal of Psychology , vol.137 , Issue.2 , pp. 133-144
    • Antonietti, A.1    Mellone, R.2
  • 3
    • 18344389195 scopus 로고    scopus 로고
    • Computer adventure games as problem-solving environments
    • Curtis, D. Lawson, M. (2002). Computer adventure games as problem-solving environments. International Education Journal, 3, 4, 43 56.
    • (2002) International Education Journal , vol.3 , Issue.4 , pp. 43-56
    • Curtis, D.1    Lawson, M.2
  • 4
    • 34247344743 scopus 로고
    • Flavell (. (2nd. ed. Englewood Cliffs, NJ: Prentice Hall.
    • Flavell (1985). Cognitive Development (2nd ed Englewood Cliffs, NJ : Prentice Hall.
    • (1985) Cognitive Development
  • 5
    • 67549103767 scopus 로고    scopus 로고
    • Games, motivation and learning: A research and practice model
    • 467.
    • Garris, R., Ahlers, R. Driskell, J. E. (2002). Games, motivation and learning: a research and practice model. Simulation & Gaming, 33, 4, 441 467.
    • (2002) Simulation & Gaming , vol.33 , Issue.4 , pp. 441
    • Garris, R.1    Ahlers, R.2    Driskell, J.E.3
  • 6
    • 34247330409 scopus 로고    scopus 로고
    • Not just fun and games - Internet games as a training medium
    • In. P. Kymäläinen. L. Seppänen (. Eds. pp. HUT: Espoo.
    • Kasvi, J. (2000). Not just fun and games - Internet games as a training medium. In P. Kymäläinen L. Seppänen (Eds Cosiga - learning with computerised simulation games (pp. 23 34). HUT : Espoo.
    • (2000) Cosiga - Learning with Computerised Simulation Games , pp. 23-34
    • Kasvi, J.1
  • 8
    • 33745453033 scopus 로고    scopus 로고
    • An empirical analysis of children's thinking and learning in a computer game context
    • Ko, S. (2002). An empirical analysis of children's thinking and learning in a computer game context. Educational Psychology, 22, 2, 219 233.
    • (2002) Educational Psychology , vol.22 , Issue.2 , pp. 219-233
    • Ko, S.1
  • 9
    • 85007866458 scopus 로고    scopus 로고
    • An investigation of cognitive processes engaged in by recreational computer game players: Implications for skills of the future
    • Pillay, H. (2003). An investigation of cognitive processes engaged in by recreational computer game players: implications for skills of the future. Journal of Research on Technology in Education, 34, 3, 336 350.
    • (2003) Journal of Research on Technology in Education , vol.34 , Issue.3 , pp. 336-350
    • Pillay, H.1
  • 10
    • 48249099880 scopus 로고    scopus 로고
    • Cognition and recreation computer games: Implications for educational technology
    • Pillay, H., Brownlee, J. Wilss, L. (1999). Cognition and recreation computer games: implications for educational technology. Journal of Research on Computing in Education, 32, 1, 203 216.
    • (1999) Journal of Research on Computing in Education , vol.32 , Issue.1 , pp. 203-216
    • Pillay, H.1    Brownlee, J.2    Wilss, L.3
  • 11
    • 34247373696 scopus 로고    scopus 로고
    • New generations - New media
    • Wartella, E. (2002). New generations - new media. Nordicom Review, 1, 2, 23 36.
    • (2002) Nordicom Review , vol.1 , Issue.2 , pp. 23-36
    • Wartella, E.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.