-
1
-
-
0043074623
-
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
-
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
-
-
Flavell (. (2nd. ed. Englewood Cliffs, NJ: Prentice Hall.
-
Flavell (1985). Cognitive Development (2nd ed Englewood Cliffs, NJ : Prentice Hall.
-
(1985)
Cognitive Development
-
-
-
5
-
-
67549103767
-
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
-
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
-
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
-
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
-
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
-
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
|