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Volumn 39, Issue 4, 2008, Pages 4-11

Video Games in the Middle School Classroom

Author keywords

[No Author keywords available]

Indexed keywords


EID: 84878342175     PISSN: None     EISSN: 23276223     Source Type: Journal    
DOI: 10.1080/00940771.2008.11461638     Document Type: Article
Times cited : (11)

References (15)
  • 2
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    • Bushweller, K., (2006). Tune in, turn off. Teacher Magazine, 17(5), 49. Retrieved April 13, 2006, from http://www.edweek.org/tm/articles/2006/03/01/05classtech.h17.html
    • (2006) Teacher Magazine , vol.17 , Issue.5 , pp. 49
    • Bushweller, K.1
  • 3
    • 0002203065 scopus 로고    scopus 로고
    • Problem-based learning: A paradigm shift or a passing fad?
    • Retrieved October 19, 2006 from
    • Camp, G., (1996). Problem-based learning: A paradigm shift or a passing fad? Medical Education Online, 1, 1–6. Retrieved October 19, 2006, from http://www.med-ed-online.org/volume1.htm
    • (1996) Medical Education Online , vol.1 , pp. 1-6
    • Camp, G.1
  • 5
    • 85066233498 scopus 로고    scopus 로고
    • 1/1/2006. Retrieved March 2, 2006,). Game on! [Electronic version]., from
    • Deubel, P., (2006). Game on! [Electronic version]. T.H.E. Journal, 1/1/2006. Retrieved March 2, 2006, from http://www.thejournal.com/articles/17788
    • (2006) T.H.E. Journal
    • Deubel, P.1
  • 8
    • 40749112777 scopus 로고    scopus 로고
    • Summit on Education and Learning, 2006. Retrieved October 19, 2006, from
    • Federation of American Scientists. (2006). Harnessing the power of the video game for learning. Summit on Education and Learning, 2006. Retrieved October 19, 2006, from http://fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf
    • (2006) Harnessing the power of the video game for learning
  • 9
    • 33746452212 scopus 로고    scopus 로고
    • The relevance of video games and gaming consoles to the higher and further education learning experience. April 2002
    • oint Information Systems Committee (JISC), TSW 02.01. Retrieved October 19, 2006, J, from
    • Kirriemuir, J., (2002). The relevance of video games and gaming consoles to the higher and further education learning experience. April 2002. Techwatch Report, Joint Information Systems Committee (JISC), TSW 02.01. Retrieved October 19, 2006, from http://www.jisc.ac.uk/whatwedo/services/services_techwatch/techwatch/techwatch_report_0201.aspx
    • (2002) Techwatch Report
    • Kirriemuir, J.1
  • 11
    • 85066285728 scopus 로고    scopus 로고
    • Retrieved October 19, 2006, from
    • National Institute on Media and the Family. (2001). Retrieved October 19, 2006, from http://www.mediafamily.org/research/report_vgrc_2001-2.shtml
    • (2001)
  • 12
    • 85066255638 scopus 로고    scopus 로고
    • Retrieved December 4, 2006, from
    • National Center for Education Statistics. (2000) Retrieved December 4, 2006 from http://nces.ed.gov/programs/digest/d05/tables/dt05_068.asp
    • (2000)
  • 15
    • 0002257545 scopus 로고
    • Problem based learning: An instructional model and its constructivist framework
    • Savery, J. R., & Duffy, T. M., (1995). Problem based learning: An instructional model and its constructivist framework. Educational Technology, 35(5), 31–38.
    • (1995) Educational Technology , vol.35 , Issue.5 , pp. 31-38
    • Savery, J.R.1    Duffy, T.M.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.