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Volumn , Issue , 2011, Pages 25-29

A digital board game based learning system for authentic learning

Author keywords

Authentic learning; Digital board game; Digital game based learning; Digital learning playground; Mixed reality

Indexed keywords

AUTHENTIC LEARNING; BOARD GAMES; DIGITAL GAME-BASED LEARNING; DIGITAL LEARNING PLAYGROUND; MIXED REALITY;

EID: 80052711761     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/ICALT.2011.16     Document Type: Conference Paper
Times cited : (12)

References (12)
  • 1
    • 84965520752 scopus 로고
    • Situated cognition and the culture of learning
    • John Seely Brown; Allan Collins; Paul Duguid, "Situated Cognition and the Culture of Learning," Educational Researcher, Vol. 18, No. 1, pp. 32-42, 1989
    • (1989) Educational Researcher , vol.18 , Issue.1 , pp. 32-42
    • Brown, J.S.1    Collins, A.2    Duguid, P.3
  • 6
    • 1342338687 scopus 로고    scopus 로고
    • I have no words & i must design: Toward a critical vocabulary for games
    • ed. Frans Mäyrä. Tampere: Tampere University Press
    • Greg Costikyan, "I Have No Words & I Must Design: Toward a Critical Vocabulary for Games," Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002, pp 9-33
    • (2002) Proceedings of Computer Games and Digital Cultures Conference , pp. 9-33
    • Costikyan, G.1
  • 9
    • 84933480973 scopus 로고    scopus 로고
    • Cooperative learning, collaborative learning, & interaction: Three communicative strands in the language classroom
    • Oxford R., "Cooperative learning, collaborative learning, & interaction: Three communicative strands in the language classroom," Modern Language Journal, 81, 443-456,1997.
    • (1997) Modern Language Journal , vol.81 , pp. 443-456
    • Oxford, R.1
  • 10
    • 24344472182 scopus 로고    scopus 로고
    • Content creation challenges and flow experience in educational games: The IT-Emperor case
    • DOI 10.1016/j.iheduc.2005.06.001, PII S1096751605000333
    • K. Kiili, "Content creation challenges and flow experience in educational games: The IT-Emperor case," The Internet and Higher Education, Volume 8, Issue 3, Pages 183-198, 3rd Quarter, 2005. (Pubitemid 41252463)
    • (2005) Internet and Higher Education , vol.8 , Issue.3 , pp. 183-198
    • Kiili, K.1
  • 11
    • 0042027317 scopus 로고    scopus 로고
    • Critical inquiry in a text-based environment: Computer conferencing in higher education
    • D.R. Garrison, T. Anderson and W. Archer, "Critical inquiry in a text-based environment: Computer conferencing in higher education," The Internet and Higher Education 2, 2000, p. 877-105.
    • (2000) The Internet and Higher Education , vol.2 , pp. 877-105
    • Garrison, D.R.1    Anderson, T.2    Archer, W.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.