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Volumn , Issue , 2013, Pages 215-220

A discussion on introducing half-anonymity and gamification to improve students' motivation and engagement in classroom lectures

Author keywords

[No Author keywords available]

Indexed keywords

CLASSROOM INTERACTION; CLASSROOM LECTURE; COOPERATIVE LEARNING; EDUCATIONAL METHODOLOGIES; HUMAN RELATIONSHIPS; MOTIVATION AND ENGAGEMENTS; ON-LINE COMMUNICATION; UNIVERSITY STUDENTS;

EID: 84893387424     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/R10-HTC.2013.6669044     Document Type: Conference Paper
Times cited : (12)

References (19)
  • 1
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    • W. B. Wood, Clickers: A Teaching Gimmick That Works, Developmental Cell, 7, pp. 796-798, 2004.
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    • Wood, W.B.1
  • 2
    • 77951102975 scopus 로고    scopus 로고
    • Clickers in large classes: From student perceptions towards an understanding of best practices
    • M. Patry, Clickers in Large Classes: From Student Perceptions Towards an Understanding of Best Practices, International Journal for the Scholarship of Teaching and Learning, 3(2), pp. 1-11, 2009.
    • (2009) International Journal for the Scholarship of Teaching and Learning , vol.3 , Issue.2 , pp. 1-11
    • Patry, M.1
  • 3
    • 33846787459 scopus 로고    scopus 로고
    • Changing the Game: What happens when video games enter the classroom?
    • K. Squire, Changing the Game: What Happens When Video Games Enter the Classroom?, Journal of Online Education, 1(6), 2005. . Available: http://www. innovateonline. info/pdf/vol1 issue6/ Changing the Game-What Happens When Video Games Enter the Classroom . pdf.
    • (2005) Journal of Online Education , vol.1 , Issue.6
    • Squire, K.1
  • 5
    • 84893365206 scopus 로고    scopus 로고
    • K. Davis, Chore Wars, 2007. [Online]. Available: http://www. chorewars. com/.
    • (2007)
    • Davis, K.1    Wars, C.2
  • 6
    • 33748278821 scopus 로고    scopus 로고
    • Motivation and classroom learning
    • W. Reynolds and G. Miller, Ed. New York: Wiley
    • P. R. Pintrich, Motivation and Classroom Learning, in Handbook of Psychology, W. Reynolds and G. Miller, Ed. New York: Wiley, pp. 103-122, 2003.
    • (2003) Handbook of Psychology , pp. 103-122
    • Pintrich, P.R.1
  • 8
    • 84874710618 scopus 로고    scopus 로고
    • Work in progress: An interactive online educational support system considering real-world human relationships of students
    • A. Ohno, Work in Progress: An Interactive Online Educational Support System Considering Real-World Human Relationships of Students, Proceedings of the 42nd Annual Frontiers in Education Conference, 2012.
    • (2012) Proceedings of the 42nd Annual Frontiers in Education Conference
    • Ohno, A.1
  • 9
    • 3042835441 scopus 로고    scopus 로고
    • Using classroom communication systems to support interaction and discussion in large class settings
    • J. T. Boyle and D. J. Nicol, Using Classroom Communication Systems to Support Interaction and Discussion in Large Class Settings, Association for Learning Technology Journal, 11(3), pp. 43-57, 2003.
    • (2003) Association for Learning Technology Journal , vol.11 , Issue.3 , pp. 43-57
    • Boyle, J.T.1    Nicol, D.J.2
  • 12
    • 84893386277 scopus 로고    scopus 로고
    • Social Gaming Market in Japan: Key Research Findings (in Japanese)
    • Social Gaming Market in Japan: Key Research Findings 2012 (in Japanese), [Online]. Available: http://www. yano. co. jp/press/pdf/1053. pdf.
    • (2012)
  • 13
    • 84893380882 scopus 로고    scopus 로고
    • Puzzle and Dragons Website (in Japanese)
    • Puzzle and Dragons Website (in Japanese), [Online]. Available: http: //www. gungho. jp/pad/.
  • 16
    • 46349099119 scopus 로고    scopus 로고
    • Video games in education: Why they should be used and how they are being used
    • L. A. Annetta, Video Games in Education: Why They Should Be Used and How They are Being Used, Theory Into Practice, 47, pp. 229-239, 2008.
    • (2008) Theory into Practice , vol.47 , pp. 229-239
    • Annetta, L.A.1
  • 17
    • 85008852664 scopus 로고    scopus 로고
    • Digital game in education: The design of games-based learning environments
    • B. Gros, Digital Game in Education: The Design of Games-Based Learning Environments, Journal of Research on Technology in Education, 40(1), pp. 23-38, 2007.
    • (2007) Journal of Research on Technology in Education , vol.40 , Issue.1 , pp. 23-38
    • Gros, B.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.