메뉴 건너뛰기




Volumn 55, Issue 1, 2010, Pages 178-187

Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project

Author keywords

Elementary education; Interactive learning environments; Pedagogical issues; Virtual reality

Indexed keywords

DATA COLLECTION; ELEMENTARY EDUCATION; ENVIRONMENTAL ISSUES; INTERACTIVE LEARNING ENVIRONMENT; LEARNING EFFECTIVENESS; LEARNING OBJECTIVES; MEDITERRANEAN SEA; PEDAGOGICAL ISSUES; QUALITATIVE DATA; STATISTICALLY SIGNIFICANT DIFFERENCE; VIRTUAL GROUP; VIRTUAL WORLDS;

EID: 77949659247     PISSN: 03601315     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.compedu.2010.01.003     Document Type: Article
Times cited : (224)

References (39)
  • 1
    • 21644468689 scopus 로고
    • Classrooms: Goals, structures and student motivation
    • Ames C. Classrooms: Goals, structures and student motivation. Journal of Educational Psychology 84 3 (1992) 273-287
    • (1992) Journal of Educational Psychology , vol.84 , Issue.3 , pp. 273-287
    • Ames, C.1
  • 3
    • 0007293638 scopus 로고    scopus 로고
    • To see a painting versus to walk in a painting: An experiment on sense-making through virtual reality
    • Antonietti A., and Cantoia M. To see a painting versus to walk in a painting: An experiment on sense-making through virtual reality. Computers & Education 34 (2000) 213-223
    • (2000) Computers & Education , vol.34 , pp. 213-223
    • Antonietti, A.1    Cantoia, M.2
  • 6
    • 31144434319 scopus 로고    scopus 로고
    • How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
    • De Freitas S., and Oliver M. How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & Education 46 (2006) 249-264
    • (2006) Computers & Education , vol.46 , pp. 249-264
    • De Freitas, S.1    Oliver, M.2
  • 8
    • 77949658248 scopus 로고    scopus 로고
    • De la Cruz Ayuso, C. (2002). Educación del ocio: propuestas internacionales. BILBAO.
    • De la Cruz Ayuso, C. (2002). Educación del ocio: propuestas internacionales. BILBAO.
  • 9
    • 34249018578 scopus 로고    scopus 로고
    • Successful implementation of user-centered game-based learning in higher education: An example for civil engineering
    • Ebner M., and Holzinger A. Successful implementation of user-centered game-based learning in higher education: An example for civil engineering. Computers & Education 49 3 (2005) 873-890
    • (2005) Computers & Education , vol.49 , Issue.3 , pp. 873-890
    • Ebner, M.1    Holzinger, A.2
  • 10
    • 48649090266 scopus 로고    scopus 로고
    • Overview of research on educational games
    • Egenfeldt-Nielsen S. Overview of research on educational games. Digital Kompetanse 1 3 (2006) 184-213
    • (2006) Digital Kompetanse , vol.1 , Issue.3 , pp. 184-213
    • Egenfeldt-Nielsen, S.1
  • 12
    • 67549103767 scopus 로고    scopus 로고
    • Games, motivation and learning: A research and practice model
    • Garris R., Ahlers R., and Driskall J.E. Games, motivation and learning: A research and practice model. Simulation & Gaming 33 4 (2002) 441-467
    • (2002) Simulation & Gaming , vol.33 , Issue.4 , pp. 441-467
    • Garris, R.1    Ahlers, R.2    Driskall, J.E.3
  • 13
    • 70450253132 scopus 로고    scopus 로고
    • Situational learning in real and virtual space: Lessons learned and future directions
    • Harrington, M. C. R. (2006). Situational learning in real and virtual space: Lessons learned and future directions. Proceedings ACM SIGGRAPH.
    • (2006) Proceedings ACM SIGGRAPH
    • Harrington, M.C.R.1
  • 14
    • 38349151223 scopus 로고    scopus 로고
    • Simulation for team training and assessment: Case studies of online training with virtual worlds
    • Heinrichs W.L., Youngblood P., Harter P.M., and Dev P. Simulation for team training and assessment: Case studies of online training with virtual worlds. World Journal of Surgery 32 2 (2008) 161-170
    • (2008) World Journal of Surgery , vol.32 , Issue.2 , pp. 161-170
    • Heinrichs, W.L.1    Youngblood, P.2    Harter, P.M.3    Dev, P.4
  • 15
    • 77749232376 scopus 로고    scopus 로고
    • Multi media e-learning software TRIANGLE case-study: Experimental results and lessons learned
    • Holzinger A., Pichler A., and Maurer H. Multi media e-learning software TRIANGLE case-study: Experimental results and lessons learned. Lecture Notes in Computer Science 4556 (2006) 559-568
    • (2006) Lecture Notes in Computer Science , vol.4556 , pp. 559-568
    • Holzinger, A.1    Pichler, A.2    Maurer, H.3
  • 18
    • 64449087082 scopus 로고    scopus 로고
    • Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in second life
    • Jarmon L., Traphagan T., Mayrath M., and Trivedi A. Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in second life. Computers & Education 53 1 (2009) 169-182
    • (2009) Computers & Education , vol.53 , Issue.1 , pp. 169-182
    • Jarmon, L.1    Traphagan, T.2    Mayrath, M.3    Trivedi, A.4
  • 19
    • 34548568760 scopus 로고    scopus 로고
    • Enhancing instructional efficiency of interactive e-learning environments: A cognitive load perspective
    • Kalyuga S. Enhancing instructional efficiency of interactive e-learning environments: A cognitive load perspective. Educational Psychology Review 19 (2007) 387-399
    • (2007) Educational Psychology Review , vol.19 , pp. 387-399
    • Kalyuga, S.1
  • 20
    • 50049084343 scopus 로고    scopus 로고
    • Examining the pedagogical foundations of modern educational computer games
    • Kebritchi M., and Hirumi A. Examining the pedagogical foundations of modern educational computer games. Computers & Education 51 (2008) 1729-1743
    • (2008) Computers & Education , vol.51 , pp. 1729-1743
    • Kebritchi, M.1    Hirumi, A.2
  • 22
    • 70350662899 scopus 로고    scopus 로고
    • Challenges in the development and evaluation of immersive digital educational games
    • Lai-Chong Law E., Kickmeier D.A., and Holzinger A. Challenges in the development and evaluation of immersive digital educational games. Lecture Notes in Computer Science 5298 (2008) 19-30
    • (2008) Lecture Notes in Computer Science , vol.5298 , pp. 19-30
    • Lai-Chong Law, E.1    Kickmeier, D.A.2    Holzinger, A.3
  • 23
    • 20444483311 scopus 로고    scopus 로고
    • Intrinsic and extrinsic motivational orientation in the classroom: age differences and academic correlates
    • Lepper M.R., Iyengar S.S., and Henderlong Corpus J. Intrinsic and extrinsic motivational orientation in the classroom: age differences and academic correlates. Journal of Educational Psychology 97 2 (2005) 184-196
    • (2005) Journal of Educational Psychology , vol.97 , Issue.2 , pp. 184-196
    • Lepper, M.R.1    Iyengar, S.S.2    Henderlong Corpus, J.3
  • 24
    • 77949655307 scopus 로고    scopus 로고
    • L.O.G.S.E. (2005). .
    • L.O.G.S.E. (2005). .
  • 30
    • 56549129970 scopus 로고    scopus 로고
    • Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation
    • Papastergiou M. Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education 52 (2009) 1-12
    • (2009) Computers & Education , vol.52 , pp. 1-12
    • Papastergiou, M.1
  • 32
    • 34247142789 scopus 로고    scopus 로고
    • Digital game-based learning
    • [October 2003, Book 2]
    • Prensky M. Digital game-based learning. ACM Computers in Entertainment 1 1 (2003) [October 2003, Book 2]
    • (2003) ACM Computers in Entertainment , vol.1 , Issue.1
    • Prensky, M.1
  • 33
    • 1842636317 scopus 로고    scopus 로고
    • Let's get physical: The learning benefits of interacting in digitally augmented physical spaces
    • Price S., and Rogers Y. Let's get physical: The learning benefits of interacting in digitally augmented physical spaces. Computers & Education 43 (2004) 137-151
    • (2004) Computers & Education , vol.43 , pp. 137-151
    • Price, S.1    Rogers, Y.2
  • 35
    • 38349002796 scopus 로고    scopus 로고
    • Computer game design: Opportunities for successful learning
    • Robertson J., and Howells C. Computer game design: Opportunities for successful learning. Computers & Education 50 (2008) 559-578
    • (2008) Computers & Education , vol.50 , pp. 559-578
    • Robertson, J.1    Howells, C.2
  • 37
    • 0035540949 scopus 로고    scopus 로고
    • Student perception of a virtual field trip to replace a real field trip
    • Spicer J.I., and Stratford J. Student perception of a virtual field trip to replace a real field trip. Journal of Computer Assisted Learning 17 4 (2001) 345-354
    • (2001) Journal of Computer Assisted Learning , vol.17 , Issue.4 , pp. 345-354
    • Spicer, J.I.1    Stratford, J.2
  • 38
    • 23844464845 scopus 로고    scopus 로고
    • Combining software games with education: Evaluation of its educational effectiveness
    • Virvou M., Katsionis G., and Manos K. Combining software games with education: Evaluation of its educational effectiveness. Educational Technology and Society 8 2 (2005) 54-65
    • (2005) Educational Technology and Society , vol.8 , Issue.2 , pp. 54-65
    • Virvou, M.1    Katsionis, G.2    Manos, K.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.