-
1
-
-
34247391130
-
Studying computer game learning experience through eye tracking
-
Alkan, S., & Cagiltay, K. (2007). Studying computer game learning experience through eye tracking. British Journal of Educational Technology, 38(3), 538-542.
-
(2007)
British Journal of Educational Technology
, vol.38
, Issue.3
, pp. 538-542
-
-
Alkan, S.1
Cagiltay, K.2
-
2
-
-
0033196425
-
Graphical models and computerized adaptive testing
-
Almond, R. G., & Mislevy, R. J. (1999). Graphical models and computerized adaptive testing. Applied Psychological Measurement, 23(3), 223-237.
-
(1999)
Applied Psychological Measurement
, vol.23
, Issue.3
, pp. 223-237
-
-
Almond, R.G.1
Mislevy, R.J.2
-
4
-
-
78651427845
-
Transformational play
-
Barab, S. A., Gresalfi, M., & Ingram-Goble, A. (2010). Transformational play. Educational Researcher, 39(7), 525-536.
-
(2010)
Educational Researcher
, vol.39
, Issue.7
, pp. 525-536
-
-
Barab, S.A.1
Gresalfi, M.2
Ingram-Goble, A.3
-
5
-
-
34548598655
-
Situationally embodied curriculum: Relating formalisms and contexts
-
Barab, S. A., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A., Kwon, E.-J., et al. (2007). Situationally embodied curriculum: Relating formalisms and contexts. Science Education, 91(5), 750-782.
-
(2007)
Science Education
, vol.91
, Issue.5
, pp. 750-782
-
-
Barab, S.A.1
Zuiker, S.2
Warren, S.3
Hickey, D.4
Ingram-Goble, A.5
Kwon, E.-J.6
-
6
-
-
84955415974
-
-
April 9, 2012
-
Bethesda Softworks (2006). Elder schools VI: Oblivion. Retrieved April 9, 2012, from http://www.bethsoft.com/games/games_oblivion.html.
-
(2006)
Elder Schools VI: Oblivion
-
-
-
7
-
-
0004134359
-
-
Washington, DC: National Academy Press
-
Bransford, J., Brown, A., & Cocking, R. (2000). How People Learn: Brain, Mind, and Experience & School. Washington, DC: National Academy Press.
-
(2000)
How People Learn: Brain, Mind, and Experience & School
-
-
Bransford, J.1
Brown, A.2
Cocking, R.3
-
8
-
-
84965520752
-
Situated cognition and the culture of learning
-
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42.
-
(1989)
Educational Researcher
, vol.18
, Issue.1
, pp. 32-42
-
-
Brown, J.S.1
Collins, A.2
Duguid, P.3
-
9
-
-
0002964781
-
The act of discovery
-
Bruner, J. S. (1961). The act of discovery. Harvard Educational Review, 31(1), 21-32.
-
(1961)
Harvard Educational Review
, vol.31
, Issue.1
, pp. 21-32
-
-
Bruner, J.S.1
-
11
-
-
27644536872
-
Forty simple computer games and what they could mean to educators
-
Dempsey, J. V., Haynes, L. L., Lucassen, B. A., & Casey, M. S. (2002). Forty simple computer games and what they could mean to educators. Simulation & Gaming, 33(2), 157-168.
-
(2002)
Simulation & Gaming
, vol.33
, Issue.2
, pp. 157-168
-
-
Dempsey, J.V.1
Haynes, L.L.2
Lucassen, B.A.3
Casey, M.S.4
-
12
-
-
71549154134
-
-
Paper presented at the annual meeting of the Association for Educational Communications and Technology, Nashville, TN
-
Dempsey, J. V., Rasmussen, K., & Lucassen, B. (1996). Instructional gaming: Implications for instructional technology. Paper presented at the annual meeting of the Association for Educational Communications and Technology, Nashville, TN.
-
(1996)
Instructional Gaming: Implications for Instructional Technology
-
-
Dempsey, J.V.1
Rasmussen, K.2
Lucassen, B.3
-
13
-
-
0030792946
-
Is Mr Pac Man eating our children? A review of the effect of digital games on children
-
Emes, C. E. (1997). Is Mr Pac Man eating our children? A review of the effect of digital games on children. Canadian Journal of Psychiatry, 42(4), 409-414.
-
(1997)
Canadian Journal of Psychiatry
, vol.42
, Issue.4
, pp. 409-414
-
-
Emes, C.E.1
-
14
-
-
0037005457
-
Playability in action videogames: A qualitative design model
-
Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in action videogames: A qualitative design model. Human Computer Interaction, 17(4), 311-368.
-
(2002)
Human Computer Interaction
, vol.17
, Issue.4
, pp. 311-368
-
-
Fabricatore, C.1
Nussbaum, M.2
Rosas, R.3
-
15
-
-
80051901802
-
The assessment of knowledge
-
theory and in practice. In R. Missaoui & J. Schmid, New York: Springer
-
Falmagne, J.-C., Cosyn, E., Doignon, J.-P., & Thiery, N. (2003). The assessment of knowledge, in theory and in practice. In R. Missaoui & J. Schmidt (Eds.), Fourth international conference on formal concept analysis (Lecture notes in computer science, Vol. 3874, pp. 61-79). New York: Springer.
-
(2003)
Fourth International Conference on formal Concept Analysis (Lecture Notes in Computer Science
, vol.3874
, pp. 61-79
-
-
Falmagne, J.-C.1
Cosyn, E.2
Doignon, J.-P.3
Thiery, N.4
-
17
-
-
84909364452
-
Deep learning properties of good digital games: How far can they go?
-
U. Ritterfeld, M. Cody, & P. Vorderer, New York: Routledge
-
Gee, J. P. (2009). Deep learning properties of good digital games: How far can they go? In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp. 65-80). New York: Routledge.
-
(2009)
Serious Games: Mechanisms and Effects
, pp. 65-80
-
-
Gee, J.P.1
-
18
-
-
77955961811
-
-
Washington, DC: National Center for Education Statistics, Institute of Education Sciences, U.S. Department of Education
-
Gonzales, P., Williams, T., Jocelyn, L., Roey, S., Kastberg, D., & Brenwald, S. (2008). Highlights from TIMSS 2007: Mathematics and science achievement of U.S. fourth- and eighth-grade students in an international context (NCES 2009-001). Washington, DC: National Center for Education Statistics, Institute of Education Sciences, U.S. Department of Education.
-
(2008)
Highlights from TIMSS 2007: Mathematics and Science Achievement of U.S. Fourth- and eighth-grade students in an International Context (NCES 2009-001)
-
-
Gonzales, P.1
Williams, T.2
Jocelyn, L.3
Roey, S.4
Kastberg, D.5
Brenwald, S.6
-
20
-
-
3142678927
-
Problem-based learning: What and how do students learn?
-
Hmelo-Silver, C. E. (2004). Problem-based learning: What and how do students learn? Educational Psychology Review, 16(3), 235-266.
-
(2004)
Educational Psychology Review
, vol.16
, Issue.3
, pp. 235-266
-
-
Hmelo-Silver, C.E.1
-
22
-
-
80052982871
-
-
Washington, DC: National Center for Education Statistics, Institute of Education Sciences, U.S. Department of Education
-
Howard, L. F., Paul, J. H., Marisa, P. P., & Brooke, E. S. (2010). Highlights from PISA 2009: Performance of U.S. 15-year-old students in reading, mathematics, and science literacy in an international context (NCES 2011-004). Washington, DC: National Center for Education Statistics, Institute of Education Sciences, U.S. Department of Education.
-
(2010)
Highlights from PISA 2009: Performance of U.S. 15-Year-Old Students in Reading, Mathematics, and Science Literacy in an international Context (NCES 2011-004)
-
-
Howard, L.F.1
Paul, J.H.2
Marisa, P.P.3
Brooke, E.S.4
-
23
-
-
58049159083
-
The classroom as “living laboratory”: Design-based research for understanding, comparing, and evaluating learning science through design
-
Kafai, Y. B. (2005). The classroom as “living laboratory”: Design-based research for understanding, comparing, and evaluating learning science through design. Educational Technology, 65(1), 28-34.
-
(2005)
Educational Technology
, vol.65
, Issue.1
, pp. 28-34
-
-
Kafai, Y.B.1
-
24
-
-
78349285256
-
A qualitative meta-analysis of computer games as learning tools
-
R. E. Ferdig, New York: IGI Global
-
Ke, F. (2008). A qualitative meta-analysis of computer games as learning tools. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 1-32). New York: IGI Global.
-
(2008)
Handbook of Research on Effective Electronic Gaming in Education
, pp. 1-32
-
-
Ke, F.1
-
26
-
-
51249146770
-
Between art and gameness: Critical theory and computer game aesthetics
-
Kirkpatrick, G. (2007). Between art and gameness: Critical theory and computer game aesthetics. Thesis Eleven, 89, 74-93.
-
(2007)
Thesis Eleven
, vol.89
, pp. 74-93
-
-
Kirkpatrick, G.1
-
27
-
-
77953993424
-
-
Cambridge, MA: The Education Arcade
-
Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward: Obstacles, opportunities & openness. Cambridge, MA: The Education Arcade.
-
(2009)
Moving Learning Games Forward: Obstacles, Opportunities & Openness
-
-
Klopfer, E.1
Osterweil, S.2
Salen, K.3
-
28
-
-
0033239551
-
Interest, motivation and learning: An educational-psychological perspective
-
Krapp, A. (1999). Interest, motivation and learning: An educational-psychological perspective. European Journal of Psychology of Education, 14(1), 23-40.
-
(1999)
European Journal of Psychology of Education
, vol.14
, Issue.1
, pp. 23-40
-
-
Krapp, A.1
-
30
-
-
85084523926
-
Making learning fun: A taxonomy of intrinsic motivations for learning
-
R. E. Snow & M. J. Farr, Hilsdale, NJ: Erlbaum
-
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning and instruction: III. Cognitive and affective process analyses (pp. 223-253). Hilsdale, NJ: Erlbaum.
-
(1987)
Aptitude, Learning and Instruction: III. Cognitive and Affective Process Analyses
, pp. 223-253
-
-
Malone, T.W.1
Lepper, M.R.2
-
32
-
-
21844504982
-
Evidence and inference in educational assessment
-
Mislevy, R. J. (1994). Evidence and inference in educational assessment. Psychometrika, 59, 439-483.
-
(1994)
Psychometrika
, vol.59
, pp. 439-483
-
-
Mislevy, R.J.1
-
33
-
-
33846413584
-
Implications of evidence-centered design for educational testing
-
Mislevy, R. J., & Haertel, G. D. (2006). Implications of evidence-centered design for educational testing. Educational Measurement: Issues and Practice, 25(4), 6-20.
-
(2006)
Educational Measurement: Issues and Practice
, vol.25
, Issue.4
, pp. 6-20
-
-
Mislevy, R.J.1
Haertel, G.D.2
-
34
-
-
0041545460
-
On the structure of educational assessments
-
Mislevy, R. J., Steinberg, L. S., & Almond, R. G. (2003). On the structure of educational assessments. Measurement: Interdisciplinary Research and Perspectives, 1, 3-62.
-
(2003)
Measurement: Interdisciplinary Research and Perspectives
, vol.1
, pp. 3-62
-
-
Mislevy, R.J.1
Steinberg, L.S.2
Almond, R.G.3
-
37
-
-
85007866458
-
An investigation of cognitive processes engaged in by recreational computer game players: Implications for skills of the future
-
Pillay, H. (2002). An investigation of cognitive processes engaged in by recreational computer game players: Implications for skills of the future. Journal of Research on Technology in Education, 34(3), 336-350.
-
(2002)
Journal of Research on Technology in Education
, vol.34
, Issue.3
, pp. 336-350
-
-
Pillay, H.1
-
38
-
-
48249099880
-
Cognition and recreational computer games: Implications for educational technology
-
Pillay, H., Brownlee, J., & Wilss, L. (1999). Cognition and recreational computer games: Implications for educational technology. Journal of Research on Computing in Education, 32(1), 203.
-
(1999)
Journal of Research on Computing in Education
, vol.32
, Issue.1
, pp. 203
-
-
Pillay, H.1
Brownlee, J.2
Wilss, L.3
-
42
-
-
84965372362
-
The effectiveness of games for educational purposes: A review of recent research
-
Randel, J. M., Morris, B. A., Wetzel, C. D., & Whitehil, B. V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation & Gaming, 23(3), 261-276.
-
(1992)
Simulation & Gaming
, vol.23
, Issue.3
, pp. 261-276
-
-
Randel, J.M.1
Morris, B.A.2
Wetzel, C.D.3
Whitehil, B.V.4
-
43
-
-
0030532180
-
Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games
-
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(1), 43-58.
-
(1996)
Educational Technology Research and Development
, vol.44
, Issue.1
, pp. 43-58
-
-
Rieber, L.P.1
-
44
-
-
77949942432
-
Evidence-centered design of epistemic games: Measurement principles for complex learning environments
-
April 9, 2012
-
Rupp, A. A., Gushta, M., Mislevy, R. J., & Shaffer, D. W. (2010). Evidence-centered design of epistemic games: Measurement principles for complex learning environments. The Journal of Technology, Learning, and Assessment, 5(4). Retrieved April 9, 2012, from http://escholarship. bc.edu/jtla/vol8/4.
-
(2010)
The Journal of Technology, Learning, and Assessment
, vol.5
, Issue.4
-
-
Rupp, A.A.1
Gushta, M.2
Mislevy, R.J.3
Shaffer, D.W.4
-
45
-
-
36849024609
-
Game design and meaningful play
-
J. Raessens & J. Goldstein, Cambridge, MA: MIT Press
-
Salen, K., & Zimmerman, E. (2005). Game design and meaningful play. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 59-80). Cambridge, MA: MIT Press.
-
(2005)
Handbook of Computer Game Studies
, pp. 59-80
-
-
Salen, K.1
Zimmerman, E.2
-
48
-
-
34547263800
-
Digital games and the future of learning
-
Shaffer, D. W., Squire, K. A., Halverson, R., & Gee, J. P. (2005). Digital games and the future of learning. Phi Delta Kappan, 57(2), 104-111.
-
(2005)
Phi Delta Kappan
, vol.57
, Issue.2
, pp. 104-111
-
-
Shaffer, D.W.1
Squire, K.A.2
Halverson, R.3
Gee, J.P.4
-
49
-
-
85142824028
-
Tensions, trends, tools, and technologies: Time for an educational sea change
-
C. A. Dwyer, New York: Lawrence Erlbaum/Taylor & Francis
-
Shute, V. J. (2007). Tensions, trends, tools, and technologies: Time for an educational sea change. In C. A. Dwyer (Ed.), The future of assessment: Shaping teaching and learning (pp. 139-187). New York: Lawrence Erlbaum/Taylor & Francis.
-
(2007)
The Future of Assessment: Shaping Teaching and Learning
, pp. 139-187
-
-
Shute, V.J.1
-
50
-
-
84875192764
-
Stealth assessment in computer-based games to support learning
-
S. Tobias & J. D. Fletcher, Charlotte, NC: Information Age
-
Shute, V. J. (2011). Stealth assessment in computer-based games to support learning. In S. Tobias & J. D. Fletcher (Eds.), Computer games and instruction (pp. 503-524). Charlotte, NC: Information Age.
-
(2011)
Computer Games and Instruction
, pp. 503-524
-
-
Shute, V.J.1
-
51
-
-
84885456716
-
Games… and… learning
-
R. Reiser & J. Dempsey (Eds.), 3rd, Upper Saddle River, NJ: Pearson Education
-
Shute, V. J., Rieber, L., & Van Eck, R. (2011). Games… and… learning. In R. Reiser & J. Dempsey (Eds.), Trends and issues in instructional design and technology (3rd ed., pp. 321-332). Upper Saddle River, NJ: Pearson Education.
-
(2011)
Trends and Issues in Instructional Design and Technology
, pp. 321-332
-
-
Shute, V.J.1
Rieber, L.2
Van Eck, R.3
-
52
-
-
84909263860
-
Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow
-
U. Ritterfeld, M. Cody, & P. Vorderer, Mahwah, NJ: Routledge, Taylor and Francis
-
Shute, V. J., Ventura, M., Bauer, M. I., & Zapata-Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp. 295-321). Mahwah, NJ: Routledge, Taylor and Francis.
-
(2009)
Serious Games: Mechanisms and Effects
, pp. 295-321
-
-
Shute, V.J.1
Ventura, M.2
Bauer, M.I.3
Zapata-Rivera, D.4
-
54
-
-
21344444610
-
Intelligent tutoring and assessment built on an understanding of a technical problem-solving task
-
Steinberg, L. S., & Gitomer, D. G. (1996). Intelligent tutoring and assessment built on an understanding of a technical problem-solving task. Instructional Science, 24, 223-258.
-
(1996)
Instructional Science
, vol.24
, pp. 223-258
-
-
Steinberg, L.S.1
Gitomer, D.G.2
-
56
-
-
33745255765
-
GameFlow: A model for evaluating player enjoyment in games
-
Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1-24.
-
(2005)
ACM Computers in Entertainment
, vol.3
, Issue.3
, pp. 1-24
-
-
Sweetser, P.1
Wyeth, P.2
-
57
-
-
84868365447
-
Using Gamestar Mechanic within a nodal learning ecology to learn systems thinking: A worked example
-
Torres, R. J. (2009). Using Gamestar Mechanic within a nodal learning ecology to learn systems thinking: A worked example. International Journal of Learning and Media, 1(2), 1-11.
-
(2009)
International Journal of Learning and Media
, vol.1
, Issue.2
, pp. 1-11
-
-
Torres, R.J.1
-
58
-
-
33846143172
-
Computer gaming and interactive simulations for learning: A meta-analysis
-
Vogel, J. F., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
-
(2006)
Journal of Educational Computing Research
, vol.34
, Issue.3
, pp. 229-243
-
-
Vogel, J.F.1
Vogel, D.S.2
Cannon-Bowers, J.3
Bowers, C.A.4
Muse, K.5
Wright, M.6
-
61
-
-
1142307537
-
The effectiveness of business games in strategic management course work
-
Wolfe, J. (1997). The effectiveness of business games in strategic management course work. Simulation & Gaming, 28(4), 360-376.
-
(1997)
Simulation & Gaming
, vol.28
, Issue.4
, pp. 360-376
-
-
Wolfe, J.1
-
62
-
-
33745434436
-
The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments
-
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15(3), 309-329.
-
(2006)
Presence: Teleoperators and Virtual Environments
, vol.15
, Issue.3
, pp. 309-329
-
-
Yee, N.1
|