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Volumn , Issue , 2013, Pages 53-62

Cognitive aspects of creativity: Science learning through serious educational games

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EID: 84878870346     PISSN: None     EISSN: None     Source Type: Book    
DOI: 10.1007/978-1-4614-5185-3_4     Document Type: Chapter
Times cited : (4)

References (22)
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  • 2
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  • 3
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    • Annetta, L.A.1    Holmes, S.Y.2    Cheng, M.T.3    Folta, E.4
  • 4
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  • 5
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    • Annetta, L. A., Cheng, M. T., & Holmes, S. (2010). Assessing 21st century skills through a teacher created video game for high school biology students. Research in Science and Technological Education, 28(2), 101-114.
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    • Annetta, L.A.1    Cheng, M.T.2    Holmes, S.3
  • 9
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    • Investigating the impact of video games on high school students’ engagement and learning about genetics
    • Annetta, L. A., Minogue, J. A., Holmes, S., & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers in Education, 54(1), 74-85. doi:10.1016/j.compedu.2008.12.020.
    • (2009) Computers in Education , vol.54 , Issue.1 , pp. 74-85
    • Annetta, L.A.1    Minogue, J.A.2    Holmes, S.3    Cheng, M.T.4
  • 10
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    • Annetta, L. A., Mangrum, J., Holmes, S., Collazo, K., & Cheng, M. (2009). Bridging reality to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom. International Journal of Science Education, 31 (8), 1091-1113.
    • (2009) International Journal of Science Education , vol.31 , Issue.8 , pp. 1091-1113
    • Annetta, L.A.1    Mangrum, J.2    Holmes, S.3    Collazo, K.4    Cheng, M.5
  • 11
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    • Annetta, L.A.1
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.