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Volumn , Issue , 2007, Pages 187-190

TagTiles: Optimal challenge in educational electronics

Author keywords

Educational game; Game heuristics; Tangible interface

Indexed keywords

COGNITIVE SYSTEMS; EDUCATION; ELECTRONIC EQUIPMENT; HEURISTIC ALGORITHMS; INTERFACES (COMPUTER);

EID: 34748919473     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1226969.1227008     Document Type: Conference Paper
Times cited : (39)

References (6)
  • 3
    • 85039412602 scopus 로고
    • Heuristics for designing enjoyable user interfaces: Lessons from computer games
    • Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games, Conference on Human Factors in Computing Systems, 63-68.
    • (1982) Conference on Human Factors in Computing Systems , pp. 63-68
    • Malone, T.W.1
  • 4
    • 33748561058 scopus 로고    scopus 로고
    • Literature review in learning with tangible technologies
    • O'Malley, C. and Stanton-Fraser, D. (2004). Literature review in learning with tangible technologies. Nesta FutureLab Series, report 12.
    • (2004) Nesta FutureLab Series
    • O'Malley, C.1    Stanton-Fraser, D.2
  • 5
    • 34748869125 scopus 로고    scopus 로고
    • Ryan, R.M. (1982). Intrinsic Motivation Inventory: http://www.psych. rochester.edU/SDT/measures/intrins.html. Accessed on 6-Dec-2006.
    • Ryan, R.M. (1982). Intrinsic Motivation Inventory: http://www.psych. rochester.edU/SDT/measures/intrins.html. Accessed on 6-Dec-2006.
  • 6
    • 0004219693 scopus 로고
    • 2nd edition, Upper Saddle River, New Jersey: Prentice-Hall
    • Vockell, E.L. (1994). Educational research (2nd edition). Upper Saddle River, New Jersey: Prentice-Hall.
    • (1994) Educational research
    • Vockell, E.L.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.